I want to avoid splitting conversation when there is a simple cinematic sequence in dialogue. So I was thinking of adding a dialogue node, during which all the dialogue UI would be hidden, so I could run my story sequences and then resume the normal dialogue flow. (This saves from having to use many variables to start/end conversations)
I thought about naming one character "Sequence" and whenever this character is "Speaking" during dialogue tree to hide UI. So I made something like this:
Code: Select all
void OnConversationLine(Subtitle subtitle)
{
if (subtitle.speakerInfo.Name == "Sequence")
{
DialogueManager.DialogueUI.Close();
}
else
{
DialogueManager.DialogueUI.Open();
}
}
Thanks