using System.Collections; using System.Collections.Generic; using UnityEngine; using XNode; using RPGCreationKit.DialogueSystem; using RPGCreationKit; namespace RPGCreationKit.DialogueSystem { public enum AfterLine { NPC_DialogueLine = 0, PlayerQuestions = 1, EndDialogue = 2, Continue = 3 }; [CreateNodeMenu("Dialogue System/NPC Dialogue Line", order = 1)] public class NPCDialogueLineNode : DialogueNode { public static string[] DIALOGUE_ANIMATIONS = { "Listening_Standing", "Listening_Crossarms", "Talking_Standing001", "Talking_Standing002", "Talking_Crossarms" }; public int speakerID = 0; [TextArea] public string line; public bool plainLine; public bool useLenghtOfClip; public AudioClip audioClip; public float lineTime = 5; public string dialogueAnimationStr = string.Empty; public string dialogueAnimationListeningStr = string.Empty; public AfterLine afterLine; [Output] public NPCDialogueLineNode nextLine; public bool removePreviousQuestions = false; public string[] questionsToRemove = new string[0]; [Output(dynamicPortList = true, backingValue = ShowBackingValue.Never)] public List playerQuestions; public int lookAtEntityID; // Use this for initialization protected override void Init() { base.Init(); } public override void Trigger() { } // Return the correct value of an output port when requested public override object GetValue(NodePort port) { return null; // Replace this } } }