Quantcast
Viewing latest article 2
Browse Latest Browse All 4

Answer by castor

In case it helps future people (and feel free to correct it Robertbu!) here is the solution I'm using based on the discussion we had, seems to be working only being about 1 to 2 seconds off. function SkipDialogLineAction (){ if (dialogInteractions.currentState == DialogStates.ShowTextLine){ //Store the current world time and the dialogTimeLeft var currentWorldTime = scriptWorld.worldTime; var dialogTimeLeft = dialogInteractions.textLineDisplayTimeLeft + dialogInteractions.endDialogPause; //Cancel current dialog dialogInteractions.StopCoroutine("DoTextLine"); dialogInteractions.currentDisplayLine = null; dialogInteractions.currentState = DialogStates.Idle; //Advance game time based on how much of the dialog was left Time.timeScale = 90; yield WaitForSeconds (dialogTimeLeft); //Bring timescale back to 1 and correct worldTime Time.timeScale = 1; scriptWorld.worldTime = currentWorldTime + dialogTimeLeft; } }

Viewing latest article 2
Browse Latest Browse All 4

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>