public override void onConfirm()
{
if (!selfTalking) //having dialogue instead of thinking
{
if (scrollTextIndex < say.Length)
{
scrollTextIndex = say.Length;
}
else if (responseShowPauseTimer == RESPONSE_SHOW_PAUSE_TIME)
{
if (current.responses.Count == 0) //there are no responses to NPC's line
{
gameStateUpdateHelper(current);
}
else
{
InteractionTreeNode next = current.responses[cursor];
gameStateUpdateHelper(next);
}
if (end)
{
talking = false;
// !! update the room state based on what happened in the dialogue
WorldManager.m_currentRoom.updateState();
}
else
{
say = renewPanelContent();
}
}
}
else
{
if (scrollTextIndex < say.Length)
{
scrollTextIndex = say.Length;
}
else if (responseShowPauseTimer == RESPONSE_SHOW_PAUSE_TIME)
{
selfTalking = false;
end = true;
}
}
}