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feat(UI): Return success status on active dialogue
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Assets/JCSUnity/Scripts/UI/Dialogue/JCS_DialogueSystem.cs

Lines changed: 7 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -372,7 +372,7 @@ public void RunAction()
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/// Start the dialogue, in other word same as start a conversation.
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/// </summary>
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/// <param name="script"> Script to use to run the dialogue. </param>
375-
public void ActiveDialogue(JCS_DialogueScript script)
375+
public bool ActiveDialogue(JCS_DialogueScript script)
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{
377377
if (!mInitialized)
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{
@@ -382,22 +382,22 @@ public void ActiveDialogue(JCS_DialogueScript script)
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// Activate it on the next frame!
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this.gameObject.SetActive(true);
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385-
return;
385+
return false;
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}
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388388
mDialogueScript = script;
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390390
if (mActive)
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{
392-
Debug.LogWarning("Dialogue System is already active!");
393-
return;
392+
Debug.LogWarning("Dialogue System is already active");
393+
return false;
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}
395395

396396
// check if the script attached is available?
397397
if (DialogueScript == null)
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{
399399
Debug.LogWarning("Can't run dialogue system without the dialogue script");
400-
return;
400+
return false;
401401
}
402402

403403
// reset the action, so it will always start
@@ -416,6 +416,8 @@ public void ActiveDialogue(JCS_DialogueScript script)
416416

417417
// Play the active dialogue sound.
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JCS_SoundManager.instance.GlobalSoundPlayer().PlayOneShot(mActiveSound);
419+
420+
return true;
419421
}
420422

421423
/// <summary>

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