1using System.Collections.Generic;
16 sequence = dm.sequence
42 if ((!chara.IsUnique && !cs.
HasTopic(
"unique", chara.id)) || !flag)
50 string rumor = (chara.IsPCParty ? chara.GetTalkText(
"sup") : cs.
GetRumor(chara));
53 dm.sequence.firstTalk.funcText = () => rumor;
54 List<Hobby> list = chara.ListHobbies();
55 Hobby hobby = ((list.Count > 0) ? list[0] :
null);
60 GameLang.refDrama1 = chara.GetFavCat().GetName().ToLower();
61 GameLang.refDrama2 = chara.GetFavFood().GetName();
62 rumor = cs.
GetText(chara,
"general",
"talk_fav");
67 GameLang.refDrama1 = hobby.
Name.ToLower();
68 rumor = cs.
GetText(chara,
"general",
"talk_hobby");
75 chara.affinity.OnTalkRumor();
76 choice.forceHighlight =
true;
77 }).SetCondition(() => chara.interest > 0);
bool HasElement(int ele, bool includeNagative=false)
static void Goto(this DramaManager dm, string step)
static void AddTempTalk(this DramaManager dm, string text, string actor="tg", string? jump=null)
static void InjectUniqueRumor(this DramaManager dm, Chara chara=null)
DramaChoice SetOnClick(Action action)
bool HasTopic(string idSheet, string idTopic)
string GetText(Chara c, string idSheet, string idTopic)
List< DramaChoice > choices
DramaEvent CustomEvent(Action func, string step=null, float duration=0f, bool halt=false)
List< DramaChoice > _choices
List< DramaEvent > tempEvents
Dictionary< string, int > steps