The below do not make sense, I wrote them in a rush and forgot to clean them up, and time has passed and i dont remember the exact references...
If at end of level -> Interrupt Dialogue (without moving or being able to cast spells) and then end level
If at start of level -> Same as death dialogue.
And of course, not skip future level cutscenes.
I tried making the above, but realized I had made some spagghetti and it wasn't as easy as it looked, so it would take a day or 2 to debug stuff and add more flags and events.
Code to look into:
WarriorMovement.cs -> case Dialogue -> if (InLevelCutscene)
The below do not make sense, I wrote them in a rush and forgot to clean them up, and time has passed and i dont remember the exact references...
If at end of level -> Interrupt Dialogue (without moving or being able to cast spells) and then end level If at start of level -> Same as death dialogue.
And of course, not skip future level cutscenes.
I tried making the above, but realized I had made some spagghetti and it wasn't as easy as it looked, so it would take a day or 2 to debug stuff and add more flags and events.
Code to look into:
WarriorMovement.cs
->case Dialogue
->if (InLevelCutscene)
DialogueManager.cs