DialogueStart
namespace Griff.Scenes;
public enum DialogueStartWhen a Dialogue starts.
Values
Section titled “Values”Interact= 0: When the player presses Interact while touching it: talking to someone.Touch= 1: As soon as the player touches it: a sign that reads itself, a cutscene trigger.SceneStart= 2: As soon as the scene starts, with no collider needed: an intro, a visual novel’s script. Once said it isn’t said again until the scene is loaded again.