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DialogueStart

namespace Griff.Scenes;
public enum DialogueStart

When a Dialogue starts.

  • 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.