IDialogueStarter
namespace Griff.Scenes;
public interface IDialogueStarterA component that starts the Dialogue on its entity itself (an adventure’s hotspot, when it’s used), so the dialogue needs no collider for the player to touch. Any component can implement it, a script’s too: a lever that talks when it’s pulled needs no collider either.
Properties
Section titled “Properties”StartsDialogue
Section titled “StartsDialogue”public abstract bool StartsDialogue { get; }True while it’s set up to start the dialogue.