I am trying just to get all four commands for turn-based combat.
I want to call out to a co-routine and have it call a special dialogue tree for my main character and three companions.
Some extensions below but not relevant to my basic problem. I simplified it to show what I want to do.
Call each special dialogue until they are closed, then call the next one. When all orders filled, exit the co-routine.
Any help much appreciated. This is super simple code after having vast elaborate schemes with ten times this much code and this still doesn't work to simply display them one at a time.
It shows each "Display" debug text but only the last menu for "Goliath" ...
I need to know how to open a dialogue tree, wait for it to be closed, then execute the next one.
Code below ...
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C.Jonah.TurnOrder = Character.TurnOrderMode.None;
C.Goliath.TurnOrder = Character.TurnOrderMode.None;
C.Eddy.TurnOrder = Character.TurnOrderMode.None;
C.NurseJan.TurnOrder = Character.TurnOrderMode.None;
if(C.Jonah.IsDead() == false && C.Jonah.TurnOrder == Character.TurnOrderMode.None)
{
Display: Showing Jonah Combat Orders ...
D.JonahCombatMenu.Start();
// E.WaitUntil(()=>C.Jonah.TurnOrder != Character.TurnOrderMode.Pending);
}
if(C.Goliath.IsDead() == false && C.Goliath.JoinedParty == true && C.Goliath.TurnOrder == Character.TurnOrderMode.None)
{
Display: Showing Goliath Combat Orders ...
D.GoliathCombatMenu.Start();
//E.WaitUntil(()=>C.Goliath.TurnOrder != Character.TurnOrderMode.Pending);
}
if(C.Eddy.IsDead() == false && C.Eddy.JoinedParty == true && C.Eddy.TurnOrder == Character.TurnOrderMode.None)
{
D.EddyCombatMenu.Start();
//yield return E.WaitUntil(()=>C.Eddy.TurnOrder != Character.TurnOrderMode.Pending);
}
if(C.NurseJan.IsDead() == false && C.NurseJan.JoinedParty == true && C.NurseJan.TurnOrder == Character.TurnOrderMode.None)
{
D.NurseJanCombatMenu.Start();
//yield return E.WaitUntil(()=>C.NurseJan.TurnOrder != Character.TurnOrderMode.Pending);
}
End