diff --git a/Assets/Fungus/Narrative/Scripts/SayDialog.cs b/Assets/Fungus/Narrative/Scripts/SayDialog.cs index fe843663..d3d9bd96 100644 --- a/Assets/Fungus/Narrative/Scripts/SayDialog.cs +++ b/Assets/Fungus/Narrative/Scripts/SayDialog.cs @@ -1,4 +1,4 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.UI; using System; using System.Collections; @@ -23,7 +23,7 @@ namespace Fungus public Text storyText; public Image characterImage; - protected DialogAudio dialogAudio; + protected WriterAudio writerAudio; protected Writer writer; protected CanvasGroup canvasGroup; @@ -91,20 +91,20 @@ namespace Fungus return canvasGroup; } - protected DialogAudio GetDialogAudio() + protected WriterAudio GetWriterAudio() { - if (dialogAudio != null) + if (writerAudio != null) { - return dialogAudio; + return writerAudio; } - dialogAudio = GetComponent(); - if (dialogAudio == null) + writerAudio = GetComponent(); + if (writerAudio == null) { - dialogAudio = gameObject.AddComponent(); + writerAudio = gameObject.AddComponent(); } - return dialogAudio; + return writerAudio; } protected void Start() diff --git a/Assets/Fungus/UI/Scripts/Writer.cs b/Assets/Fungus/UI/Scripts/Writer.cs index 68657e22..c9a8e9ee 100644 --- a/Assets/Fungus/UI/Scripts/Writer.cs +++ b/Assets/Fungus/UI/Scripts/Writer.cs @@ -250,7 +250,7 @@ namespace Fungus return; } - // If this clip is null then DialogAudio will play the default sound effect (if any) + // If this clip is null then WriterAudio will play the default sound effect (if any) NotifyStart(audioClip); string tokenText = content; diff --git a/Assets/Fungus/Narrative/Scripts/DialogAudio.cs b/Assets/Fungus/UI/Scripts/WriterAudio.cs similarity index 97% rename from Assets/Fungus/Narrative/Scripts/DialogAudio.cs rename to Assets/Fungus/UI/Scripts/WriterAudio.cs index 206d8c6f..8035a19c 100644 --- a/Assets/Fungus/Narrative/Scripts/DialogAudio.cs +++ b/Assets/Fungus/UI/Scripts/WriterAudio.cs @@ -7,7 +7,7 @@ namespace Fungus /* * Manages audio effects for Dialogs */ - public class DialogAudio : MonoBehaviour, IWriterListener + public class WriterAudio : MonoBehaviour, IWriterListener { // If none is specifed then we use any AudioSource on the gameobject, and if that doesn't exist we create one. [Tooltip("AudioSource to use for playing sound effects.")] diff --git a/Assets/Fungus/Narrative/Scripts/DialogAudio.cs.meta b/Assets/Fungus/UI/Scripts/WriterAudio.cs.meta similarity index 100% rename from Assets/Fungus/Narrative/Scripts/DialogAudio.cs.meta rename to Assets/Fungus/UI/Scripts/WriterAudio.cs.meta