Search found 30 matches

by lgarczyn
Tue Apr 16, 2024 7:44 pm
Forum: Dialogue System for Unity
Topic: StripTextMeshProTags is not up to date with TextMeshPro Tags
Replies: 1
Views: 35

StripTextMeshProTags is not up to date with TextMeshPro Tags

I'm trying to use * the 'Pause/QuarterPause' tokens (\. and \,) * the TextMeshPro <pos> tag Trying to replicate the cool typewriter effect with vertical alignement from Ultrakill . This doesn't work, since Tools.StripTextMeshProTags doesn't remove the <pos> tag, which causes misalignment of the desi...
by lgarczyn
Tue Apr 16, 2024 12:08 pm
Forum: Dialogue System for Unity
Topic: RandomizeNextEntry that never plays the same entry twice in a row
Replies: 3
Views: 88

Re: RandomizeNextEntry that never plays the same entry twice in a row

That would be the most extreme case, but realistically, we just want to avoid the last entry to replay. Simply storing the previous result globally is enough The problem is that RandomizeNextEntry is *not* a normal sequence instruction. It's handled by the Sequencer itself, setting a static flag on ...
by lgarczyn
Tue Mar 26, 2024 5:59 am
Forum: Dialogue System for Unity
Topic: RandomizeNextEntry that never plays the same entry twice in a row
Replies: 3
Views: 88

RandomizeNextEntry that never plays the same entry twice in a row

RandomizeNextEntry is extremely useful, and I've made quite a large usage of it, however it causes a lot of accidental repetitions. In FMOD, the default randomization behavior is to avoid repetition. There isn't even a great need for complexity, just avoid playing the last entry that was randomly se...
by lgarczyn
Mon Jan 29, 2024 6:12 pm
Forum: Dialogue System for Unity
Topic: Bug: compile error when using USE_ADDRESSABLES
Replies: 1
Views: 376

Bug: compile error when using USE_ADDRESSABLES

private static AudioClip LoadAudioClip(string audioFileName) { #if UNITY_EDITOR || USE_ADDRESSABLES AudioClip audioClip; #if UNITY_EDITOR audioClip = Resources.Load<AudioClip>(audioFileName); if (audioClip != null) return audioClip; #if USE_ADDRESSABLES var settings = AddressableAssetSettingsDefaul...
by lgarczyn
Mon Dec 18, 2023 2:07 pm
Forum: Dialogue System for Unity
Topic: AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale
Replies: 3
Views: 5766

Re: AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale

I've changed the code to poll the animator instead of relying on timings // Copyright (c) Pixel Crushers. All rights reserved. using UnityEngine; using System.Collections; namespace PixelCrushers.DialogueSystem.SequencerCommands { /// <summary> /// Implements sequencer command: "AnimatorPlayWai...
by lgarczyn
Mon Dec 18, 2023 10:45 am
Forum: Dialogue System for Unity
Topic: AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale
Replies: 3
Views: 5766

AnimatorPlayWait doesn't work if dialogue time scale is different from animator time scale

The default dialogue time setting is "real time", or Time.unscaledDeltaTime Most animators in most game run on Time.deltaTime, or Time.fixedDeltaTime However in AnimatorPlayWait, the line yield return StartCoroutine(DialogueTime.WaitForSeconds(animatorStateInfo.length)); Waits for dialogue...
by lgarczyn
Thu Dec 14, 2023 8:38 am
Forum: Dialogue System for Unity
Topic: Show responses before the end of the default delay
Replies: 10
Views: 14877

Re: Show responses before the end of the default delay

No, that would cause more issues.

The continue button would disappear just before that actual part I wanted to skip in the first place.
by lgarczyn
Tue Dec 12, 2023 7:34 am
Forum: Dialogue System for Unity
Topic: Show responses before the end of the default delay
Replies: 10
Views: 14877

Re: Show responses before the end of the default delay

I found that it causes a lot less issues to run a separate sequencer command: public void SkipSubtitleAnimationIfResponses(Subtitle subtitle) { ConversationState state = DialogueManager.currentConversationState; bool isMenuNext = !state.hasNPCResponse && state.hasPCResponses; if (isMenuNext)...
by lgarczyn
Tue Dec 12, 2023 6:17 am
Forum: Dialogue System for Unity
Topic: Is there an Undo system ?
Replies: 7
Views: 7932

Re: Is there an Undo system ?

Ok, then I appear to have found a bug, because ctrl-z absolutely does not undo the last bit of typed text.

Instead it undoes the last thing I did outside the dialogue editor (let's say changing the material on a UI component), and resets the dialogue database to the last unity save.
by lgarczyn
Mon Dec 11, 2023 4:46 pm
Forum: Dialogue System for Unity
Topic: Is there an Undo system ?
Replies: 7
Views: 7932

Re: Is there an Undo system ?

Does the dialogue editor window have its own undo system then?

I still don't understand the "you cannot undo this action" message since, again, nothing appears undoable in the editor.

Even ctrl-z in a single dialogue text field to remove the last written letter doesn't appear to work.