Search found 20989 matches
- Wed May 20, 2015 1:36 pm
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 4617
Player Sequencor After Alert
I'm really glad the Dialogue System is helping out your game! Someone just asked a question similar to yours on the Unity forum thread, so I'm going to be lazy and repost here: The easiest way to work with quests in code is the QuestLog static class. It uses an enum QuestState: // Activate a quest: ...
- Wed May 20, 2015 8:27 am
- Forum: Dialogue System for Unity
- Topic: Player Sequencor After Alert
- Replies: 29
- Views: 4617
Player Sequencor After Alert
Hi, You could create a subclass of your dialogue UI class (e.g., UnityUIDialogueUI) and override the HideAlert() method: public override void HideAlert() { base.HideAlert(); var sequence = DialogueLua.GetVariable("PostAlertSequence").AsString; if (!string.IsNullOrEmpty(sequence)) { Dialogu...
- Fri May 15, 2015 5:22 am
- Forum: Dialogue System for Unity
- Topic: Is it possible to type in a password as a dialogue response?
- Replies: 9
- Views: 1656
Is it possible to type in a password as a dialogue response?
And, yes, you can test the TextInput() string against another preset string. Technically, under the hood, the Dialogue System uses a scripting language called Lua to do this. But the Dialogue Editor provides a point-and-click "Lua Wizard" so you don't have to do any actual scripting.
- Fri May 15, 2015 5:15 am
- Forum: Dialogue System for Unity
- Topic: Is it possible to type in a password as a dialogue response?
- Replies: 9
- Views: 1656
Is it possible to type in a password as a dialogue response?
You can do this entirely within the node-based system, without any scripting. That said, while the Dialogue System makes it much, much easier, there's still work involved, especially in setting up your UI unless you decide to use one of the included UI prefabs. But I'll be here if you have any quest...
- Thu May 14, 2015 1:25 pm
- Forum: Dialogue System for Unity
- Topic: Is it possible to type in a password as a dialogue response?
- Replies: 9
- Views: 1656
Is it possible to type in a password as a dialogue response?
Hi, Yes, the Dialogue System can do this. Briefly, whenever you want to ask the player to type a response, you'll use the TextInput() sequencer command in your conversation. This will save the player's input in a variable. For example: TextInput(TextFieldUI,,favoriteColor) saves the player's input i...
- Thu May 14, 2015 10:30 am
- Forum: Dialogue System for Unity
- Topic: Mouse hides on conversation end
- Replies: 1
- Views: 573
Mouse hides on conversation end
Hi Benjamin,
The only cursor manipulation in the core Dialogue System package is the ShowCursorOnConversation component. If you're using any third party support packages, they sometimes show and hide the cursor. Are you using any third party support packages?
The only cursor manipulation in the core Dialogue System package is the ShowCursorOnConversation component. If you're using any third party support packages, they sometimes show and hide the cursor. Are you using any third party support packages?
- Tue May 12, 2015 8:31 am
- Forum: Dialogue System for Unity
- Topic: Continue Button Animation
- Replies: 5
- Views: 1126
Continue Button Animation
Pleasure to help!
- Tue May 12, 2015 3:36 am
- Forum: Dialogue System for Unity
- Topic: Bug?: Animation Transitions Animator has not been initialized Error
- Replies: 10
- Views: 2482
Bug?: Animation Transitions Animator has not been initialized Error
Yup, it's a bug. OnContinue short-circuits everything, and the method that waits for the animation to finish doesn't take this into account. Thanks for reporting it. I'll make sure it's addressed in the next release.
- Tue May 12, 2015 3:24 am
- Forum: Dialogue System for Unity
- Topic: Continue Button Animation
- Replies: 5
- Views: 1126
Continue Button Animation
Hi, The easiest way is to show the icon after a specified duration. For example, set your Sequence to: SetActive(MyIcon)@2; required SetActive(MyIcon,false)@{{end}} This example assumes you're showing the icon by activating a GameObject "MyIcon". At the 2-second mark, it activates MyIcon. ...
- Mon May 11, 2015 3:26 pm
- Forum: Dialogue System for Unity
- Topic: Prompting Alerts
- Replies: 9
- Views: 1607
Prompting Alerts
Should you need to sync popup or float variables in the future, I updated the AC support package. It's on the Dialogue System Extras page.