Search found 20749 matches
- Tue Dec 23, 2014 6:46 am
- Forum: Dialogue System for Unity
- Topic: Accessing different script
- Replies: 10
- Views: 2594
Accessing different script
On the Dialogue Manager GameObject, tick Rich Text Emphases, then wrap the words in [em] tags. For example: Dialogue Text: Hulk [em1]SMASH![/em1] You can define the values for em1 - em4 in the Dialogue Editor on the Database tab. Or you can just put rich text codes directly in your Dialogue Text: Di...
- Tue Dec 23, 2014 6:09 am
- Forum: Dialogue System for Unity
- Topic: Accessing different script
- Replies: 10
- Views: 2594
Accessing different script
This is probably the most complicated aspect of the Dialogue System, so if you have any questions, don't hesitate to ask. No need to bang your head against the keyboard if I can help with anything.
- Tue Dec 23, 2014 5:33 am
- Forum: Dialogue System for Unity
- Topic: Accessing different script
- Replies: 10
- Views: 2594
Accessing different script
Hi, Here are some methods to accomplish what you want. First, a little background: Each dialogue node has Conditions and Script fields. You can reference Lua variables in these fields. For example, say you've defined a Lua variable named choseRedPill. In the node where the player chooses the red pi...
- Tue Dec 23, 2014 3:03 am
- Forum: Dialogue System for Unity
- Topic: Can't seem to get 4.6 Unity UI to work
- Replies: 2
- Views: 821
Can't seem to get 4.6 Unity UI to work
Hi, I'll be happy to take a look at the project. You can email it to tony (at) pixelcrushers.com. If it's too big for email, send me a download link or email me for access to the Pixel Crushers FTP site. Also feel free to post screenshots of the scene hierarchy (the UI/canvas stuff in particular) an...
- Fri Dec 19, 2014 9:50 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1149
Using the ConversationPicker dropdown in the inspector
That works. I'm a fan of composition. You never know when another class (not derived from Interactable) might also need a reference to a conversation. If you ever do want to pull it back into Interactable, you could use a custom property attribute. The class definition might look like this: public c...
- Fri Dec 19, 2014 8:43 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1149
Using the ConversationPicker dropdown in the inspector
Create empty editor subclasses: [CustomEditor(typeof(Interactable))] public class InteractableEditor : Editor { //--All of the ConversationPicker functionality goes here-- } [CustomEditor(typeof(ChildInteractable1))] public class ChildInteractable1Editor : InteractableEditor { } [CustomEditor(typeof...
- Fri Dec 19, 2014 4:30 am
- Forum: Dialogue System for Unity
- Topic: Plygame Integration Tutorial Request
- Replies: 5
- Views: 1267
Plygame Integration Tutorial Request
The Dialogue System / plyGame Integration tutorial is online:
plyGame Integration Tutorial
(It covers the basics of integrating the Dialogue System into plyGame, but it doesn't cover switching player characters.)
plyGame Integration Tutorial
(It covers the basics of integrating the Dialogue System into plyGame, but it doesn't cover switching player characters.)
- Fri Dec 19, 2014 3:45 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1149
Using the ConversationPicker dropdown in the inspector
Hi, Yup, you can use the same ConversationPicker class. You need to write a custom inspector editor. Try something like this: Interactable.cs: using UnityEngine; using PixelCrushers.DialogueSystem; public class Interactable : MonoBehaviour { // The conversation to run when interacted. [HideInInspect...
- Wed Dec 17, 2014 7:29 am
- Forum: Dialogue System for Unity
- Topic: Image colors adjustable
- Replies: 9
- Views: 2100
Image colors adjustable
My pleasure! Version 1.4.1 is now also on the Asset Store.
- Wed Dec 17, 2014 4:31 am
- Forum: Dialogue System for Unity
- Topic: Plygame Integration Tutorial Request
- Replies: 5
- Views: 1267
Plygame Integration Tutorial Request
That recipe describes how to use a conversation to select characters and enable/disable their player control scripts. To use plyBlox on a button press, try this: 1. Add player controllers and NPC controllers to the character. Disable one or the other. For example, keep the player controllers active ...