Search found 20749 matches

by Tony Li
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...
by Tony Li
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. :-)
by Tony Li
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...
by Tony Li
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...
by Tony Li
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...
by Tony Li
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...
by Tony Li
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.)
by Tony Li
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...
by Tony Li
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.
by Tony Li
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 ...