Wiik wrote: ↑Thu Mar 03, 2022 7:42 pmis there a way to also show an icon ?
To looks like this : [see image above]
To show a big portrait and a small portrait (the one inside the text box), you can make a subclass of StandardUISubtitlePanel or StandardDialogueUI. For example, if you make a subclass of StandardDialogueUI, you could override the ShowSubtitle() method like this:
Code: Select all
public class MyDialogueUI : StandardDialogueUI
{
public Image smallPortraitImage; // Assign in inspector.
public override void ShowSubtitle(Subtitle subtitle)
{
base.ShowSubtitle(subtitle);
// For the small portrait, always use the actor's main portrait sprite:
var actor = DialogueManager.masterDatabase.GetActor(subtitle.speakerInfo.id);
smallPortraitImage.enabled = (actor != null);
if (actor != null) smallPortraitImage.sprite = actor.spritePortrait;
}
}
Wiik wrote: ↑Thu Mar 03, 2022 7:42 pmAlso how could i make the
continue button behave like this :
. text is typing > continue button > text is typed > continue button > next node
because it's behaving like this :
. text is typing > continue button > next node
Add a StandardUIContinueButtonFastForward component to the continue button. Assign the Subtitle Text to it. Configure the Button's OnClick() to call StandardUIContinueButtonFastForward.OnFastForward.
To see an example, examine any of the dialogue UI prefabs that ship with the Dialogue System, such as the Basic Standard Dialogue UI.