I have some issues related to the notification system in my game. On specific dialogue entry nodes, I will use the Scene Event On Execute() method to instantiate notifications via a gameobject's C# script. What I would like to do is to be able to check if a notification has already been instantiated previously on that node, and in such case, ignore the function to instantiate a notification. I have tried to pursue this by adding a new boolean field (notificationWasShown) on those specific nodes and checking it whenever a notification is to be instantiated.
I am having two issues with this:
1) It seems that the OnExecute() method is called before the system actually knows that it has switched from the previous node to the current one. Because of this, I am unable to use the
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DialogueManager.currentConversationState.subtitle.dialogueEntry
2) Secondly, I couldn't find any clear documentation on how the change a boolean on a dialogue node field via C#. Of course I can use other methods, but this would be cleanest, as the code is run anyways. I've looked into the
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DialogueLua.SetVariable()
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Field.SetValue
Thank you in advance for your response.