Component > Dialogue System > Trigger > On Dialogue Event > Set Enabled
Set Component Enabled On Dialogue Event sets components enabled or disabled when it receives a dialogue event message.
Property | Function |
---|---|
Trigger | The trigger event |
Once | Do this once and then destroy this component |
On Start | Conditions and components to set when the dialogue event starts (e.g., "OnConversationStart") |
On End | Conditions and components to set when the dialogue event ends (e.g., "OnConversationEnd") |
When an actor is in a conversation, you will often want to temporarily disable gameplay behavior until the conversation is done. This component can be configured to disable components when a conversation starts, and then re-enable them when the conversation ends.
You can use it for other dialogue events, too. For example, you could enable certain behavior only when an actor is barking.
To configure Set Component Enabled On Dialogue Event on a player GameObject:
Whenever the player receives an OnConversationStart event, it will automatically do what's specified in On Start. Whenever the player receives an OnConversationEnd event, it will automatically do what's specified in On End. These events are sent automatically by the Dialogue System when conversations start and end.
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