Component > Pixel Crushers > Dialogue System > Actor > Bark Group Member
Bark Group Member configures the GameObject as a member of a bark group. When one member of a group barks, the other members will hide any active barks.
Property | Function |
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Group Id | A string or Lua expression that specifies the group |
Evaluate Id Every Bark | Tick to reevaluate the membership ID every time this member barks. |
Forced Hide Delay | When hiding an active bark, the amount of time to wait before actually hiding it. |
If you want only one barker in a group to show bark text at time, configure them as Bark Group Members by adding this component to each. When one member of the group barks, the others will hide any active barks.
Bark Group Member evaluates the Group Id value at start and, if Evaluate Id Every Bark is ticked, before barking. The value can be a string or a Lua expression.
When bark groups are used, the Dialogue Manager will automatically add a Bark Group Manager component. You can inspect this GameObject to view group memberships.
If you want to limit the number of barks that bark groups can queue up, add a Bark Group Manager to your Dialogue Manager at design time. Then set the Queue Limit Mode.
Queue Limit Mode | Description |
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No Limit | There is no limit to the number of barks that can be queued up |
Stop At Limit | If the queue is full, ignore new barks until there is room in the queue |
Drop Oldest At Limit | If the queue is full, drop the oldest bark waiting in the queue and add the new bark to the end of the queue. |