Search found 30 matches
- Wed Feb 06, 2019 12:12 pm
- Forum: Dialogue System for Unity
- Topic: Getting bool from other script
- Replies: 2
- Views: 324
Re: Getting bool from other script
Fantastic! That works.
- Tue Feb 05, 2019 7:07 am
- Forum: Dialogue System for Unity
- Topic: Getting bool from other script
- Replies: 2
- Views: 324
Getting bool from other script
If I want to set as a condition the bool from a script outside the Dialogue System, how should I proceed? I have a public bool IsItemInInventory(string searchedObject) in Inventory.cs, which uses the RPG.Core namespace. Now I want to only display conversation option 2 if this bool returns true for I...
- Sat Feb 02, 2019 5:26 pm
- Forum: Dialogue System for Unity
- Topic: Order of conversation options
- Replies: 3
- Views: 683
Re: Order of conversation options
Thank you! Just a general tip: the documentation is great, but if would greatly help if there was a radio button with which you can turn all hits in the Help from the classes off: simply looking for a word like "order" will give hundreds of hits if one of the methods or classes contains th...
- Fri Feb 01, 2019 7:30 pm
- Forum: Dialogue System for Unity
- Topic: Order of conversation options
- Replies: 3
- Views: 683
Order of conversation options
If an NPC has multiple possible conversations, how do I rank the order in which they are displayed? By default, this seems to go from newer entry > older entry, but that's not what I want.
- Fri Feb 01, 2019 9:03 am
- Forum: Dialogue System for Unity
- Topic: Querying the dialogue system: are you active?
- Replies: 3
- Views: 332
Re: Querying the dialogue system: are you active?
Number one sounds easiest! Thank you very much.
- Thu Jan 31, 2019 7:05 pm
- Forum: Dialogue System for Unity
- Topic: Querying the dialogue system: are you active?
- Replies: 3
- Views: 332
Querying the dialogue system: are you active?
I want to make sure the player can't control the camera or player character when NPC's are talking to him (i.e. when the Dialogue UI is active). How can I ask the Dialogue System if this is the case from outside?
- Mon Jan 28, 2019 11:57 am
- Forum: Dialogue System for Unity
- Topic: Main Selector does not disappear when object gets destroyed during display
- Replies: 1
- Views: 196
Main Selector does not disappear when object gets destroyed during display
If I select an NPC with Usable, so that the Main Selector is displayed, and then destroy this NPC (for example because he dies) while the Main Selector is displayed, the Main Selector will never disappear again. What method do I call to fade out the Main Selector manually? Of course it should still ...
- Sun Jan 27, 2019 9:33 am
- Forum: Dialogue System for Unity
- Topic: Displaying quest log
- Replies: 2
- Views: 354
Re: Displaying quest log
That works! Fantastic.
- Sun Jan 27, 2019 6:20 am
- Forum: Dialogue System for Unity
- Topic: Displaying quest log
- Replies: 2
- Views: 354
Displaying quest log
I'd like to display the quest log when a quest description in the quest HUD is clicked. Basically the same as what happens when you press the Quest Log hotkey. I've attached the Open() method of the quest log to a button I placed on the HUD' quest description, but this gives: Setting the parent of a...
- Fri Jan 25, 2019 11:45 am
- Forum: Dialogue System for Unity
- Topic: Closing the quest log
- Replies: 3
- Views: 327
Re: Closing the quest log
Ah, that was easy. I just had to drag it all the way down in the Main Panel hierarchy.
Thanks a lot!
Thanks a lot!