Search found 16 matches
- Fri Jul 09, 2021 12:19 pm
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Re: Properly Deleting Dialogue Save Data in Runtime?
Works like a charm! Thank you so much for helping!
- Fri Jul 09, 2021 12:16 am
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Re: Properly Deleting Dialogue Save Data in Runtime?
Oh wow, that's actually a bug? I'm glad my situation here helped bring it to light! I'll download this package first thing tomorrow and let you know how it goes. Though that said, this is my first time updating the Dialogue Manager since I bought it back in 2019 - are there any specific steps to imp...
- Thu Jul 08, 2021 11:20 pm
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Re: Properly Deleting Dialogue Save Data in Runtime?
And as another follow-up question: does the Dialogue Manager GO need to be refreshed or something similar whenever I try deleting dialogue data?
- Thu Jul 08, 2021 10:57 pm
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Re: Properly Deleting Dialogue Save Data in Runtime?
Hi, The only data that appears to not reset properly are those modified by Get/SetStatus. I modify these values both within the Conversations tab in the Dialogue Database as well as through my own script. (i.e. GetStatus(Actor["Player"], Actor["Dude"]) == "Met") In rega...
- Thu Jul 08, 2021 7:11 pm
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Re: Properly Deleting Dialogue Save Data in Runtime?
Oh, and as a follow-up question: Are there any required objects that need to be present in the scene for the DialogueManager to reset? I would assume no due to it being a static property, but any light you can shed would help!
- Thu Jul 08, 2021 7:07 pm
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Re: Properly Deleting Dialogue Save Data in Runtime?
Hi, I am not using the full save system, and yes by "in runtime" I am referring to a build. I forgot to mention this earlier, but one oddity is that if I delete the data in a build, close the game, re-open it, and delete the data again, it's behaving as intended. This is strange since it a...
- Thu Jul 08, 2021 5:59 pm
- Forum: Dialogue System for Unity
- Topic: Properly Deleting Dialogue Save Data in Runtime?
- Replies: 11
- Views: 2379
Properly Deleting Dialogue Save Data in Runtime?
Hi, In one of my projects, I'm having difficulties deleting/resetting all dialogue-related data during runtime. I have a "Delete Save Data" button in my project's main menu that calls DialogueManager.ResetDatabase and PersistentDataManager.Reset along with a .txt file containing the conten...
- Mon Jul 05, 2021 9:47 pm
- Forum: Dialogue System for Unity
- Topic: How to properly use DialogueLua.GetStatus() within C# scripts?
- Replies: 4
- Views: 422
Re: How to properly use DialogueLua.GetStatus() within C# scripts?
Oh, and thanks so much for the really quick reply and how clear and concise your explanation was! I'm learning more and more each day I use this thing, haha.
- Mon Jul 05, 2021 9:40 pm
- Forum: Dialogue System for Unity
- Topic: How to properly use DialogueLua.GetStatus() within C# scripts?
- Replies: 4
- Views: 422
Re: How to properly use DialogueLua.GetStatus() within C# scripts?
Got it, thanks Tony! I'll try it out and reply here if I can't make it work the way I want.
- Mon Jul 05, 2021 2:57 pm
- Forum: Dialogue System for Unity
- Topic: How to properly use DialogueLua.GetStatus() within C# scripts?
- Replies: 4
- Views: 422
How to properly use DialogueLua.GetStatus() within C# scripts?
Hi, For one of my projects, I'm trying to make an object activate/deactivate depending on the value of a status. In the dialogue database using GetStatus(Actor[], Actor[]) ~= "Met" and SetStatus(Actor[],Actor[]), "Met" works perfectly fine, yet translating this into a C# script a...