Never mind the first issue: I wrote
"(DialogueManager.dialogueUI as StandardDialogueUI).OnClick(responseToTrigger);"
instead and it seems to works.
Search found 24 matches
- Tue Jul 13, 2021 10:38 am
- Forum: Dialogue System for Unity
- Topic: Scripted response on timeout
- Replies: 6
- Views: 647
- Tue Jul 13, 2021 10:36 am
- Forum: Dialogue System for Unity
- Topic: Scripted response on timeout
- Replies: 6
- Views: 647
Re: Scripted response on timeout
Thanks again for the help. So the "DialogueManager.standardDialogueUI.OnClick(response);" is not available for me, it does not find standardDialogueUI, and if I put it like "DialogueManager.DialogueUI.OnClick()" it does not find any OnClick() method. Also, can I access the timeou...
- Mon Jul 12, 2021 9:34 am
- Forum: Dialogue System for Unity
- Topic: Scripted response on timeout
- Replies: 6
- Views: 647
Re: Scripted response on timeout
Ok thanks, so with a custom field on my response nodes I can specify which one will be triggered on timeout. But how do I trigger the response? For example, if I have a character that says to the player: "Give me your money now!" The player can answer 1: "Here, that's all I have"...
- Mon Jul 12, 2021 6:09 am
- Forum: Dialogue System for Unity
- Topic: Scripted response on timeout
- Replies: 6
- Views: 647
Scripted response on timeout
Hi, I'm implementing a mechanic in my game where some dialogues are timed and on timeout it triggers a specific response. Maybe I can use the "low", "below normal" to "high" parameter to define which response will be triggered. But how do I trigger it ? I know I have to...
- Thu Mar 18, 2021 9:28 am
- Forum: Dialogue System for Unity
- Topic: [Bug] dialogueUI.Open() doesn't open my responses UI
- Replies: 3
- Views: 135
Re: [Bug] dialogueUI.Open() doesn't open my responses UI
Oh ok, that explains everything. Thanks, it works perfectly!
- Wed Mar 17, 2021 1:50 pm
- Forum: Dialogue System for Unity
- Topic: [Bug] dialogueUI.Open() doesn't open my responses UI
- Replies: 3
- Views: 135
[Bug] dialogueUI.Open() doesn't open my responses UI
Hi. I have an issue where I close the dialogue UI in my script using DialogueManager.dialogueUI.Close(); Then later I reopen it. But it doesn't open. IEnumerator OpenAtEndOfFrame() { yield return new WaitForEndOfFrame(); DialogueManager.dialogueUI.Open(); } The game objects are re enabled in the Hie...
- Thu Nov 26, 2020 3:40 pm
- Forum: Dialogue System for Unity
- Topic: Several questions about the save system
- Replies: 3
- Views: 448
Re: Several questions about the save system
I recommend adding a small script to the GameObject that has the SaveSystem component. This script should do two things: 1. Have a variable that you can set true when you want to save after loading a level. 2. Hook into the SaveSystem.saveDataApplied C# event and save the game if the variable is tr...
- Wed Nov 25, 2020 8:37 am
- Forum: Dialogue System for Unity
- Topic: Several questions about the save system
- Replies: 3
- Views: 448
Several questions about the save system
Hi. I have some questions about the implementation of the save system into my game. The documentation is very good so I have a grasp of how it works but I'm still not entirely sure about some stuff so I prefer asking you right away. I want my game to automatically save after the loading of some leve...
- Tue May 05, 2020 2:38 pm
- Forum: Dialogue System for Unity
- Topic: Tracking the progression inside a conversation
- Replies: 9
- Views: 889
Re: Tracking the progression inside a conversation
Oh I see I totally missed this info. Thanks a lot! Very quick answer by the way, that's great!
- Tue May 05, 2020 2:08 pm
- Forum: Dialogue System for Unity
- Topic: Tracking the progression inside a conversation
- Replies: 9
- Views: 889
Re: Tracking the progression inside a conversation
Thanks. Yes, writing "Conversation[42].MyCustomBoolean = true" in the script fields is not really readable. So I get that setting a variable, with good naming structure is better. But in a script I want to access that boolean and check it in any conversation context. That means that for ex...