Search found 23 matches
- Tue Oct 18, 2022 11:40 pm
- Forum: Dialogue System for Unity
- Topic: Check if any bark is happening in code
- Replies: 3
- Views: 334
Re: Check if any bark is happening in code
This worked great Tony, thank you! Here is the result (keep and eye on the "Hold [] to stop searching") :) https://i.imgur.com/FlIyuoK.gif The only thing I needed to add to my script that controls the popup was: void OnStart() { _barkWatcher = DialogueManager.instance.transform.GetComponen...
- Tue Oct 18, 2022 9:29 pm
- Forum: Dialogue System for Unity
- Topic: Check if any bark is happening in code
- Replies: 3
- Views: 334
Check if any bark is happening in code
Hi! I'm trying to make a dynamic UI that hides or show if the character is speaking. This is to prevent UI overlaping . I have the following code: private void ManagePopupVisibility() { var shouldShow = true; if(pawnSearching == null) shouldShow = false; // if there is no pawn hiding, don't show the...
- Tue Apr 20, 2021 2:33 pm
- Forum: Dialogue System for Unity
- Topic: Bark using Dialogue UI ?
- Replies: 2
- Views: 408
Re: Bark using Dialogue UI ?
Really? That's great, i'll give it a shot!
- Sat Apr 17, 2021 10:41 pm
- Forum: Dialogue System for Unity
- Topic: Bark using Dialogue UI ?
- Replies: 2
- Views: 408
Bark using Dialogue UI ?
Hi! I'm creating small talks in my videogame, for example when the character inspects an object, receives damage or want to alert about an enemy nearby. Until now I've been using all the way Dialogues to achieve this. This work nice when the user inspects an object, but no so nice when -for example-...
- Sat Jan 30, 2021 4:25 pm
- Forum: Dialogue System for Unity
- Topic: Quest progression event
- Replies: 6
- Views: 833
Re: Quest progression event
Hey, that look even better!!!!
I'll go that way, looks cleaner and even more flexible (And avoids the risk to loss delegate reference)
I'll go that way, looks cleaner and even more flexible (And avoids the risk to loss delegate reference)
- Sat Jan 30, 2021 4:17 pm
- Forum: Dialogue System for Unity
- Topic: Quest progression event
- Replies: 6
- Views: 833
Re: Quest progression event
Right, it's nice to know that! I only will have one "LevelProgress" script per scene, so I think it should work nice. If sometime I need to have more than one script to handle quests, I could broadcast an event from Dialogue System with a custom script and subscribe to it if needed. Right?...
- Sat Jan 30, 2021 3:55 pm
- Forum: Dialogue System for Unity
- Topic: Quest progression event
- Replies: 6
- Views: 833
Re: Quest progression event
Tony that's great! The second example is exactly what I need (as Dialogue System manager is in a singleton)
I'll try it now and see how does that work!! Thank you
I'll try it now and see how does that work!! Thank you
- Sat Jan 30, 2021 12:59 pm
- Forum: Dialogue System for Unity
- Topic: Quest progression event
- Replies: 6
- Views: 833
Quest progression event
Hi! I'm using Dialogue System quest system in order to make my level progress. Each level have some quests that are active and each sub state should perform some changes to the level. For example, at the first level, the character spawns in first view perspective and have restricted movement (Also t...
- Thu Jan 28, 2021 10:33 pm
- Forum: Dialogue System for Unity
- Topic: LocalizationUI with Recoined (for Rewired)
- Replies: 5
- Views: 483
Re: LocalizationUI with Recoined (for Rewired)
I couldn't find a nice way to make them work along. I tried overriding the class, but the method wasn't being called. The trouble was, that if LocalizedUI doesn't find the field in the table, it just won't call GetLocalizedText method. (I think it's because I'm using an old version of Dialogue Syste...
- Thu Jan 28, 2021 9:12 pm
- Forum: Dialogue System for Unity
- Topic: LocalizationUI with Recoined (for Rewired)
- Replies: 5
- Views: 483
Re: LocalizationUI with Recoined (for Rewired)
Really? I'll give it a shot and come back to you!
Thank you!
Thank you!