Search found 25 matches

by undecode
Sat Jun 06, 2020 11:26 am
Forum: Dialogue System for Unity
Topic: Reference a class from another folder
Replies: 4
Views: 295

Re: Reference a class from another folder

I got it right the first time and somehow managed to not fully understand it lol

Thanks :D
by undecode
Sat Jun 06, 2020 10:30 am
Forum: Dialogue System for Unity
Topic: Reference a class from another folder
Replies: 4
Views: 295

Re: Reference a class from another folder

That is interesting... didn't know that at all!
It's working, thanks a lot Tony :)

Now, out of curiousity, how come namespace "PixelCrushers.DialogueSystem" can be accesed outside Plugins? Did you have to reference the assemblies somewhere?
by undecode
Sat Jun 06, 2020 1:37 am
Forum: Dialogue System for Unity
Topic: Reference a class from another folder
Replies: 4
Views: 295

Reference a class from another folder

Hi. I know this question is more related to c# but I've been slamming my head against the wall for a good amount of time by now, so I come here for some guidance. I have a script called "Assets/Scripts/x.cs" that I want to use in a custom sequence command, which is in Plugins/Pixel Crusher...
by undecode
Sat May 16, 2020 9:46 am
Forum: Dialogue System for Unity
Topic: Play animation when NPC conversation node ends
Replies: 6
Views: 768

Re: Play animation when NPC conversation node ends

Yes, sorry... that wasn't very clear from my side haha, just a lot of mumbling.
Thanks Tony.
by undecode
Sat May 16, 2020 9:31 am
Forum: Dialogue System for Unity
Topic: Play animation when NPC conversation node ends
Replies: 6
Views: 768

Re: Play animation when NPC conversation node ends

Ok update:
That was fast... there is a check on the NPC Subtitle Panel.
Standard UI Subtitle Panel > UI Elements > Only Show NPC Portraits

This is exactly what I want, for the NPC Portrait image to not be disabled so I can use an animation controlled to fade it out.
by undecode
Sat May 16, 2020 9:18 am
Forum: Dialogue System for Unity
Topic: Play animation when NPC conversation node ends
Replies: 6
Views: 768

Re: Play animation when NPC conversation node ends

Hi Tony. Yes, I've searched for this before and found the Focus template in another similar question on this forum. Gave it a try but found that Focus works different than the one I'm using (Mobile). The problem I think is that Mobile disables the Portrait Image of the Subtitle Panel that isn't acti...
by undecode
Tue May 12, 2020 10:13 am
Forum: Dialogue System for Unity
Topic: Play animation when NPC conversation node ends
Replies: 6
Views: 768

Play animation when NPC conversation node ends

Hi. I'm having some issues with this. I'm using an Animator component for my NPC that has a fade-in animation on Entry status. This is working fine and whenever the NPC conversation node starts, it has a fade-in animation played. The problem comes with the fade-out animation. Since it looks like the...
by undecode
Mon May 11, 2020 11:38 am
Forum: Dialogue System for Unity
Topic: Best way to work with Articy:Draft3 (import/export)?
Replies: 9
Views: 909

Re: Best way to work with Articy:Draft3 (import/export)?

Ah, that did the trick. Didn't see there was an "outer" link where I could to my Intro node.

Thanks again :D
by undecode
Mon May 11, 2020 11:19 am
Forum: Dialogue System for Unity
Topic: Best way to work with Articy:Draft3 (import/export)?
Replies: 9
Views: 909

Re: Best way to work with Articy:Draft3 (import/export)?

Sorry for another question kinda unrelated (but no so much) so I don't have to open a new thread. Do you know why the importer always links the START node to a grouped node? https://imgur.com/73dMpF6 https://imgur.com/73dMpF6 I want the START node to be linked to the "Intro {script}" node....