Search found 73 matches

by shortlin
Tue Jul 06, 2021 4:54 am
Forum: Dialogue System for Unity
Topic: Could localization dynamic load a file to set the Dialogue language in running time?
Replies: 1
Views: 342

Could localization dynamic load a file to set the Dialogue language in running time?

Hi Tony,First.Our game has been published in the steam.I am so so thank you helped me a lot in the past. But I am sorry still ask the question again. My question is : "Could localization dynamic load a file to set the Dialogue language in running time?" As I said our game is published in t...
by shortlin
Tue Jun 01, 2021 6:17 am
Forum: Dialogue System for Unity
Topic: Could DialogueManager.SetLanguage change the running conversation?
Replies: 6
Views: 589

Re: Could DialogueManager.SetLanguage change the running conversation?

Hi Tony,Sorry to ask question in the article. I have another question with this situation. Except I Want to change the normal dialogue text,I also wanted to change the response dialogue text. So I tried to use DialogueManager.currentConversationState.pcResponses to get the response array,If when I c...
by shortlin
Fri Apr 09, 2021 6:18 am
Forum: Dialogue System for Unity
Topic: Could DialogueManager.SetLanguage change the running conversation?
Replies: 6
Views: 589

Re: Could DialogueManager.SetLanguage change the running conversation?

And I Found,If The Dialogue is running,if the name's origin language had ocoured,and then I use DialogueManager.SetLanguage.The Name's Language would not change(restart or start a new conversation would change),Is it normal?
by shortlin
Fri Apr 09, 2021 3:36 am
Forum: Dialogue System for Unity
Topic: Could DialogueManager.SetLanguage change the running conversation?
Replies: 6
Views: 589

Could DialogueManager.SetLanguage change the running conversation?

I use DialogueManager.SetLanguage to change the text language.But,When the Dialogue is executing,the running conversation's language would not change(It will be changed next conversation).So if I want to Change the running convesation's language Should I must use a way to find the conversation's id ...
by shortlin
Wed Feb 03, 2021 4:29 am
Forum: Dialogue System for Unity
Topic: TextTaable use HasFieldTextForLanguage if it is in other language,and the filed not wroten,it would get true
Replies: 1
Views: 216

TextTaable use HasFieldTextForLanguage if it is in other language,and the filed not wroten,it would get true

As title,Is it normal? I just want to check the textTable has it's own language filed in case that the translator forget to write the language filed. So I checked this to use HasFieldTextForLanguage and let a test filed set some words in default language,the testing language not set any words.But us...
by shortlin
Tue Jan 26, 2021 7:39 am
Forum: Dialogue System for Unity
Topic: Could set a Event In every conversation Line after the sequence?
Replies: 3
Views: 308

Could set a Event In every conversation Line after the sequence?

I tried using OnConversationLine(Subtitle subtitle),But it seem happened before the sequence command.

I Want to call a function in every conversationLine. but It must be after the sequence command.Could I do this?Thank you.
by shortlin
Mon Jan 11, 2021 3:55 am
Forum: Dialogue System for Unity
Topic: The Second Conversation's First DialogueText wouled run 2 times in TextMeshProTypewriterEffect>().onEnd
Replies: 4
Views: 443

Re: The Second Conversation's First DialogueText wouled run 2 times in TextMeshProTypewriterEffect>().onEnd

Sorry I forgot I had ask the question.
Finally I used <TextMeshProTypewriterEffect>().isPlaying==false after 0.1 seconds to judge that time could auto play.
But It was still not a good way.So Maybe I would take sometimes to reappear the problem in a small project and sent it.
by shortlin
Fri Jan 08, 2021 10:52 am
Forum: Dialogue System for Unity
Topic: The Second Conversation's First DialogueText wouled run 2 times in TextMeshProTypewriterEffect>().onEnd
Replies: 4
Views: 443

Re: The Second Conversation's First DialogueText wouled run 2 times in TextMeshProTypewriterEffect>().onEnd

No
The two coversations is using DialogueManager.StartConversation(Title_Name) in different time. and thy are not linked it. I So I Said after two conversation. means it would happen in the the third conversation.