Search found 73 matches
- 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: 365
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...
- Tue Jun 01, 2021 8:58 am
- Forum: Dialogue System for Unity
- Topic: Could DialogueManager.SetLanguage change the running conversation?
- Replies: 6
- Views: 679
Re: Could DialogueManager.SetLanguage change the running conversation?
Thank you Tony!!It helps me a lot!
- Tue Jun 01, 2021 6:17 am
- Forum: Dialogue System for Unity
- Topic: Could DialogueManager.SetLanguage change the running conversation?
- Replies: 6
- Views: 679
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...
- Fri Apr 09, 2021 6:18 am
- Forum: Dialogue System for Unity
- Topic: Could DialogueManager.SetLanguage change the running conversation?
- Replies: 6
- Views: 679
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?
- Fri Apr 09, 2021 3:36 am
- Forum: Dialogue System for Unity
- Topic: Could DialogueManager.SetLanguage change the running conversation?
- Replies: 6
- Views: 679
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 ...
- 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: 242
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...
- Tue Jan 26, 2021 10:39 pm
- Forum: Dialogue System for Unity
- Topic: Could set a Event In every conversation Line after the sequence?
- Replies: 3
- Views: 344
Re: Could set a Event In every conversation Line after the sequence?
Thank you!It Works!!
- 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: 344
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.
I Want to call a function in every conversationLine. but It must be after the sequence command.Could I do this?Thank you.
- 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: 472
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.
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.
- 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: 472
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.
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.