Search found 25 matches
- Thu Jul 01, 2021 1:03 am
- Forum: Dialogue System for Unity
- Topic: Database template override bug
- Replies: 1
- Views: 274
Database template override bug
Hi, There is a bug with template tab in database. As far as I can see template tab is shared between projects... I have two different projects: 1. The main game I am working on 2. Second project to check random stuff e.g. assets integration. I prepared templates in the first project for my game. In ...
- Tue Feb 02, 2021 2:07 am
- Forum: Dialogue System for Unity
- Topic: How to make bigger window in Conversation Inspector
- Replies: 4
- Views: 517
Re: How to make bigger window in Conversation Inspector
Hi,
Thanks! I can't wait
Thanks! I can't wait
- Mon Feb 01, 2021 11:01 am
- Forum: Dialogue System for Unity
- Topic: UI with text and resposne at the same moment
- Replies: 8
- Views: 815
Re: UI with text and resposne at the same moment
Yes, I know about this feature. In my case, I have different conversations that are draw from special list so I don't know which will show to player.
Thanks for help
Thanks for help
- Mon Feb 01, 2021 11:00 am
- Forum: Dialogue System for Unity
- Topic: How to make bigger window in Conversation Inspector
- Replies: 4
- Views: 517
Re: How to make bigger window in Conversation Inspector
Hi,
I think about inspector view for conversations
I think about inspector view for conversations
- Mon Feb 01, 2021 5:23 am
- Forum: Dialogue System for Unity
- Topic: How to make bigger window in Conversation Inspector
- Replies: 4
- Views: 517
How to make bigger window in Conversation Inspector
Hi,
I add my own field to DS and I am trying to make it bigger in UI than one line. However, TextArea method doesn't change anything... What should I do?
I add my own field to DS and I am trying to make it bigger in UI than one line. However, TextArea method doesn't change anything... What should I do?
Code: Select all
public override string Draw(string currentValue, DialogueDatabase dataBase)
{
return EditorGUILayout.TextArea(currentValue);
}
- Thu Jan 28, 2021 3:03 am
- Forum: Dialogue System for Unity
- Topic: UI with text and resposne at the same moment
- Replies: 8
- Views: 815
Re: UI with text and resposne at the same moment
Hi,
Sorry, I was not clear. My goal was to start the next covnersation after the previous one is finished and do not close the UI. I made my custom UI to solve this problem.
Thanks for help
Sorry, I was not clear. My goal was to start the next covnersation after the previous one is finished and do not close the UI. I made my custom UI to solve this problem.
Thanks for help
- Mon Jan 25, 2021 10:13 am
- Forum: Dialogue System for Unity
- Topic: UI with text and resposne at the same moment
- Replies: 8
- Views: 815
Re: UI with text and resposne at the same moment
Hi, DS version: 2.2.14 I found the solution. I added prefab with new UI to scene and use OverrideDialogueUI script to set it. Now, Start method is call before the setting text(so the problem is when prefab is not instantianed). If this still is interesting for you I can send a project to reproduce i...
- Mon Jan 25, 2021 4:38 am
- Forum: Dialogue System for Unity
- Topic: UI with text and resposne at the same moment
- Replies: 8
- Views: 815
Re: UI with text and resposne at the same moment
Thanks for info! :) Your solution with DialogueManager works, but I have one problem. When I open the UI I don't see text. I checked code and I see that first run set text correctly but later is runing "Start" method from "AbstractDialogueUI" and it clear the text. How should I s...
- Fri Jan 22, 2021 5:32 am
- Forum: Dialogue System for Unity
- Topic: UI with text and resposne at the same moment
- Replies: 8
- Views: 815
UI with text and resposne at the same moment
Hi Tony, I have some questions about UI settings. My goal is to get similar window like in Pillars game. PillarsUI.jpg A message and options have to be visible at the same moment. To make it I made a following steps: - remove PC subtitles - remove NPC subtitles - remove AlertUI - remove QTE Now I ha...
- Thu Jan 07, 2021 3:36 am
- Forum: Dialogue System for Unity
- Topic: Override DialogueManagers settings bug
- Replies: 7
- Views: 696
Re: Override DialogueManagers settings bug
I found a solution but I am not quite sure is it ok with your architecture. I changed the code in the OnLinkedConversationStart() method: void OnLinkedConversationStart(Transform actor) { var conversationID = DialogueManager.currentConversationState.subtitle.dialogueEntry.conversationID; var convers...