Search found 77 matches

by jlhacode
Thu Oct 27, 2022 6:43 pm
Forum: Dialogue System for Unity
Topic: Save slot summaries with a separate file
Replies: 3
Views: 391

Re: Save slot summaries with a separate file

Awesome, thanks Tony!
by jlhacode
Thu Oct 27, 2022 3:48 pm
Forum: Dialogue System for Unity
Topic: Save slot summaries with a separate file
Replies: 3
Views: 391

Save slot summaries with a separate file

This is follow up to the How To: Include Summary Info In Saved Games post from 2019. (https://www.pixelcrushers.com/phpbb/viewtopic.php?t=2594) It seems like storing a separate file with summary data would be a bit more efficient to me. What would be the recommended way of doing this using the SaveS...
by jlhacode
Tue Sep 27, 2022 3:22 pm
Forum: Dialogue System for Unity
Topic: Enum based dialogue field solution for showing different portaits?
Replies: 1
Views: 209

Enum based dialogue field solution for showing different portaits?

I wanted to explore making a solution for showing portraits that didn't involve prepending dialogue text with [pic={#}] . My preferred solution would be something along the lines of creating a dialogue entry field with a type that matches a PortraitEmotion enum (e.g. {Happy, Neutral, Sad}), and just...
by jlhacode
Fri Aug 19, 2022 3:53 pm
Forum: Dialogue System for Unity
Topic: Showing question marks for the name of an Unknown NPCs
Replies: 1
Views: 312

Showing question marks for the name of an Unknown NPCs

I'm trying to add familiarity with NPCs to my name. If the player knows the NPC, then their name will show in the dialogue - if not, then it will show up as "???". I was thinking about making a DialogueActor subclass, and adding a field for "isKnown" or something. Does this appro...
by jlhacode
Wed Mar 09, 2022 9:14 pm
Forum: Dialogue System for Unity
Topic: Showing different portraits for re-used conversations.
Replies: 5
Views: 907

Re: Showing different portraits for re-used conversations.

I have no idea how I didn't know this. I thought the Actor/Description tab was simply <string, string>, but it's so much more. This is going to be really useful. Thanks again Tony!
by jlhacode
Wed Mar 09, 2022 7:01 pm
Forum: Dialogue System for Unity
Topic: Showing different portraits for re-used conversations.
Replies: 5
Views: 907

Re: Showing different portraits for re-used conversations.

Ahhhh, I didn't realize there was an actor field available in the inspector when selecting the actual DialogueDatabase asset! I have no idea why that didn't occur to me. Initially, I thought you were talking about the string fields in the 'Actors' tab in the Dialogue Editor. The IDs in the DialogueD...
by jlhacode
Wed Mar 09, 2022 4:37 pm
Forum: Dialogue System for Unity
Topic: Showing different portraits for re-used conversations.
Replies: 5
Views: 907

Showing different portraits for re-used conversations.

I’m looking to use portraits for certain dialogue nodes, but I don’t want to couple the PNGs to the nodes themselves. The goal is to be able to re-use generic “thank you” and goodbye” conversations. I’d also like to be able to select the “mood” of the portrait as well. For example, on a “Thank you” ...
by jlhacode
Mon Dec 06, 2021 6:48 pm
Forum: Dialogue System for Unity
Topic: Getting Actor and Conversant Transforms during Conversation
Replies: 3
Views: 788

Getting Actor and Conversant Transforms during Conversation

How do we get the GameObject of an Actor and Conversant when a conversation starts? I created a subclass of DialogueSystemTrigger and made an override method of DoConversationAction(Transform), and tried to access the actorTransform and conversantTransform in the same way as in the base DoConversati...
by jlhacode
Tue Nov 02, 2021 5:38 pm
Forum: Dialogue System for Unity
Topic: Showing "item received" during dialogue
Replies: 17
Views: 2002

Re: Showing "item received" during dialogue

Link to the repro project has been emailed to you. The Unity version I'm using is 2020.3.19f1.