Search found 97 matches
- Thu Jun 24, 2021 10:37 am
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
Then I tried to move CheckActiveCommands() and the code after it to LateUpdate() of sequencer. This time it seems working after I tested several times. public void Update() { if (m_isPlaying) { CheckQueuedCommands(); } } private void LateUpdate() { if (m_isPlaying) { CheckActiveCommands(); if (m_del...
- Thu Jun 24, 2021 10:20 am
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
But I noticed another problem. CommandAAA and commandBBB set and reset the same propertyXX, When commandAAA stops, it triggers commandBBB to start and set propertyXX, then commandAAA's OnDestroy() runs and reset propertyXX far before commandBBB finish. I switched back the finish processing back, and...
- Wed Jun 23, 2021 10:38 pm
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
The first way seems not working, but OnDestroy() approach works
- Wed Jun 23, 2021 10:43 am
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
I saw the CheckActiveCommands() method called in the Update() of sequencer, is there any chance the end message is sent 1 frame after stop() called?
- Wed Jun 23, 2021 9:42 am
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
Can you post an example sequence here? Actually it is a DS version of Utage command. Utage is an AVG engine on the asset store. So it is not easy to post here. Basically at the start of the commandAAA, it changes a sprite's material and fade the sprite out but keep its alpha. At the end it changes ...
- Wed Jun 23, 2021 1:08 am
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
Hi, I saw the sequencer has ConversationRecord now. Thanks for the update. Recently I was writing some custom sequencecommands, when I use end message, the next command begins a tiny period(maybe just 1 frame) after the former command stops. I think maybe it is caused by the process of sending and r...
- Thu Apr 15, 2021 8:28 am
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
But the GetCharacterInfo() is called when "Extra NPC" is the speaker. If there are 2 running conversations(grumpyMan/grumpyWoman) and the first started one's "Extra NPC" speaks later than the beginning of the second conversation, then the "Extra NPC" of the first conver...
- Wed Apr 14, 2021 9:57 pm
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
Sounds good. Then I assume "Extra NPC" should be virtual actor only as placeholder and not has Dialogue Actor component assigned in the scene.
- Wed Apr 14, 2021 9:37 pm
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
Oh, I forgot this part. This approach seems workable now. Then about UnregisterActorTransform(string actorName, Transform actorTransform). I saw it will do nothing if actorTransform==null. Is it necessary? as it just need actorName to remove. Because it seems difficult to find a good timing to call ...
- Wed Apr 14, 2021 8:47 pm
- Forum: Dialogue System for Unity
- Topic: About Dialogue Actor component
- Replies: 132
- Views: 10703
Re: About Dialogue Actor component
It's difficult to test, but from my understanding, In this way GetCharacterTransform(id) in ConversationModel will return null, then GetCharacterInfo(int id, Transform character) will return the Info of "Extra NPC", not grumpyMan/grumpyWoman.