Search found 59 matches
- Fri Sep 22, 2023 9:35 am
- Forum: Dialogue System for Unity
- Topic: [SOLVED] "Lua Conditions" only in inspector
- Replies: 8
- Views: 800
Re: [SOLVED] "Lua Conditions" only in inspector
I quickly realized I needed a 'global' way of setting the database reference (things like [VariablePopup] on scripts, etc, wouldn't work since the reference would get lost every time I recompile). I created an EditorWindow that handles it - it sets the reference OnEnable() and also "afterAssemb...
- Thu Sep 21, 2023 2:22 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] "Lua Conditions" only in inspector
- Replies: 8
- Views: 800
Re: "Lua Conditions" only in inspector
Update: Believe I got this working. Sorry if my question/info wasn't very clear! In my CustomEditor for my Scriptable Object I have: public override void OnInspectorGUI() { if (EditorTools.selectedDatabase == null) { EditorTools.selectedDatabase = DialogueInterface.Editor_GetDialogueDatabaseAsset();...
- Thu Sep 21, 2023 1:29 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] "Lua Conditions" only in inspector
- Replies: 8
- Views: 800
Re: "Lua Conditions" only in inspector
Hi, The [LuaConditionsWizard] attribute doesn't store a reference to the database, since this is just extra data that you don't need at runtime. However, you could add that. Add a field to your ScriptableObject such as: public class MySO : ScriptableObject { public DialogueDatabase referenceDatabas...
- Wed Sep 20, 2023 11:06 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] "Lua Conditions" only in inspector
- Replies: 8
- Views: 800
Re: "Lua Conditions" only in inspector
Hi, Use the [LuaConditionWizard] attribute . Example: using UnityEngine; using PixelCrushers.DialogueSystem; public class TestLuaWizard : MonoBehaviour { [LuaConditionsWizard(true)] public string luaConditions; public bool IsTrue() { return Lua.IsTrue(luaConditions); } } Thanks for the help Tony! T...
- Wed Sep 20, 2023 8:04 pm
- Forum: Dialogue System for Unity
- Topic: [SOLVED] "Lua Conditions" only in inspector
- Replies: 8
- Views: 800
[SOLVED] "Lua Conditions" only in inspector
Hey Tony! Hope you're doing well. I want to add a set of Lua Conditions to a script that I can configure using the Wizard, and run a simple 'are conditions true' check via code. Is there anything out of the box to have only the Lua Conditions (with the wizard), and not the Quest Conditions / Accepte...
- Fri Jun 30, 2023 3:30 pm
- Forum: Dialogue System for Unity
- Topic: [Solved] Recommendation for SaveSystem setup (cloud saves & user specific saves)
- Replies: 5
- Views: 766
Re: Recommendation for SaveSystem setup
Alrighty, I looked a bit more into this - both Steam and Epic Games have a "simple" way of setting up Cloud Saves without any code/API calls, where you log into the developer portal and tell it which files to synchronize: Steam: https://partner.steamgames.com/doc/features/cloud Note: This ...
- Wed Jun 28, 2023 2:11 pm
- Forum: Dialogue System for Unity
- Topic: [Solved] Recommendation for SaveSystem setup (cloud saves & user specific saves)
- Replies: 5
- Views: 766
Re: Recommendation for SaveSystem setup
Hi, Disk Saved Game Data Storer works in the editor's play mode, too. But it writes to local disk files on the player's device. If you want to do EGS cloud saves, make a subclass of SavedGameDataStorer and fill in the methods with the API calls to read/write to the cloud save system. Then add this ...
- Wed Jun 28, 2023 12:03 pm
- Forum: Dialogue System for Unity
- Topic: [Solved] Recommendation for SaveSystem setup (cloud saves & user specific saves)
- Replies: 5
- Views: 766
[Solved] Recommendation for SaveSystem setup (cloud saves & user specific saves)
Hey Tony, hope you're doing well! :) Right now I'm using the Player Prefs Saved Game Data Storer . My publishing producer was just messaging me about setting up cloud saving on Epic Game store, which would seem to require using (some form of) Disk Saved Game Storer instead. The documentation says th...
- Fri Jan 06, 2023 1:48 pm
- Forum: Dialogue System for Unity
- Topic: Updating [#].SimStatus after running Sort > Reorder IDs
- Replies: 2
- Views: 233
Re: Updating [#].SimStatus after running Sort > Reorder IDs
Hi, No, sorry, there's no built-in, scripting-free way to tell the Dialogue Editor to open a conversation by ID. However, there is a static method DialogueEditorWindow.OpenDialogueEntry() that you can call (e.g., from a custom editor script) to open the Dialogue Editor to a specific conversation an...
- Thu Jan 05, 2023 5:44 pm
- Forum: Dialogue System for Unity
- Topic: Updating [#].SimStatus after running Sort > Reorder IDs
- Replies: 2
- Views: 233
Updating [#].SimStatus after running Sort > Reorder IDs
Hey Tony, hope you're doing well! We are preparing things for sending our dialogue off to the Localization team. One of the last things we need to do is run the Sort > Reorder IDs function on each of the conversations. We have been using Dialogue[#].SimStatus == "WasDisplayed" as a conditi...