Search found 61 matches

by Jamez0r
Wed Apr 02, 2025 12:05 pm
Forum: Dialogue System for Unity
Topic: Getting Speaker&Listener from Script uses previous node's values
Replies: 3
Views: 2196

Re: Getting Speaker&Listener from Script uses previous node's values

Thank you for the in-depth explanation. That all makes sense, and from the looks of it we should be using the Sequencer for this type of thing anyway, so we'll switch over to using it. Appreciate the help as always!
by Jamez0r
Tue Apr 01, 2025 4:59 pm
Forum: Dialogue System for Unity
Topic: Getting Speaker&Listener from Script uses previous node's values
Replies: 3
Views: 2196

Getting Speaker&Listener from Script uses previous node's values

Hi Tony :D I've been using the Dialogue System for years, so I'm familiar with most things, but running into a new issue that is only popping up because the new project I'm working on has 'conversations' that take place between two NPCs (and not just between the NPC and the "player"). The ...
by Jamez0r
Fri Sep 22, 2023 9:35 am
Forum: Dialogue System for Unity
Topic: [SOLVED] "Lua Conditions" only in inspector
Replies: 8
Views: 5305

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...
by Jamez0r
Thu Sep 21, 2023 2:22 pm
Forum: Dialogue System for Unity
Topic: [SOLVED] "Lua Conditions" only in inspector
Replies: 8
Views: 5305

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();...
by Jamez0r
Thu Sep 21, 2023 1:29 pm
Forum: Dialogue System for Unity
Topic: [SOLVED] "Lua Conditions" only in inspector
Replies: 8
Views: 5305

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...
by Jamez0r
Wed Sep 20, 2023 11:06 pm
Forum: Dialogue System for Unity
Topic: [SOLVED] "Lua Conditions" only in inspector
Replies: 8
Views: 5305

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...
by Jamez0r
Wed Sep 20, 2023 8:04 pm
Forum: Dialogue System for Unity
Topic: [SOLVED] "Lua Conditions" only in inspector
Replies: 8
Views: 5305

[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...
by Jamez0r
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: 1522

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 ...
by Jamez0r
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: 1522

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 ...
by Jamez0r
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: 1522

[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...