Search found 18 matches
- Thu Feb 16, 2023 5:15 pm
- Forum: Dialogue System for Unity
- Topic: [QuestPopup] variable not working in List<CustomClass>
- Replies: 2
- Views: 110
- Wed Feb 15, 2023 8:53 am
- Forum: Dialogue System for Unity
- Topic: [QuestPopup] variable not working in List<CustomClass>
- Replies: 2
- Views: 110
[QuestPopup] variable not working in List<CustomClass>
Hi Tony, I'm trying to create a List<QuestProperties>() to access custom information for my quests. Unfortunately, the QuestEntryPopup doesn't seem to work in a custom class as it seems it can't find any quest variable. It is working though if the quest variable is outside of the class (in the main ...
- Tue Feb 14, 2023 5:44 pm
- Forum: Dialogue System for Unity
- Topic: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
- Replies: 9
- Views: 309
Re: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
Thank you
Just out of curiosity, was that information in the doc section ? maybe I didn't pay attention, but I haven't seen it.
At least it works now.
Just out of curiosity, was that information in the doc section ? maybe I didn't pay attention, but I haven't seen it.
At least it works now.
- Tue Feb 14, 2023 1:51 pm
- Forum: Dialogue System for Unity
- Topic: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
- Replies: 9
- Views: 309
Re: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
Hi Tony, So after investigation, the problem is when I press the continue button, the custom command is not triggered, but your internal command is (ShowAlert()). If I wait the end of the dialogue (typewriting is done) then my custom command is executed. Not sure if this is intentional ? or is there...
- Mon Feb 13, 2023 2:22 pm
- Forum: Dialogue System for Unity
- Topic: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
- Replies: 9
- Views: 309
Re: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
Yes I did :) Sorry I didn't put the code. And I use " TextMeshProTypewriterEffect ", but I didn't receive the message " Typed ". public class SequencerCommandGiveItem : SequencerCommand { public void Awake() { string itemName = GetParameter(0); QuestManager.Instance.GiveItemFromC...
- Mon Feb 13, 2023 1:52 pm
- Forum: Dialogue System for Unity
- Topic: Twine json Import and [em#] tags or color
- Replies: 5
- Views: 207
Re: Twine json Import and [em#] tags or color
I was trying different ways to add the tags but it was removed at the import.
But by placing the tag after Player:[em1] it works.
[[Player:[em1]I am. Where are you from?->X1]]
But by placing the tag after Player:[em1] it works.
[[Player:[em1]I am. Where are you from?->X1]]
- Mon Feb 13, 2023 1:43 pm
- Forum: Dialogue System for Unity
- Topic: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
- Replies: 9
- Views: 309
Re: Trigger Script (or Else) at the end of a conversation node (dialogue entry)
So I tried the second option : I've added this in the sequencer: GiveItem(item)@Message(TypeEnds) And I've added in the typewrite an event on end public void OnTextEnd() { Sequencer.Message("TypeEnds"); } The Message is sent (Validated with breakpoint), and the GiveItem method works (valid...
- Mon Feb 13, 2023 11:35 am
- Forum: Dialogue System for Unity
- Topic: Twine json Import and [em#] tags or color
- Replies: 5
- Views: 207
Re: Twine json Import and [em#] tags or color
Hi Tony, Sorry, I think I was not clear in my question. I know I can set the color and create new emphasis (if needed). The thing is that I need to add the [em#] tag in the conversation node (like another post was talking about -> setting storyline priorities with colors), right? But what if I want ...
- Mon Feb 13, 2023 7:27 am
- Forum: Dialogue System for Unity
- Topic: Twine json Import and [em#] tags or color
- Replies: 5
- Views: 207
Twine json Import and [em#] tags or color
Hi Tony, Using twine json to import dialogues in the database. I haven't seen any documentation for [em#] tags (except for bold, italic, etc.) Is there a way to add a color / [em#] to twine so it' imports automatically in the dialogue database? Is it already plan in the future? If not, can you add i...
- Sun Feb 12, 2023 4:36 pm
- Forum: Dialogue System for Unity
- Topic: Selecting Quest Entries from Quest to display in tracker
- Replies: 3
- Views: 164
Re: Selecting Quest Entries from Quest to display in tracker
Hi Tony, What I did is actually set the entries as "done". The only thing I have to do is change the color so it does fit my color. I still have in progress as "white". I don't really need to have a different color right now. Setting them to "done" don't make them appea...