Search found 8 matches

by circusCharlie
Tue Aug 03, 2021 10:19 am
Forum: Dialogue System for Unity
Topic: Event containing EventArgs at the start of each node
Replies: 3
Views: 331

Re: Event containing EventArgs at the start of each node

Hi, thank you so much for the reply. Do I need to add this method to a monobehavior and attach that to the dialogue manager?

Is there any other way for example subscribing to an action or getting some sort of a callback on my non-monobehavior classes?

Thank you
by circusCharlie
Tue Aug 03, 2021 2:36 am
Forum: Dialogue System for Unity
Topic: Event containing EventArgs at the start of each node
Replies: 3
Views: 331

Event containing EventArgs at the start of each node

Hi, I have setup some dialogue entries in my template and I set different values of these entries at every node. Is there a way to get a callback containing the event args (using which I can extract my values set at that node) at the start of each node? Currently I could only find OnResponseSelected...
by circusCharlie
Mon Jun 28, 2021 2:41 am
Forum: Dialogue System for Unity
Topic: Show node in different UI based on condition in custom script
Replies: 3
Views: 506

Re: Show node in different UI based on condition in custom script

All the solutions that you proposed worked well. Thanks a lot for the great support.
by circusCharlie
Mon Jun 21, 2021 11:54 am
Forum: Dialogue System for Unity
Topic: Show node in different UI based on condition in custom script
Replies: 3
Views: 506

Show node in different UI based on condition in custom script

https://i.ibb.co/6FCF2yf/Screenshot-2021-06-21-205349.png Hi I need some help. Kindly look into the image. As you can see at the end of every branch there is a different Feedback. I want to do 3 things: 1. Feedback should be displayed only if the "showFeedback" boolean is true in my custo...
by circusCharlie
Mon May 17, 2021 1:17 pm
Forum: Dialogue System for Unity
Topic: Instantiate dialogue manager and play conversations at runtime
Replies: 3
Views: 327

Instantiate dialogue manager and play conversations at runtime

Hi, I am trying to instantiate the dialogue manager from resources and give it a database at runtime. When I check the Dialogue Manager inspector at runtime the initial database gets set properly, however, when I try to start the conversation from database it says "Conversation not found in dat...
by circusCharlie
Fri Apr 30, 2021 2:11 am
Forum: Dialogue System for Unity
Topic: Not end conversation after selecting the option with no child node
Replies: 3
Views: 202

Re: Not end conversation after selecting the option with no child node

Thanks for a quick response. I set the Sequence field to: WaitForMessage(Forever). But when I pressed the option (to which I set the sequence) all the options (response) disappeared and only the question was visible. What I am trying to achieve is that if I press the wrong option (option which has n...
by circusCharlie
Thu Apr 29, 2021 1:53 pm
Forum: Dialogue System for Unity
Topic: Not end conversation after selecting the option with no child node
Replies: 3
Views: 202

Not end conversation after selecting the option with no child node

Hi. Is there a way to Not end conversation after the user presses an option that has no child node? For example: Question 1 has 4 options. I want the user to proceed to next question only if they press the first option. If they press any other options then Nothing should happen. Currently, on pressi...