Search found 5 matches
- Sat May 15, 2021 11:02 pm
- Forum: Dialogue System for Unity
- Topic: Continue Button to skip typewriter, then continue
- Replies: 5
- Views: 270
Re: Continue Button to skip typewriter, then continue
Ah, I misunderstood and thought you wanted to fast forward immediately to the end. If you want to speed up the typewriter effect, see this post for another example. You were correct, I did, but then I got distracted in thinking that maybe I should just speed up the text very quickly. Your links hel...
- Fri May 07, 2021 10:49 am
- Forum: Dialogue System for Unity
- Topic: Continue Button to skip typewriter, then continue
- Replies: 5
- Views: 270
Re: Continue Button to skip typewriter, then continue
Yes! I think I'm close with this public class DialogueContinueButtonConditionals : MonoBehaviour { [SerializeField] private StandardUIContinueButtonFastForward _fastForward; [SerializeField] private TextMeshProTypewriterEffect _typeWriter; private float _defaultCPS; public void OnContinueClick() { i...
- Fri May 07, 2021 1:45 am
- Forum: Dialogue System for Unity
- Topic: Continue Button to skip typewriter, then continue
- Replies: 5
- Views: 270
Continue Button to skip typewriter, then continue
Hi Tony, I've been designing my Dialogue UI and am getting it close to the way I want. I ran into an issue I can't find a solution to. I want the continue button (which is now invisibly expanded across the whole screen) to skip the type writer effect, if the type writer is typing. If not, I want to ...
- Wed May 05, 2021 10:45 pm
- Forum: Dialogue System for Unity
- Topic: Conditional Conversations
- Replies: 3
- Views: 250
Re: Conditional Conversations
This is perfect, thank you Tony! Your responses to everyone's requests is awesome
- Tue May 04, 2021 11:05 pm
- Forum: Dialogue System for Unity
- Topic: Conditional Conversations
- Replies: 3
- Views: 250
Conditional Conversations
Hello! Thank you for providing this very thorough asset :) I was wondering if you had a general idea on how I may go about implementing conversation's conditionally.. Like for example, Stardew. Where a different conversation piece may occur based on the Year, season, weather, quest status, relations...