Search found 47 matches

by urrmurrmur
Thu Sep 05, 2024 1:23 pm
Forum: Dialogue System for Unity
Topic: Continue conversation after delay
Replies: 9
Views: 221

Re: Continue conversation after delay

To clarify: are you saying that I should use a different dialogue UI for any conversation that plays in a timeline, specifically one that doesn't have a continue button? Because I'm not sure how I would go about doing that. Right now I have a single dialogue manager in my scene, which has my default...
by urrmurrmur
Thu Sep 05, 2024 11:00 am
Forum: Dialogue System for Unity
Topic: Continue conversation after delay
Replies: 9
Views: 221

Re: Continue conversation after delay

It's set to "Never", which feels like the only option that makes sense. I don't want a continue button to be shown, since the flow of the conversation is fully controlled by the timeline. If I select anything else players can click continue and then the timeline and subtitles are no longer...
by urrmurrmur
Wed Sep 04, 2024 3:14 pm
Forum: Dialogue System for Unity
Topic: Continue conversation after delay
Replies: 9
Views: 221

Re: Continue conversation after delay

I'm necroing one of my old threads here, because I have a related question. I want to do something very similar to the first post in this thread: state A with text, state B without text that should hide the UI, state C with text again). Except this time the dialog is controlled by a timeline. I trie...
by urrmurrmur
Wed Jul 03, 2024 4:18 am
Forum: Dialogue System for Unity
Topic: Save system and editor
Replies: 3
Views: 236

Re: Save system and editor

Okay, thank you. That explains the save file part. I managed to solve the other issue as well in the meantime (state getting remembered over play sessions). In case anyone comes across this thread at a later date: it had nothing to do with DSFU, it was just me misusing scriptable objects. Case close...
by urrmurrmur
Mon Jul 01, 2024 2:51 pm
Forum: Dialogue System for Unity
Topic: Save system and editor
Replies: 3
Views: 236

Save system and editor

Hi, Question about the save system: what determines whether the dialogue system state is saved through editor play sessions? In my current system, the state of my dialogue system seems to be remembered in the editor, so every time I start the editor my variables have their state from the previous se...
by urrmurrmur
Wed Mar 06, 2024 3:29 pm
Forum: Dialogue System for Unity
Topic: evaluating variables in dialogueEntries
Replies: 7
Views: 278

Re: evaluating variables in dialogueEntries

...That's one for the wall of shame. Been pouring through source code for two hours and that parameter never even registered to me somehow :?

Sorry about this one, but thanks for the help.
by urrmurrmur
Wed Mar 06, 2024 6:14 am
Forum: Dialogue System for Unity
Topic: evaluating variables in dialogueEntries
Replies: 7
Views: 278

Re: evaluating variables in dialogueEntries

Update to this: I decided to rework my system to use a ConversationModel after all, since I needed some scripts to be evaluated, which wasn't happening in my own system. But there's something I don't understand. a ConversationState has responses, which are divided into pc or npc responses, but those...
by urrmurrmur
Tue Mar 05, 2024 5:04 am
Forum: Dialogue System for Unity
Topic: evaluating variables in dialogueEntries
Replies: 7
Views: 278

Re: evaluating variables in dialogueEntries

Thanks for the info. It's not in an active conversation, it's a scene where the main character's thoughts are being visualized as text floating around his head. Each thought is created as a very small DSFU conversation (couple of entries at most), but since there's multiple thoughts active at the sa...
by urrmurrmur
Mon Mar 04, 2024 8:02 pm
Forum: Dialogue System for Unity
Topic: evaluating variables in dialogueEntries
Replies: 7
Views: 278

evaluating variables in dialogueEntries

Hi, I am trying to display dialogue entries in a custom UI. What I am doing at the moment is using roughly the following code: Conversation conversation = DialogueManager.masterDatabase.GetConversation( "conversationName" ); List<DialogueEntry> dialogueEntries = conversation.dialogueEntrie...