Search found 47 matches
- Thu Sep 05, 2024 1:23 pm
- Forum: Dialogue System for Unity
- Topic: Continue conversation after delay
- Replies: 9
- Views: 304
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...
- Thu Sep 05, 2024 11:00 am
- Forum: Dialogue System for Unity
- Topic: Continue conversation after delay
- Replies: 9
- Views: 304
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...
- Wed Sep 04, 2024 3:14 pm
- Forum: Dialogue System for Unity
- Topic: Continue conversation after delay
- Replies: 9
- Views: 304
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...
- Wed Jul 03, 2024 4:18 am
- Forum: Dialogue System for Unity
- Topic: Save system and editor
- Replies: 3
- Views: 258
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...
- Mon Jul 01, 2024 2:51 pm
- Forum: Dialogue System for Unity
- Topic: Save system and editor
- Replies: 3
- Views: 258
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...
- Wed Mar 06, 2024 3:29 pm
- Forum: Dialogue System for Unity
- Topic: evaluating variables in dialogueEntries
- Replies: 7
- Views: 313
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.
Sorry about this one, but thanks for the help.
- Wed Mar 06, 2024 6:14 am
- Forum: Dialogue System for Unity
- Topic: evaluating variables in dialogueEntries
- Replies: 7
- Views: 313
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...
- Tue Mar 05, 2024 5:04 am
- Forum: Dialogue System for Unity
- Topic: evaluating variables in dialogueEntries
- Replies: 7
- Views: 313
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...
- Mon Mar 04, 2024 8:02 pm
- Forum: Dialogue System for Unity
- Topic: evaluating variables in dialogueEntries
- Replies: 7
- Views: 313
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...
- Sat Feb 10, 2024 8:57 am
- Forum: Dialogue System for Unity
- Topic: Getting variable description in script
- Replies: 7
- Views: 518
Re: Getting variable description in script
Got it, thanks.