Search found 14 matches
- Tue Nov 16, 2021 4:42 am
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
Aha, I understand. SimStatus is something I hadn't looked into yet but it will probably be useful for me too, so thank you for the additional bit of code
- Sun Nov 14, 2021 11:11 am
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
I've spent some time studying the code in your example package (thank you again for that), and I think I understand what it does well enough now. And to reiterate what I said above, I could never have come up with this solution myself, definitely! :) I have a last question though. What does this pie...
- Sat Nov 13, 2021 2:03 pm
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
Thank you so much Tony, you're always so helpful :) Looking at the code, this is something I could never have come up with, knowing my meager knowledge of the intricacies of DS, but by playing the scene I see that this is exactly what I needed. So I will look into your code example very attentively....
- Fri Nov 12, 2021 2:31 pm
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
Thank you very much for that. What I'm most interested in is what you said about copying Actors with unique IDs and setting copies of conversations. This sounds like it should solve my issue but I'm not familiar with DS enough to pull that off.
But please don't work overtime on my account!
But please don't work overtime on my account!
- Fri Nov 12, 2021 1:03 pm
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
Yes for now all I want is to make a conversation (in the database) character-agnostic, i.e. use abstract actors (A, B, C etc) which are roles I assign to the relevant characters when I need to start this conversation. From what I observed and tested, the Dialogue Database is instantiated during play...
- Fri Nov 12, 2021 10:43 am
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
To be perfectly clear, the "multiple simultaneous conversations" requirement for me is the weakest of the three, weaker than "any character may be a player" and "actors must be assigned dynamically". My game is single-player for now, emphasis on "for now" beca...
- Fri Nov 12, 2021 10:20 am
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Re: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
Thank you very much for your fast answer. I'm still new with Dialogue System so forgive me if my questions seem naive at times. I just haven't wrapped my head around the core design of the asset yet so there must be obvious details that I'm missing. To me, each Conversation should be a single object...
- Fri Nov 12, 2021 6:13 am
- Forum: Dialogue System for Unity
- Topic: Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
- Replies: 14
- Views: 1390
Set "IsPlayer" at runtime, and how to have more than 2 participants in a conversation
Hello! I'm trying to set up my dialogue database with several conversations that I try to keep as generic as possible. By "generic" I mean the actors should not be named at design-time: I have "A", "B", "C", "D" and "E" defined in the Actor...
- Tue Sep 14, 2021 6:52 pm
- Forum: Dialogue System for Unity
- Topic: DialogueManager.instance.activeConversation is null in the first node?
- Replies: 10
- Views: 2269
Re: DialogueManager.instance.activeConversation is null in the first node?
Thank you for your answer, yes I know the database is to be treated as read-only, I just didn't know that OnPrepareConversationLine() modified the actual database, or at least its memory version. Good to know.
- Tue Sep 14, 2021 12:39 pm
- Forum: Dialogue System for Unity
- Topic: DialogueManager.instance.activeConversation is null in the first node?
- Replies: 10
- Views: 2269
Re: DialogueManager.instance.activeConversation is null in the first node?
Sorry, I'm still confused about a few things. I've been testing the following code in a component placed in the DialogueManager's gameobject: public class DialogueSystemReplaceTokens : MonoBehaviour { private Regex regex; private void Awake () { regex = new Regex (@"\[@([^\]]+)\]"); } void...