Search found 8 matches
- Mon Dec 22, 2014 6:07 pm
- Forum: Dialogue System for Unity
- Topic: Can't seem to get 4.6 Unity UI to work
- Replies: 2
- Views: 1085
Can't seem to get 4.6 Unity UI to work
Hi, sorry I've been posting so many questions. Your help and support has been amazing, and I'll make sure to rate you 5 stars! I also apologize as this question is quite specific to me, and so probably won't be useful for other forum readers. I've been trying to make a new UI from scratch using 4....
- Fri Dec 19, 2014 9:27 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1614
Using the ConversationPicker dropdown in the inspector
Gotcha. That gave me an idea for a slightly easier solution (for my project). Here's what I did, in case anyone else finds this useful. Rather than making a new editor subclass for every child of Interactable that I create, I just made the dropdown menu itself its own component, exactly how you have...
- Fri Dec 19, 2014 8:36 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1614
Using the ConversationPicker dropdown in the inspector
I wasn't getting this to work right away, and realized that it's (I think) because my Interactable class is a base class, and I guess this code isn't playing nicely with polymorphism? Other base class members show up fine in the inspector (e.g. my previous public string conversation), but the custom...
- Thu Dec 18, 2014 10:17 pm
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1614
Using the ConversationPicker dropdown in the inspector
I'm writing custom interactable code and hand calling DialogueManager.StartConversation instead of using a Trigger. However, I want my Interactable class to reveal the Conversation Picker drop down menu in the inspector, as it does for ConversationTriggers. I poked around the source code, and I see ...
- Tue Dec 16, 2014 4:16 am
- Forum: Dialogue System for Unity
- Topic: Tips / Best practices for customizing Selector behvior
- Replies: 2
- Views: 1093
Tips / Best practices for customizing Selector behvior
Awesome, this is all exactly what I was looking for! Thanks, Tony! You rock.
- Mon Dec 15, 2014 11:16 am
- Forum: Dialogue System for Unity
- Topic: Tips / Best practices for customizing Selector behvior
- Replies: 2
- Views: 1093
Tips / Best practices for customizing Selector behvior
I am making a 2D top-down game similar to an SNES RPG like Chrono Trigger or Secret of Mana. Before purchasing DS, I had written my own "select/use" code using an abstract "Interactable" class, and an Interaction component on my player that uses raycasts to check in front of the ...
- Mon Dec 15, 2014 10:46 am
- Forum: Dialogue System for Unity
- Topic: Confused about the 4.6 UI integration
- Replies: 2
- Views: 1145
Confused about the 4.6 UI integration
Thanks for the speedy response! Your explanation of the slow transition to 4.6 makes total sense, and it's great to know you're going to expand it and make it default. Also, great to know about reusing elements. Awesome. Ah, indeed I do see that from the Component menu per your screenshot. Even stra...
- Sun Dec 14, 2014 7:58 pm
- Forum: Dialogue System for Unity
- Topic: Confused about the 4.6 UI integration
- Replies: 2
- Views: 1145
Confused about the 4.6 UI integration
I'm a bit confused about how the UI works in 4.6. I just purchased DS, seeing that it said "Unity 5 ready". But all the documentation about the new GUI seems to be outdated or wrong (for example, when I do Add Component menu > Dialogue System > UI > Unity UI, there is no sub-menu for Dialo...