Search found 6 matches
- Tue Jul 12, 2022 1:31 pm
- Forum: Dialogue System for Unity
- Topic: Automatic quest state listener configuration
- Replies: 3
- Views: 186
Re: Automatic quest state listener configuration
OK, I'll give that a go. Appreciate it! Semi-related but kind of a unity question: do you know of a good way to hide serialized fields of a superclass? If I make a subclass to reduce the complexity of configuration, it would be nice to hide the extra stuff from the inspector. Obviously just a nice-t...
- Mon Jul 11, 2022 10:32 pm
- Forum: Dialogue System for Unity
- Topic: Automatic quest state listener configuration
- Replies: 3
- Views: 186
Automatic quest state listener configuration
Hi again! For all of the quest-giving NPCs in my game, I want to enforce a standard configuration of quest indicator tracking 1. quest available: set to a yellow "!" 2. quest active but unfinished: set to a white "?" 3. quest available for turn-in (i.e. all quest entries are &quo...
- Sun Jul 10, 2022 9:55 pm
- Forum: Dialogue System for Unity
- Topic: Modifying Quest Entry display style based on entry state
- Replies: 3
- Views: 212
Re: Modifying Quest Entry display style based on entry state
That worked perfectly. Worth noting that I needed to add an Entry Container reference for the StandardUIQuestTracker to actually consider entry states, but that was quite easy. Thanks once again Tony!
- Sun Jul 10, 2022 8:28 pm
- Forum: Dialogue System for Unity
- Topic: Modifying Quest Entry display style based on entry state
- Replies: 3
- Views: 212
Modifying Quest Entry display style based on entry state
I would like to change the appearance of Quest Entries in the Quest Tracker HUD depending on the state of the entry. For example, changing the text color or adding a checkbox. Is there a built-in way to do this or do I need to do some customization? Thanks!
- Sat Jul 02, 2022 3:29 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically update use message text on Usable UI
- Replies: 4
- Views: 307
Re: Dynamically update use message text on Usable UI
Hm...I just tried this with no luck. public class TriggerSelector : ProximitySelector { public PlayerInput input; public SelectorUseStandardUIElements ui; public override void Start() { SetUseMessage(); } protected override void Update() { // Exit if disabled or paused: if (!enabled || (Time.timeSca...
- Fri Jul 01, 2022 4:42 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically update use message text on Usable UI
- Replies: 4
- Views: 307
Dynamically update use message text on Usable UI
I am using a ProximitySelector in combination with SelectorUseStandardUIElements to populate a UsableUI nested under a Usable GameObject. Technically, I made a subclass of ProximitySelector that skips the IsUseButtonDown checks in favor of hooking up to my InputActionsAsset. I have an Action in ther...