Search found 18 matches

by lemonjolly_anna
Sun Feb 02, 2025 6:33 am
Forum: Dialogue System for Unity
Topic: Get all variables that contain "specific_string"
Replies: 1
Views: 726

Get all variables that contain "specific_string"

Hello!

Is there a way to DialogueLua.GetVariable any variables that contain "specific_string"?

Use Case:
  • have int variables named "visits.thisrun.etc"
  • resets on game loop

Cheers!
by lemonjolly_anna
Fri Nov 17, 2023 12:05 am
Forum: Dialogue System for Unity
Topic: Lua.RegisterFunction with enums
Replies: 3
Views: 420

Re: Lua.RegisterFunction with enums

Amazing thanks!
by lemonjolly_anna
Thu Nov 16, 2023 6:50 pm
Forum: Dialogue System for Unity
Topic: Lua.RegisterFunction with enums
Replies: 3
Views: 420

Lua.RegisterFunction with enums

Hello! :) Is it possible to have enums when registering a custom Lua function? e.g. public enum ShopType { general, card, cardDiscard, randomCard, randomItem, ingredient, randomIngredient, armour, } public ShopType shopType; Lua.RegisterFunction(nameof(TriggerShop), this, SymbolExtensions.GetMethodI...
by lemonjolly_anna
Mon Jun 19, 2023 6:14 am
Forum: Dialogue System for Unity
Topic: Reusing conversations
Replies: 13
Views: 897

Re: Reusing conversations

I re-imported and moved the "editor default resources" folder, so the icons exist, but still same problemo with the WaitForMessage not waiting for message :(
wait_again.jpg
wait_again.jpg (37.38 KiB) Viewed 217 times
by lemonjolly_anna
Sun Jun 18, 2023 9:35 pm
Forum: Dialogue System for Unity
Topic: moving canvas out of dialogue manager prefab hierarchy
Replies: 7
Views: 510

Re: moving canvas out of dialogue manager prefab hierarchy

But the canvas does persist across scenes? As in I'm moving the canvas from under the DialogueManager (singleton) to under UIManager (singleton).
by lemonjolly_anna
Sun Jun 18, 2023 9:34 pm
Forum: Dialogue System for Unity
Topic: Reusing conversations
Replies: 13
Views: 897

Re: Reusing conversations

Ok sweet! The WaitForMessage part of the problemo seems to still be present. Where a = instantiate a button, and b = player presses button, which sends message "continueConversation". wait.jpg The dialogue doesn't seem to WaitForMessage regardless of above (dialogue window persists and dia...
by lemonjolly_anna
Sun Jun 18, 2023 7:36 am
Forum: Dialogue System for Unity
Topic: moving canvas out of dialogue manager prefab hierarchy
Replies: 7
Views: 510

Re: moving canvas out of dialogue manager prefab hierarchy

I see! For some reason though, the conversations won't play if I move the canvas out of dialogue manager's hierarchy?

Is it because it breaks the prefab or some other connection?
by lemonjolly_anna
Sun Jun 18, 2023 7:21 am
Forum: Dialogue System for Unity
Topic: Reusing conversations
Replies: 13
Views: 897

Re: Reusing conversations

I'm getting this warning (and same for PushConversation): Dialogue System: Can't find any built-in sequencer command named PopConversationPosition() or a sequencer command component named SequencerCommandPopConversationPosition() UnityEngine.Debug:LogWarning (object) PixelCrushers.DialogueSystem.Seq...
by lemonjolly_anna
Tue Jun 13, 2023 2:33 am
Forum: Dialogue System for Unity
Topic: Reusing conversations
Replies: 13
Views: 897

Re: Reusing conversations

Just testing this WaitForMessage stuff, and I feel like I'm missing something:
WaitForMessage1.jpg
WaitForMessage1.jpg (92.01 KiB) Viewed 570 times
WaitForMessage2.jpg
WaitForMessage2.jpg (67.66 KiB) Viewed 570 times
WaitForMessage3.jpg
WaitForMessage3.jpg (20.56 KiB) Viewed 570 times
The dialogue just continues to play on without waiting for "continueConversation" message.
by lemonjolly_anna
Tue Jun 13, 2023 2:26 am
Forum: Dialogue System for Unity
Topic: moving canvas out of dialogue manager prefab hierarchy
Replies: 7
Views: 510

Re: moving canvas out of dialogue manager prefab hierarchy

I'm moving it to under a UIManager object which is also a peristent singleton - not sure if that helps!

The reasoning is mostly just for keeping track of things, and being able to easily reference all the canvas active in a scene via the UIManager!