Search found 5 matches

by McSwan
Wed Jul 03, 2024 7:19 am
Forum: Dialogue System for Unity
Topic: Add a dialogue system trigger in code and start a conversation onuse
Replies: 1
Views: 68

Add a dialogue system trigger in code and start a conversation onuse

Add a dialogue system trigger in code and start a conversation onuse. I have a random npc character the is generated through code (at runtime), so I need to add a dialoguesystemtrigger , as a component at runtime. eg. if (addDialogueSystemTriggers) { DialogueSystemTrigger dialogueSystemTrigger = Bas...
by McSwan
Sun Sep 10, 2023 12:23 am
Forum: Dialogue System for Unity
Topic: How to Continue Conversations
Replies: 25
Views: 13633

Re: How to Continue Conversations

Tony Li wrote: Sat Sep 09, 2023 8:24 pm Hi,

You could add a Dialogue System Trigger set to OnConversationEnd to the Dialogue Manager GameObject. Select Add Action > Play Sequence, and set the Sequence to: SetContinueMode(false)
Thanks again Tony. You're awesome!
by McSwan
Sat Sep 09, 2023 9:34 am
Forum: Dialogue System for Unity
Topic: How to Continue Conversations
Replies: 25
Views: 13633

Re: How to Continue Conversations

Inside the dialogue system I SetContinueMode(true); in certain places where the npc's have conversations with themselves. If I don't, there conversation skips to when the player says something. I'd like to SetContinueMode(false); in Conversation end and Conversation cancel so SetContinueMode(true); ...
by McSwan
Sun Jul 02, 2023 5:24 am
Forum: Dialogue System for Unity
Topic: Saving component data
Replies: 3
Views: 389

Re: Saving component data

Thank-you so much! using Pathfinding; using System; using UnityEngine; // C: \Unity\Fulfillment\Assets\Plugins\Pixel Crushers\Common\Templates\SaverTemplate.cs namespace PixelCrushers { public class SaveAiDestination : Saver // Rename this class. { Transform target; public override string RecordData...
by McSwan
Sat Jun 24, 2023 2:29 am
Forum: Dialogue System for Unity
Topic: Saving component data
Replies: 3
Views: 389

Saving component data

Hi, I was wondering if there was a "save component state" in the savers. I can save position etc. but during quests I give a npc a point transform to walk to, and this is not saved. [it's placed in a public component eg public transform destination] Do I need to write a custom script for t...