Search found 10 matches
- Fri Nov 24, 2023 4:03 pm
- Forum: Dialogue System for Unity
- Topic: Change NPC Name During Dialogue
- Replies: 7
- Views: 834
Re: Change NPC Name During Dialogue
Sorry Tony, I should give more details for the question. I'm asking about localizing new display name, changed in lua function: ChangeActorName("Mephistopheles", "Mephistopheles") Display Name localization can only localize "Stranger", but not "Mephistopheles"...
- Fri Nov 24, 2023 1:37 am
- Forum: Dialogue System for Unity
- Topic: Change NPC Name During Dialogue
- Replies: 7
- Views: 834
Re: Change NPC Name During Dialogue
How can I localize this new Display Name?
- Mon Oct 09, 2023 4:14 pm
- Forum: Dialogue System for Unity
- Topic: Setting dialogue line color with [panel] tag
- Replies: 4
- Views: 420
- Mon Oct 09, 2023 12:10 pm
- Forum: Dialogue System for Unity
- Topic: Trying to access a C# script's void on an answer in a dialogue with Events
- Replies: 4
- Views: 326
Re: Trying to access a C# script's void on an answer in a dialogue with Events
I think you should use custom Lua function: https://www.pixelcrushers.com/dialogue_system/manual2x/html/logic_and_lua.html#luaClassRegisterFunction (there is also a link to the video tutorial) I tried to attach my script to the Event of the answer I chose but it can't find the void (I set it to publ...
- Mon Oct 09, 2023 11:53 am
- Forum: Dialogue System for Unity
- Topic: Changing the place of the override name
- Replies: 2
- Views: 251
Re: Changing the place of the override name
I think object with text (name) should be placed under the object with character. So when your character is moved, the text will also be moved.
- Mon Oct 09, 2023 11:45 am
- Forum: Dialogue System for Unity
- Topic: Setting dialogue line color with [panel] tag
- Replies: 4
- Views: 420
Setting dialogue line color with [panel] tag
Currently I'm using [panel=#] tag to override default panel for speaker. Also I use DialogueActor to set text color. I notice that if I use [panel] tag, the color setting is not working. I looked at the code: // StandardUISubtitleControls.cs // line 439 public override void ShowSubtitle(Subtitle sub...
- Thu Aug 24, 2023 3:19 am
- Forum: Dialogue System for Unity
- Topic: Correct usage of Dialogue Manager prefab and linking to UI
- Replies: 7
- Views: 485
Re: Correct usage of Dialogue Manager prefab and linking to UI
Thank you very much!
- Wed Aug 23, 2023 12:54 am
- Forum: Dialogue System for Unity
- Topic: Correct usage of Dialogue Manager prefab and linking to UI
- Replies: 7
- Views: 485
Re: Correct usage of Dialogue Manager prefab and linking to UI
Your advice helped me, it works!
But in this case Basic Standard Dialogue UI instantiates anyway:
(Dialogue Manager has correct link to my UI, not this default instantiated one)
Is it okay?
But in this case Basic Standard Dialogue UI instantiates anyway:
(Dialogue Manager has correct link to my UI, not this default instantiated one)
Is it okay?
- Tue Aug 22, 2023 10:42 am
- Forum: Dialogue System for Unity
- Topic: Correct usage of Dialogue Manager prefab and linking to UI
- Replies: 7
- Views: 485
Re: Correct usage of Dialogue Manager prefab and linking to UI
Thanks for reply. I have tried this approach. But if I set 'Dialogue UI' in DialogueSystemController to None, and add your script to my DialogueUI, DialogueManager spawns 'Default Dialogue UI' object as its child, and I got millions of errors about using standard Unity Input (in my project I use Inp...
- Tue Aug 22, 2023 9:09 am
- Forum: Dialogue System for Unity
- Topic: Correct usage of Dialogue Manager prefab and linking to UI
- Replies: 7
- Views: 485
Correct usage of Dialogue Manager prefab and linking to UI
Hello. I'm trying to embed Dialogue System to my game. I have a question about correct usage of Dialogue Manager prefab. In my old GameObject hierarchy I have 'UI' prefab, and somewhere inside it i have 'DialogueUI' GameObject (prefab, but it is not instantiated in runtime, but just preserve inside ...