Search found 21675 matches
- Sat Oct 17, 2015 10:36 am
- Forum: Dialogue System for Unity
- Topic: possible (minor) animation fade-in bug?
- Replies: 3
- Views: 800
Re: possible (minor) animation fade-in bug?
That's the way to do it. The Dialogue System doesn't get control of UI elements until after the first frame, at which point they've already been visible for one frame. BTW, there's an updated Unity UI support package on the customer download page. It includes some minor improvements to the way anima...
- Sat Oct 17, 2015 10:34 am
- Forum: Dialogue System for Unity
- Topic: multiple alerts in one frame
- Replies: 5
- Views: 1089
Re: multiple alerts in one frame
Hi Walt - The customer download page now has an updated Unity UI support package. It adds a "Queue Alerts" checkbox in the dialogue UI script's Alert settings.
- Fri Oct 16, 2015 8:10 pm
- Forum: Dialogue System for Unity
- Topic: how to set a conversation entry as uncancelable?
- Replies: 3
- Views: 720
Re: how to set a conversation entry as uncancelable?
Nothing is built in to do this. What you described will work. You could also write a small script that implements OnConversationStart and OnConversationEnd , and add it to any GameObjects that trigger uncancelable conversations. In OnConversationStart, set cancel.key to string.Empty. In OnConversati...
- Fri Oct 16, 2015 8:04 pm
- Forum: Dialogue System for Unity
- Topic: cancel button doesn't cancel conversation
- Replies: 14
- Views: 3135
Re: cancel button doesn't cancel conversation
Thanks for sharing the code!
- Fri Oct 16, 2015 2:10 pm
- Forum: Dialogue System for Unity
- Topic: Settings always revert on on play
- Replies: 3
- Views: 719
Re: Settings always revert on on play
Tag and GameObject filtering is less useful for OnUse. The other Condition filters are useful for everything, though. For example, you could add two Conversation Triggers and set the Conditions so that only one fires based on the current state of a quest or the current value of a Lua variable.
- Fri Oct 16, 2015 11:34 am
- Forum: Dialogue System for Unity
- Topic: cancel button doesn't cancel conversation
- Replies: 14
- Views: 3135
Re: cancel button doesn't cancel conversation
Hi Walt, That's how it's designed. When a conversation is showing a subtitle, it listens for the Cancel button. If the player presses Cancel, it ends the subtitle. Then it progresses to the next stage in the conversation. When a conversation is showing a response menu, it listens for the Cancel Conv...
- Fri Oct 16, 2015 11:29 am
- Forum: Dialogue System for Unity
- Topic: Settings always revert on on play
- Replies: 3
- Views: 719
Re: Settings always revert on on play
Hi, Thanks for using the Dialogue System! I'll look into this and post back here later today. I'm out of the office right now, but off the top of my head I wonder if Unity is reverting the Dialogue Manager back to its original prefab state. As a test, if you select the Dialogue Manager GameObject in...
- Fri Oct 16, 2015 10:12 am
- Forum: Dialogue System for Unity
- Topic: click detection
- Replies: 7
- Views: 1303
Re: click detection
That'll be easy enough to add. I'll post an updated Selector.cs later today!
- Thu Oct 15, 2015 9:17 pm
- Forum: Love/Hate
- Topic: Compatabiity
- Replies: 1
- Views: 1640
Re: Compatabiity
Hi Mark - Thanks; I appreciate the support! Yes, because of the way Love/Hate is designed it won't conflict with UFPS or RAIN, and it integrates nicely with DS of course. Feel free to read through the Love/Hate manual to get an idea if it's what you're looking for. And the upgrade price is correct. ...
- Thu Oct 15, 2015 9:13 pm
- Forum: Dialogue System for Unity
- Topic: multiple alerts in one frame
- Replies: 5
- Views: 1089
Re: multiple alerts in one frame
This is a request that a few people made very recently, so I'll add it to the next version. Until then, you're stuck unless you override your dialogue UI's ShowAlert() message yourself -- for example, create a subclass of UnityUIDialogueUI and override that method to queue alerts instead of showing ...