Search found 105 matches

by OneManOnMars
Fri Jan 06, 2017 1:28 am
Forum: Dialogue System for Unity
Topic: OnTriggerEnter combined with Button Press
Replies: 23
Views: 10001

Re: OnTriggerEnter combined with Button Press

Happy new Year!

Thank you for your advice. It worked nicely.
Just one thing I could't figure out. The image now stays on the canvas where it is placed.

Is there a way to let the image stick with the npc. As it was with the text from the proximity selector I used before?

Many thanks
by OneManOnMars
Wed Nov 16, 2016 12:43 pm
Forum: Dialogue System for Unity
Topic: Dialogue not loading on "unactive" scene.
Replies: 9
Views: 1936

Re: Dialogue not loading on "unactive" scene.

Tony Li wrote:Sure. That's what most devs do.
perfect, thanks for the quick answer.
by OneManOnMars
Wed Nov 16, 2016 11:48 am
Forum: Dialogue System for Unity
Topic: Dialogue not loading on "unactive" scene.
Replies: 9
Views: 1936

Re: Dialogue not loading on "unactive" scene.

Can I create a Dialogue Manager Prefab so if I change it in one scene it also changes in scene 1 and therefore is always up to date?
by OneManOnMars
Wed Nov 16, 2016 11:09 am
Forum: Dialogue System for Unity
Topic: OnTriggerEnter combined with Button Press
Replies: 23
Views: 10001

Re: OnTriggerEnter combined with Button Press

Thanks a lot I'll try to put it in as soon as I am back on the task
by OneManOnMars
Thu Nov 10, 2016 4:32 am
Forum: Dialogue System for Unity
Topic: OnTriggerEnter combined with Button Press
Replies: 23
Views: 10001

Re: OnTriggerEnter combined with Button Press

Hi Tony,
yes it works. Thank you. The only thing right now that is not perfect is, that I have a text above the character that says Press A. But what I would prefere is to just show a image of the button. Didn't find the solution to that yet. But the functionality is working.
by OneManOnMars
Thu Nov 10, 2016 4:25 am
Forum: Dialogue System for Unity
Topic: Dialogue not loading on "unactive" scene.
Replies: 9
Views: 1936

Re: Dialogue not loading on "unactive" scene.

Cool, this was exactly what I was looking for. Had to google exactly once! Thank you Tony Li for the perfect answer.
by OneManOnMars
Mon Sep 12, 2016 10:25 am
Forum: Dialogue System for Unity
Topic: OnTriggerEnter combined with Button Press
Replies: 23
Views: 10001

Re: OnTriggerEnter combined with Button Press

Tony Li wrote: that's a good question. Here's my reasoning: In a lot of games (especially 2D console games), a common way to start conversations is by walking up to an NPC and pressing an action button. The ProximitySelector is designed to work like that. That is exactly the reason. I don't want th...
by OneManOnMars
Tue May 10, 2016 5:28 am
Forum: Dialogue System for Unity
Topic: [SOLVED]Send Message OnConversation to Platformer Pro
Replies: 10
Views: 2673

Re: Send Message OnConversation to Platformer Pro

Hi Tony, thank you many many times! It works. Your answer was spot on I used the first approach with minor adjustments. Your help was more than I could have expected. Ending the specialMovement ist rather simple. I just need to send a message. THANK YOU! I had been working on this problem now for so...
by OneManOnMars
Mon May 09, 2016 10:07 am
Forum: Dialogue System for Unity
Topic: [SOLVED]Send Message OnConversation to Platformer Pro
Replies: 10
Views: 2673

Re: Send Message OnConversation to Platformer Pro

Thank you for your help. But this does not work for my setup. The controls are connected closley to the character. Talking to the support of PPro I need to call a method to get my character to be disconected from the controls and play a specific aniamtion. specialMovement = character.GetComponentInC...
by OneManOnMars
Sun May 01, 2016 10:07 am
Forum: Dialogue System for Unity
Topic: [SOLVED]Send Message OnConversation to Platformer Pro
Replies: 10
Views: 2673

Re: Send Message OnConversation to Platformer Pro

I just figured out that it is not true that the special movement_play animation is triggered via a send_message. A method is called from the event responder. The Problem no is, that I can not call that method from the event responder of the dialogue system. I guess because I have to pass in an enum ...