Search found 312 matches

by Abelius
Thu Feb 22, 2024 11:44 am
Forum: Dialogue System for Unity
Topic: Extras Backtrack script
Replies: 5
Views: 72

Re: Extras Backtrack script

I've just modified the thing a bit: while ((!destination.subtitle.speakerInfo.IsNPC || destination.subtitle.sequence. Contains("Continue();") ) && stack.Count > 0) Because I'm running more commands along Continue(). And this made me think that maybe I could use an alternative way t...
by Abelius
Thu Feb 22, 2024 9:19 am
Forum: Dialogue System for Unity
Topic: Extras Backtrack script
Replies: 5
Views: 72

Re: Extras Backtrack script

I think the vast majority of them are continued with a Continue(); command at the end of the sequence field.

And in the small number of cases that it has a duration, I'd just click the Back button again, no problem.
by Abelius
Thu Feb 22, 2024 6:38 am
Forum: Dialogue System for Unity
Topic: Extras Backtrack script
Replies: 5
Views: 72

Extras Backtrack script

Hi there, I'm using the Backtracker script on the Extras page for debugging purposes (not actual gameplay), and I was wondering if it could be modified so it detects if the node is going to backtrack to will continue instantly and if that's the case, it also skips that one. I ask this because I have...
by Abelius
Fri Feb 09, 2024 11:54 am
Forum: Dialogue System for Unity
Topic: Getting speaker and listener game objects. Is this good?
Replies: 4
Views: 69

Re: Getting speaker and listener game objects. Is this good?

Great! It's working again with your code. The only reason for the namespace and why it inherited from SequencerCommand is because I ripped the thing from a current script I had, related to those. But yeah, this is much better and straightforward. I knew it was a good idea to check with you. :mrgreen...
by Abelius
Fri Feb 09, 2024 10:51 am
Forum: Dialogue System for Unity
Topic: Getting speaker and listener game objects. Is this good?
Replies: 4
Views: 69

Re: Getting speaker and listener game objects. Is this good?

I'm not sure what you mean. What I need is to get the GO of the speaker and the listener inside a PlayMaker FSM, not running a sequencer command. Do you mean those are already defined in another place? Can I get them running a LUA command from PlayMaker or something like that? Thanks. Ps.: BTW, the ...
by Abelius
Thu Feb 08, 2024 1:44 pm
Forum: Dialogue System for Unity
Topic: Getting speaker and listener game objects. Is this good?
Replies: 4
Views: 69

Getting speaker and listener game objects. Is this good?

Hi there, I needed to get the game object associated with the current speaker and/or listener in an active convo, and after some research, including one of my old posts (deja vu feeling here), I've figured out a solution to use from a PlayMaker CallMethod action... Here's the code I've used: using S...
by Abelius
Fri Dec 01, 2023 7:04 am
Forum: Dialogue System for Unity
Topic: Fixed time delay between dialogue entries
Replies: 7
Views: 3167

Re: Fixed time delay between dialogue entries

Yup, I just needed to add a line and some semicolons. All good. I also added a public float to change the waiting time on demand. I'll leave it here in case someone is interested. using System; using System.Collections; using UnityEngine; using PixelCrushers.DialogueSystem; public class CustomFinish...
by Abelius
Thu Nov 30, 2023 1:17 pm
Forum: Dialogue System for Unity
Topic: Fixed time delay between dialogue entries
Replies: 7
Views: 3167

Re: Fixed time delay between dialogue entries

Thank you so much, Tony. I appreciate your time!
by Abelius
Thu Nov 30, 2023 10:36 am
Forum: Dialogue System for Unity
Topic: Fixed time delay between dialogue entries
Replies: 7
Views: 3167

Re: Fixed time delay between dialogue entries

Hi Tony, thanks for the fast reply. This could work with player clicks and the "press Ctrl to skip" feature I have, yes, but what about entries with a Continue() command in the Sequence field? Will those call OnFastForward() as well, so the delay could be applied? The thing is, your plugin...
by Abelius
Thu Nov 30, 2023 9:36 am
Forum: Dialogue System for Unity
Topic: Fixed time delay between dialogue entries
Replies: 7
Views: 3167

Fixed time delay between dialogue entries

I made a quick search and didn't find a relevant thread. I was wondering if there is a way to introduce an artificial delay between two dialogue entries. That is, making DS wait after the Continue() of the previous entry, before starting to execute the next one. Something like a given amount of time...