Search found 34 matches

by Raidenthequick
Sat Apr 20, 2019 3:04 am
Forum: Dialogue System for Unity
Topic: Code Change Requests
Replies: 4
Views: 382

Re: Code Change Requests

Hey Tony, I appreciate you making the fade change as requested here, but haha I'm pretty sure you broke fades, unfortunately! This line during OnDestroy is currently: faderImage.color = new Color(color.r, color.g, color.b, fadeIn ? 1 : 0); But it should be the other way around, with 0 : 1, since fad...
by Raidenthequick
Fri Apr 05, 2019 3:19 pm
Forum: Dialogue System for Unity
Topic: Code Change Requests
Replies: 4
Views: 382

Re: Code Change Requests

Excellent, thanks!
by Raidenthequick
Fri Apr 05, 2019 2:20 pm
Forum: Dialogue System for Unity
Topic: Code Change Requests
Replies: 4
Views: 382

Code Change Requests

Hey Tony, I have made a couple code changes on my end that I have to reapply every time I update Dialogue System, which is quite irritating to do. I hope you think they are beneficial changes though, and request for you to add them, or some equivalent, into the core product, which would alleviate th...
by Raidenthequick
Sat Jan 12, 2019 6:55 pm
Forum: Dialogue System for Unity
Topic: Change request for SaveSystem
Replies: 2
Views: 360

Re: Change request for SaveSystem

Thanks!! Always helps when it's part of the official, as opposed to just a code change on my end.
by Raidenthequick
Fri Jan 11, 2019 3:07 am
Forum: Dialogue System for Unity
Topic: Change request for SaveSystem
Replies: 2
Views: 360

Change request for SaveSystem

Hi Tony, My problem is the "Save Current Scene" flag on the SaveSystem does some stuff I need but other stuff I don't really like. The needed stuff is that it stores the loaded save data into memory via this line: m_savedGameData = savedGameData; As you can see in LoadGame, the "else&...
by Raidenthequick
Wed Dec 19, 2018 3:34 pm
Forum: Dialogue System for Unity
Topic: articy:draft dialogue slots
Replies: 4
Views: 446

Re: articy:draft dialogue slots

Cool, that is probably a better workaround than what I was going to do. Thanks!
by Raidenthequick
Wed Dec 19, 2018 12:54 pm
Forum: Dialogue System for Unity
Topic: articy:draft dialogue slots
Replies: 4
Views: 446

Re: articy:draft dialogue slots

Thanks! In the meantime I was trying to toy with using ID instead of Display Name for Slots, figuring the ID would have a lot less issues. I figured out to use ArticyTools.FindAssetByArticyId instead of DialogueManager.MasterDatabase.GetItem, and things were going smoothly, easy find/replace to conv...
by Raidenthequick
Wed Dec 19, 2018 11:16 am
Forum: Dialogue System for Unity
Topic: articy:draft dialogue slots
Replies: 4
Views: 446

articy:draft dialogue slots

Hi Tony, We aim to reference a dialogue/conversation from within an Item, so that it can be looked up and started from code, like so: var cutsceneName = action.LookupValue(Consts.Articy.PostDialogueSlot); if (DialogueManager.MasterDatabase.GetConversation(cutsceneName) != null) { DialogueManager.Sta...
by Raidenthequick
Mon Oct 01, 2018 11:22 pm
Forum: Dialogue System for Unity
Topic: Question about "speaker" and "listener" in Articy
Replies: 8
Views: 1911

Re: Question about "speaker" and "listener" in Articy

Thanks for the response again, Tony. For this particular problem, I chose to just assign the "Sequence Listener" field in Unity to the very object itself, and with that contained in a prefab, it doesn't add any extra work for me. But your solution may come in handy for future and is great ...
by Raidenthequick
Fri Sep 28, 2018 3:11 pm
Forum: Dialogue System for Unity
Topic: Question about "speaker" and "listener" in Articy
Replies: 8
Views: 1911

Re: Question about "speaker" and "listener" in Articy

Thanks for the follow up! While we've specifically opted to not reference articy entities within the dialogue and dialogue fragment I could see how this could result in some odd behavior. Our goal was to use articy as a means to store our dynamic sequences, but we're reconsidering our strategy. What...