Search found 20751 matches
- Wed Dec 24, 2014 3:40 am
- Forum: Dialogue System for Unity
- Topic: Can't seem to get 4.6 Unity UI to work
- Replies: 2
- Views: 821
Can't seem to get 4.6 Unity UI to work
We took care of this over email. I'm just posting a couple notes here in case others have the same question. We made these changes: 1. Assigned Dialogue > Response Menu > Button Template Holder. The Button Template Holder needs to be assigned because it's the parent that template buttons are added t...
- Tue Dec 23, 2014 3:10 pm
- Forum: Dialogue System for Unity
- Topic: [REQUEST] Dialogue System for Unreal 4
- Replies: 3
- Views: 1091
[REQUEST] Dialogue System for Unreal 4
Hi Daniel,
Have fun working in UE! It's another nice engine. I see that as of last October UE now supports C#, so I'll consider porting the Dialogue System. I miss working in C++, but I'm not about to port thousands of lines of C# code to C++.
Happy Holidays!
Tony
Have fun working in UE! It's another nice engine. I see that as of last October UE now supports C#, so I'll consider porting the Dialogue System. I miss working in C++, but I'm not about to port thousands of lines of C# code to C++.
Happy Holidays!
Tony
- Tue Dec 23, 2014 6:46 am
- Forum: Dialogue System for Unity
- Topic: Accessing different script
- Replies: 10
- Views: 2594
Accessing different script
On the Dialogue Manager GameObject, tick Rich Text Emphases, then wrap the words in [em] tags. For example: Dialogue Text: Hulk [em1]SMASH![/em1] You can define the values for em1 - em4 in the Dialogue Editor on the Database tab. Or you can just put rich text codes directly in your Dialogue Text: Di...
- Tue Dec 23, 2014 6:09 am
- Forum: Dialogue System for Unity
- Topic: Accessing different script
- Replies: 10
- Views: 2594
Accessing different script
This is probably the most complicated aspect of the Dialogue System, so if you have any questions, don't hesitate to ask. No need to bang your head against the keyboard if I can help with anything.
- Tue Dec 23, 2014 5:33 am
- Forum: Dialogue System for Unity
- Topic: Accessing different script
- Replies: 10
- Views: 2594
Accessing different script
Hi, Here are some methods to accomplish what you want. First, a little background: Each dialogue node has Conditions and Script fields. You can reference Lua variables in these fields. For example, say you've defined a Lua variable named choseRedPill. In the node where the player chooses the red pi...
- Tue Dec 23, 2014 3:03 am
- Forum: Dialogue System for Unity
- Topic: Can't seem to get 4.6 Unity UI to work
- Replies: 2
- Views: 821
Can't seem to get 4.6 Unity UI to work
Hi, I'll be happy to take a look at the project. You can email it to tony (at) pixelcrushers.com. If it's too big for email, send me a download link or email me for access to the Pixel Crushers FTP site. Also feel free to post screenshots of the scene hierarchy (the UI/canvas stuff in particular) an...
- Fri Dec 19, 2014 9:50 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1149
Using the ConversationPicker dropdown in the inspector
That works. I'm a fan of composition. You never know when another class (not derived from Interactable) might also need a reference to a conversation. If you ever do want to pull it back into Interactable, you could use a custom property attribute. The class definition might look like this: public c...
- Fri Dec 19, 2014 8:43 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1149
Using the ConversationPicker dropdown in the inspector
Create empty editor subclasses: [CustomEditor(typeof(Interactable))] public class InteractableEditor : Editor { //--All of the ConversationPicker functionality goes here-- } [CustomEditor(typeof(ChildInteractable1))] public class ChildInteractable1Editor : InteractableEditor { } [CustomEditor(typeof...
- Fri Dec 19, 2014 4:30 am
- Forum: Dialogue System for Unity
- Topic: Plygame Integration Tutorial Request
- Replies: 5
- Views: 1267
Plygame Integration Tutorial Request
The Dialogue System / plyGame Integration tutorial is online:
plyGame Integration Tutorial
(It covers the basics of integrating the Dialogue System into plyGame, but it doesn't cover switching player characters.)
plyGame Integration Tutorial
(It covers the basics of integrating the Dialogue System into plyGame, but it doesn't cover switching player characters.)
- Fri Dec 19, 2014 3:45 am
- Forum: Dialogue System for Unity
- Topic: Using the ConversationPicker dropdown in the inspector
- Replies: 5
- Views: 1149
Using the ConversationPicker dropdown in the inspector
Hi, Yup, you can use the same ConversationPicker class. You need to write a custom inspector editor. Try something like this: Interactable.cs: using UnityEngine; using PixelCrushers.DialogueSystem; public class Interactable : MonoBehaviour { // The conversation to run when interacted. [HideInInspect...