Delay question

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Delay question

Post by Tony Li »

Strange. In my copy it's set to Always. Maybe I uploaded an older version accidentally. In case something funny is going on with your Dialogue Manager prefab, here's a copy of the scene in which I've broken the prefab reference so if there's an issue with the prefab it won't affect the example:

TestDelay_2019-02-17.unitypackage
forrestuv
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Joined: Tue Nov 06, 2018 11:28 am

Re: Delay question

Post by forrestuv »

No way!It's the same.
I've sent in private the link to my test project. (that I created from scratch).
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Tony Li
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Re: Delay question

Post by Tony Li »

Since you require a continue button click, change this:

Code: Select all

Delay(10)
to this:

Code: Select all

Continue()@10
forrestuv
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Joined: Tue Nov 06, 2018 11:28 am

Re: Delay question

Post by forrestuv »

Same :(
Does it work on the project I sent u?
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Delay question

Post by Tony Li »

Yes, it works. The only I change made was to change the Sequence's "Delay(10)" to "Continue()@10". After clicking the player response, it delays for 10 seconds then progresses to the next NPC line. As I mentioned above, the old NPC line is visible during the delay; if you don't want this, change the subtitle panel's Visibility to Only During Content.

If it doesn't work in your copy, are there any errors or warnings in the Console window? Maybe you have a typo.
forrestuv
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Joined: Tue Nov 06, 2018 11:28 am

Re: Delay question

Post by forrestuv »

Console is clean! (Except for: "Dialogue System: The scene is missing an EventSystem. Adding one.")
If u downloaded the same project we are on the same project!..maybe Unity version!?
Maybe I'm not understanding how the system works... if I click on Continue I expect that the delay is finished before going to the next entry...is that right?Cause at the moment it just ignore it when click continue
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Tony Li
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Re: Delay question

Post by Tony Li »

I think it's just a matter of configuring it to do what you want. Currently, this is the way it's configured:
  • <START>
  • "This is some NPC text."
  • "This is a player response."
  • <Delay> -- Sequence: Continue()@10
  • "And we're back to more NPC text."
This is what will happen:

1. Show subtitle "This is some NPC text." Wait for player to click continue button. (Subtitle stays onscreen.)

2. Show "This is a player response" menu. Wait for player to click menu button. Then menu disappears.

3. Delay for 10 seconds.

4. Show subtitle "And we're back to more NPC text." Wait for player to click continue button.

If that's not what you want to happen, what do you want to happen?
forrestuv
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Joined: Tue Nov 06, 2018 11:28 am

Re: Delay question

Post by forrestuv »

Yes but the 10 sec delay is ignored..
forrestuv
Posts: 64
Joined: Tue Nov 06, 2018 11:28 am

Re: Delay question

Post by forrestuv »

if u keep pushing continue button u can end the conversation in 2 seconds..
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Delay question

Post by Tony Li »

In my original example, the second delay demonstrates how to hide the continue button during the delay. Use the SetContinueMode() sequencer command, like this:

Code: Select all

SetContinueMode(false);
SetContinueMode(true)@10;
Continue()@10
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