I'm confused as where/how I could properly define that sequence. Would I be able to do that in the inspector with that particular node in the conversation selected like this:
or
should I add the Sequence Trigger component to the Dialogue Manager.
It seems both are possible, but if it is possible to avoid scripting I'm on board for that option.
Hidden Value system and a thanks
Re: Hidden Value system and a thanks
In that dialogue entry ("You Win!"), set the Sequence field to:
When the conversation gets to this dialogue entry, it will activate the PopOut GameObject. The Delay command that you see after the semicolon tells the Dialogue System to keep the "You Win!" subtitle text onscreen for the regular amount of time.
I forgot to mention something earlier. The PopOut GameObject must be a child (or grandchild, etc.) of an active GameObject. It can't be a top-level GameObject in the Hierarchy. The SetActive() sequencer command isn't able to find inactive top-level GameObjects.
Code: Select all
SetActive(PopOut); Delay({{end}})
I forgot to mention something earlier. The PopOut GameObject must be a child (or grandchild, etc.) of an active GameObject. It can't be a top-level GameObject in the Hierarchy. The SetActive() sequencer command isn't able to find inactive top-level GameObjects.
Re: Hidden Value system and a thanks
Works!! Thanks again!!
Re: Hidden Value system and a thanks
Happy to help!