hi Tony
yes i have that settings in my Dialogue Manager, but its no working for me, dont know why, i tested this options with my custom sequencer
1º Teleport(TestingAlfonso, Teleport2) == work fine but fired before show the dialogue text, the normal behave.
2º Teleport(TestingAlfonso, Teleport2)@9999 == not work, anything happens
3º requiered Teleport(TestingAlfonso, Teleport2)@9999 == not work, anything happens
each option show the same in the Debug (but with their own command)
Code: Select all
Dialogue System: Sequencer.Play( Teleport(TestingAlfonso, Teleport2)@9999 )
UnityEngine.Debug:Log(Object)
PixelCrushers.DialogueSystem.Sequencer:PlayCommand(String, Boolean, Single, String, String, String[])
PixelCrushers.DialogueSystem.Sequencer:PlaySequence(String)
PixelCrushers.DialogueSystem.Sequencer:PlaySequence(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationView:StartSubtitle(Subtitle, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationController:GotoState(ConversationState)
PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs)
PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs)
PixelCrushers.DialogueSystem.ConversationView:OnSelectedResponse(Object, SelectedResponseEventArgs)
PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
PixelCrushers.DialogueSystem.UnityUIResponseButton:OnClick() (at Assets/Dialogue System/Scripts/Supplemental/UI/Dialogue UI/UnityUIResponseButton.cs:151)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
InControl.InControlInputModule:SendButtonEventToSelectedObject() (at Assets/Plugins/InControl/Source/GUI/InControlInputModule.cs:155)
InControl.InControlInputModule:Process() (at Assets/Plugins/InControl/Source/GUI/InControlInputModule.cs:132)
UnityEngine.EventSystems.EventSystem:Update()
my hierarchy is CSBubbleDialogue -> CSUIDialogue -> AbstractDialogueUI
it has something relevant for the sequencer that i maybe was deleted in my custom class?
EDIT: other weird thing is if in the end node i use a sequencer like LoadLevel the DialogueSystem don't hide the panel