Hi!
In a 2D conversaton, I trying to move mouths when the characters speak.
I know that I can wait for the end of Animation, and then play another one.
AnimatorPlayWait(moveMouth, Portrait Image)->Message(Done); //When the animation of mouth finish
AnimatorPlay(stopMoveMouth, Portrait Image)@Message(Done); // return to idle animation of the mouth
The text of the messages is completed letter by letter. Is it possible to tell the mouth animation to continue playing until the message is complete on the screen?
Something like:
AnimatorPlayWait(moveMouth, Portrait Image) if text message is completed ->Message(Done);
AnimatorPlay(stopMoveMouth, Portrait Image)@Message(Done);
What would be the most optimal way?
I'm in a bump!! thanks ^^
Wait for the end of Message
Re: Wait for the end of Message
Hi,
The typewriter effect sends the message 'Typed' when it's done. You can do this:
I added the 'required' keyword to guarantee that the second command runs even if the player clicks the continue button early.
The typewriter effect sends the message 'Typed' when it's done. You can do this:
Code: Select all
AnimatorPlayWait(moveMouth, Portrait Image);
required AnimatorPlay(stopMoveMouth, Portrait Image)@Message(Typed)
Re: Wait for the end of Message
Thank you! This is awesome!Tony Li wrote: ↑Mon Feb 17, 2020 7:30 pm Hi,
The typewriter effect sends the message 'Typed' when it's done. You can do this:
I added the 'required' keyword to guarantee that the second command runs even if the player clicks the continue button early.Code: Select all
AnimatorPlayWait(moveMouth, Portrait Image); required AnimatorPlay(stopMoveMouth, Portrait Image)@Message(Typed)
Re: Wait for the end of Message
Glad to help!