hello, my name is Carlo, I am the lead developer of Judgement project, A metroidvania 2D game, in unity, we are using Corgi engine and Dialogue system for create the game, right now we are working in a tutorial system, I have a few questions:
how can I enable in middle of the dialogue the movements of the player if I have uncheck in the "Conversation Zone" script the option of "Can walk while talking" ?,because my idea is that the npc is teach the player the basic movements.
can I reference in the dialogue test the Input key that we assigned in the input manager?
thank you for the help, this plugin is really useful for our project
JP_team wrote: ↑Thu May 14, 2020 2:59 pmhello, my name is Carlo, I am the lead developer of Judgement project, A metroidvania 2D game, in unity, we are using Corgi engine and Dialogue system for create the game,
Nice! They made a good combo. Thanks for sharing the videos!
JP_team wrote: ↑Thu May 14, 2020 2:59 pmhow can I enable in middle of the dialogue the movements of the player if I have uncheck in the "Conversation Zone" script the option of "Can walk while talking" ?,because my idea is that the npc is teach the player the basic movements.
The Dialogue System Extras page has an updated integration package. In the middle of the dialogue, you can call the Conversation Zone's UndoDisallowMovement() method. You can write a custom sequencer command or:
1. Give the Conversation Zone GameObject a unique name such as "Charlie Conversation Zone"
2. Use the SendMessage() sequencer command, as in:
JP_team wrote: ↑Thu May 14, 2020 2:59 pmhello, my name is Carlo, I am the lead developer of Judgement project, A metroidvania 2D game, in unity, we are using Corgi engine and Dialogue system for create the game,
Nice! They made a good combo. Thanks for sharing the videos!
JP_team wrote: ↑Thu May 14, 2020 2:59 pmhow can I enable in middle of the dialogue the movements of the player if I have uncheck in the "Conversation Zone" script the option of "Can walk while talking" ?,because my idea is that the npc is teach the player the basic movements.
The Dialogue System Extras page has an updated integration package. In the middle of the dialogue, you can call the Conversation Zone's UndoDisallowMovement() method. You can write a custom sequencer command or:
1. Give the Conversation Zone GameObject a unique name such as "Charlie Conversation Zone"
2. Use the SendMessage() sequencer command, as in:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerNotification : MonoBehaviour
{
public string Message;
private void OnTriggerEnter2D(Collider2D collision)
{
PixelCrushers.DialogueSystem.Sequencer.Message(Message);
}
public void CallMessage(string s)
{
PixelCrushers.DialogueSystem.Sequencer.Message(s);
}
}
but I dont know if is a better option to set up the message when the player press the keybutton of each of that interactions.
my final question is, I dont know why some times SetActive(gameObject, true) works but in other times, it doesnt work.
I don't know why at the end of the sequence I can not active the inventory without trigger first the pause menu, I didn't touch any code of the GUI
Compare your scene to the integration's "Corgi Inventory Example" scene. Maybe you will see what's different in your scene that is causing the issue.
The ConversationZone's UndoDisallowMovement() method only re-enables movement. It doesn't re-enable Corgi's camera controller or Inventory Engine. If you need to also re-enable those, enable the CameraController and the InventoryInputManager:
my final question is, I dont know why some times SetActive(gameObject, true) works but in other times, it doesnt work.
Examine the Console window for any warnings. It will report if it doesn't find the GameObject. Make sure the spelling and capitalization are correct. If there are no warnings, make sure nothing else is keeping the GameObject inactive, or deactivating it after SetActive() activates it.
I can not try that right now, I have a weird bug with the text mesh pro, that I need to report, becuse it always show me a pop up that I need to install some package of text mesh pro, but have all the package for it install, and the option in the popup is disable.