Hi Tony!
I just integrated Febucci's Text Animator into the Dialogue System UI I am using. So far it all worked perfectly, the effects and typewriter and click to skip all work. However, I noticed that the @Message(Typed) sequencer commands seem not to work anymore.
I may be doing something wrong. Can I not use those when I use the Text Animator Typewriter instead of the Unity one? Is there a workaround for this? I use AnimatorPlay(Idle)@Message(Typed); to trigger the idle state in my NPCs after they have talked their lines.
Wishing all the best,
Keiji
@Message(Typed) using Text Animator
Re: @Message(Typed) using Text Animator
Hi,
Since Text Animator does its own typewriting, it doesn't use the Dialogue System's typewriter effect that sends the "Typed" message.
Add this script to the same GameObject as the Text Animator Player:
TextAnimatorSendTyped.cs
Since Text Animator does its own typewriting, it doesn't use the Dialogue System's typewriter effect that sends the "Typed" message.
Add this script to the same GameObject as the Text Animator Player:
TextAnimatorSendTyped.cs
Code: Select all
using UnityEngine;
using Febucci.UI;
using PixelCrushers.DialogueSystem;
[RequireComponent(typeof(TextAnimatorPlayer))]
public class TextAnimatorSendTyped : MonoBehaviour
{
void Start()
{
GetComponent<TextAnimatorPlayer>().onTextShowed.AddListener(() => { Sequencer.Message("Typed"); });
}
}
Re: @Message(Typed) using Text Animator
Hey Tony! Sorry about the late reply! I redid the Dialogue UI and added your script as you suggested. Everything works perfectly again! Thanks a lot
Keiji
Keiji
Re: @Message(Typed) using Text Animator
Great! Thanks for letting me know.