UI with text and resposne at the same moment

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Krejwen
Posts: 25
Joined: Mon Jun 08, 2020 8:09 am

UI with text and resposne at the same moment

Post by Krejwen »

Hi Tony,

I have some questions about UI settings.

My goal is to get similar window like in Pillars game.
PillarsUI.jpg
PillarsUI.jpg (295.01 KiB) Viewed 738 times

A message and options have to be visible at the same moment.

To make it I made a following steps:
- remove PC subtitles
- remove NPC subtitles
- remove AlertUI
- remove QTE

Now I have:
- subtitle panel,
- response panel

I had a problem with showing responses, it wait for the message near 24 sec, so I set default sequence to Delay(0).

In the link below you can download package with my current UI test prefab.


Questions:
1. Now UI shows with dealy at start. It is possible to set it before player will see the UI?
2. It is the correct and optimal solution for my case?
3. I have two UI, one for characters conversations and one for special quests (described above). Should I use two Dialogue Managers or make a script to choose UI based on the case?
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Tony Li
Posts: 22032
Joined: Thu Jul 18, 2013 1:27 pm

Re: UI with text and resposne at the same moment

Post by Tony Li »

Krejwen wrote: Fri Jan 22, 2021 5:32 am1. Now UI shows with delay at start. It is possible to set it before player will see the UI?
When you start the game/scene? Or when you start the conversation? If it appears when you start the game/scene, set the Dialogue Panel inactive at design time. If it delays when you start the conversation, check the <START> node's Sequence. It should be None() or Continue(). (Either is fine.)
Krejwen wrote: Fri Jan 22, 2021 5:32 am2. It is the correct and optimal solution for my case?
3. I have two UI, one for characters conversations and one for special quests (described above). Should I use two Dialogue Managers or make a script to choose UI based on the case?
If you're happy with the way your special quests dialogue UI works right now, there's no need to change it.

Do not use two Dialogue Managers. The easiest way to do it without scripting is:
  • Assign your character conversation dialogue UI to the Dialogue Manager's Dialogue UI field.
  • Create an empty GameObject. Add an Override Dialogue UI component to it, and assign your special quests dialogue UI.
  • When showing a special quests conversation, assign the empty GameObject to the Dialogue System Trigger's Conversation Conversant field.
Krejwen
Posts: 25
Joined: Mon Jun 08, 2020 8:09 am

Re: UI with text and resposne at the same moment

Post by Krejwen »

Thanks for info! :)

Your solution with DialogueManager works, but I have one problem. When I open the UI I don't see text.

I checked code and I see that first run set text correctly but later is runing "Start" method from "AbstractDialogueUI" and it clear the text.
How should I set UI/object to avoid this problem?
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Tony Li
Posts: 22032
Joined: Thu Jul 18, 2013 1:27 pm

Re: UI with text and resposne at the same moment

Post by Tony Li »

Hi,

What version of the Dialogue System are you using?

What are the settings on the subtitle panel that should show the text?

Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com along with steps to reproduce the issue?
Krejwen
Posts: 25
Joined: Mon Jun 08, 2020 8:09 am

Re: UI with text and resposne at the same moment

Post by Krejwen »

Hi,

DS version: 2.2.14

I found the solution.

I added prefab with new UI to scene and use OverrideDialogueUI script to set it. Now, Start method is call before the setting text(so the problem is when prefab is not instantianed). If this still is interesting for you I can send a project to reproduce it.

I have an another question.

Is it possible to turn off auto closing UI in conversation?
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Tony Li
Posts: 22032
Joined: Thu Jul 18, 2013 1:27 pm

Re: UI with text and resposne at the same moment

Post by Tony Li »

Hi,

What do you mean by auto closing? When does it close where you would like it to stay open?
Krejwen
Posts: 25
Joined: Mon Jun 08, 2020 8:09 am

Re: UI with text and resposne at the same moment

Post by Krejwen »

Hi,

Sorry, I was not clear. My goal was to start the next covnersation after the previous one is finished and do not close the UI. I made my custom UI to solve this problem.

Thanks for help ;)
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Tony Li
Posts: 22032
Joined: Thu Jul 18, 2013 1:27 pm

Re: UI with text and resposne at the same moment

Post by Tony Li »

Oh, I understand now.

BTW, another way that you might have been able to do it is to link your first conversation to your second one using a cross-conversation link. But this would only be useful if you always want to link from one specific conversation to another (possibly only if a condition on the second conversation is true).
Krejwen
Posts: 25
Joined: Mon Jun 08, 2020 8:09 am

Re: UI with text and resposne at the same moment

Post by Krejwen »

Yes, I know about this feature. In my case, I have different conversations that are draw from special list so I don't know which will show to player.

Thanks for help :)
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