First off, really liking this plugin so far. I've been looking at it for a while and using Love/Hate and finally bit. I'm impressed with the support and depth of functionality.
What I'm currently trying to do is integrate InControl (for using controllers) into the Dialogue system and although am having some luck, I was looking for feedback on what the best way to proceed might be.
What I've figured out so far is how to trigger a proximity selector by manually calling the "OnUse" Message in proximity trigger from a script I throw on the game object with it when the button is pressed.
eg.
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dialogProximitySelector.CurrentUsable.gameObject.BroadcastMessage("OnUse", fromTransform, SendMessageOptions.DontRequireReceiver);
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EventSystem.current.SetSelectedGameObject(yourObject);
It seems like if I could set the Continue buttons / Player Response options to be focused then it might work out of the box (via the UI system) but I'm not sure if thats the best path forward. Can anyone give me some pointers on the best way to wrap this? It seems like a relatively common problem and since I often use InControl, its a critical problem for me. I'm willing to help build a solution if it means getting a nice extension package or wrapper or whatever to help these packages play nice together.
Basically the critical stuff is just the conversation package but I don't want to start adding calls to FirstSelected to everything if theres an easier way to handle getting the menu focused when it opens ( which then InControl works fine via unity UI ), and I'm not really sure when the best time to trigger those even is (or how to get the correct continue button).
Thanks in advance,
Dylan