Dialogue style questions

Announcements, support questions, and discussion for the Dialogue System.
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turcca
Posts: 2
Joined: Mon Apr 25, 2022 6:34 am

Dialogue style questions

Post by turcca »

First of all, thanks for a great tool. It's very flexible and well thought of.

1. I can't seem to find how I can show dialogue options that have 'false' as their conditions? I'd like to see them greyed out and I thought I saw something pointing to it but I can't for the life of me find or google the answer.

2. I'd really like if the system supported numbered dialogue choices. And then you could hit the keys to choose.

3. I use a lot of descriptive / narrative text. I am now disabling name and icon and using [em#] to wrap all my descriptions. I wonder if you have a better way for it, or would consider something that made this easier. Could also consider Color -field for 'Actors' so you could assign it there for the name.

4. It would be awesome to get a tooltip -option. It might be a bit tricky to add, but Pathfinder/WOTR has a great system where you can wrap a word so it has a color, and while the user is mousing over it, out pops a tooltip window where more info can be given. [Reference]

5. Is there a way to disable the typewriter animation for PC selected dialogues? The player has already read it and to animate it seems redundant.


Sorry for overloading, it's only because I care :)
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Tony Li
Posts: 22145
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue style questions

Post by Tony Li »

turcca wrote: Tue May 03, 2022 2:31 pm1. I can't seem to find how I can show dialogue options that have 'false' as their conditions? I'd like to see them greyed out and I thought I saw something pointing to it but I can't for the life of me find or google the answer.
Inspect your Dialogue Manager GameObject. Tick Display Settings > Input Settings > Include Invalid Entries. In the Input Settings section, you can also select an emphasis setting (appearance) for those entries by setting [em#] Tag For Invalid Responses. You can customize emphasis settings in the Dialogue Editor window on the Database tab > Database Properties.

If you only want to show some invalid entries but not others, see this forum post.
turcca wrote: Tue May 03, 2022 2:31 pm2. I'd really like if the system supported numbered dialogue choices. And then you could hit the keys to choose.
Inspect your dialogue UI's response menu panel. It has a Standard UI Menu Panel component. Tick Autonumber > Enable.
turcca wrote: Tue May 03, 2022 2:31 pm3. I use a lot of descriptive / narrative text. I am now disabling name and icon and using [em#] to wrap all my descriptions. I wonder if you have a better way for it, or would consider something that made this easier. Could also consider Color -field for 'Actors' so you could assign it there for the name.
To make an actor's text appear in a certain color, add a Dialogue Actor component to the actor's GameObject. (Create an empty GameObject for the actor if it doesn't have one.) Set the Dialogue Actor's Actor dropdown, and tick Set Subtitle Color.
turcca wrote: Tue May 03, 2022 2:31 pm4. It would be awesome to get a tooltip -option. It might be a bit tricky to add, but Pathfinder/WOTR has a great system where you can wrap a word so it has a color, and while the user is mousing over it, out pops a tooltip window where more info can be given. [Reference]
The Dialogue System Extras page has a Keywords Example that shows a tooltip when you mouse over words in the subtitle text. (Note: The unitypackage contains two scenes -- one for Unity UI, one for TextMesh Pro. Only the TextMesh Pro scene supports mouse-over tooltips.) There's also a Hover Response Button Example for tooltips when you mouse over a response button.
turcca wrote: Tue May 03, 2022 2:31 pm5. Is there a way to disable the typewriter animation for PC selected dialogues? The player has already read it and to animate it seems redundant.
If you're using a dialogue UI such as Basic Standard Dialogue UI that has separate NPC & PC subtitle panels, remove the typewriter effect from the PC Subtitle Panel's Subtitle Text GameObject. If you're using a dialogue UI such as WRPG Template Standard Dialogue UI that shows all text in one subtitle panel, use the \^ typewriter control code at the beginning of the player's Dialogue Text to make it skip the typewriter. If you're using a single subtitle panel dialogue UI and don't want to have to manually enter \^ in front of every player line, add a script with an OnConversationLine special script method to your Dialogue Manager. Something like:

Code: Select all

using UnityEngine;
using PixelCrushers.DialogueSystem;
public class SkipTypewriterForPlayer : MonoBehaviour
{
    public void OnConversationLine(Subtitle subtitle)
    {
        if (subtitle.speakerInfo.isPlayer) subtitle.formattedText.text = "\\^" + subtitle.formattedText.text;
    }
}
turcca
Posts: 2
Joined: Mon Apr 25, 2022 6:34 am

Re: Dialogue style questions

Post by turcca »

Sorry for the (very) late reply.

What amazing answers and support, much appreciated. And I'm starting to get deeper into the engineer's playground you have created. Everything you replied was spot on!

If I had one request from all of this, it would be an addition to DialogueActor -component:
I wish SetSubtitleColor would be SetSubtitleStyle, and would include bold/italics/underline options like [em#] does.

Thanks again, much appreciated!
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Tony Li
Posts: 22145
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue style questions

Post by Tony Li »

Good idea. I just added a "format" field so you can specify how the name gets formatted (e.g., add rich text codes or [em#] markup tags).

DS_DialogueActorPatch_2022-07-27.unitypackage

This will also be in version 2.2.31.
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