cutscene in start scene
Re: cutscene in start scene
Hi,
Please post a screenshot of your Trigger Generic action. Include the part that plays the animation.
Please post a screenshot of your Trigger Generic action. Include the part that plays the animation.
Re: cutscene in start scene
Player is standing on a cube gameobject with its mesh render disabled. ON this cube i have the invector Trigger Generic Action.
Re: cutscene in start scene
What if you play the animation inside the conversation instead? For example, try changing the Sequence to:
Code: Select all
{{default}}; Camera(MyCameraAngle); AnimatorPlay(playerSleep)
Re: cutscene in start scene
Yes Tony!!!
That works.....
Anyway to setup so when last node has been completed to end the animation ? Right now the animation plays longer than the text.
NOYE;:
Tony i have a script where i briefly turn on the joystick mode. Can i somehow run this script at the end of animation and also in end of node?
NOTE2:
Or better yet, how do write code so that JOYSTICK MODE IS ALWAYS ON?
I want his code SetInputDevice(PixelCrushers.InputDevice.Joystick); somehow set on end of each node so i know i regain my controls.
That works.....
Anyway to setup so when last node has been completed to end the animation ? Right now the animation plays longer than the text.
NOYE;:
Tony i have a script where i briefly turn on the joystick mode. Can i somehow run this script at the end of animation and also in end of node?
NOTE2:
Or better yet, how do write code so that JOYSTICK MODE IS ALWAYS ON?
I want his code SetInputDevice(PixelCrushers.InputDevice.Joystick); somehow set on end of each node so i know i regain my controls.
Re: cutscene in start scene
If you're using continue buttons and the last line is assigned to the player (i.e., blue), set the last node's Sequence to something like:
Code: Select all
required AnimatorPlay(playerIdle)@Message(Continued)
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required AnimatorPlay(playerIdle, listener)@Message(Continued)
Inspect the Dialogue Manager GameObject's Input Device Manager component. Set Input Device to Joystick. UNtick Detect Cursor Control. Clear Key Buttons To Check and Key Codes To Check so their sizes are zero.
Re: cutscene in start scene
Two issues:
1:
The code i have in my last node is this " {{default}}; Camera(original)" how do i implement yours required AnimatorPlay(playerIdle)@Message(Continued) in the sequunser with this?
2:
As you recall from other threads, my setup with my mobile controls has me forced to have that on, else i cant use contols at all.
Which is why i had to create a little script where the end of an trigger animation fired of this code SetInputDevice(PixelCrushers.InputDevice.Joystick)
Then everything works fine. Please Tony is there somehow the last node in a dialogue can execute such code? Then i know my game works..
1:
The code i have in my last node is this " {{default}}; Camera(original)" how do i implement yours required AnimatorPlay(playerIdle)@Message(Continued) in the sequunser with this?
2:
As you recall from other threads, my setup with my mobile controls has me forced to have that on, else i cant use contols at all.
Which is why i had to create a little script where the end of an trigger animation fired of this code SetInputDevice(PixelCrushers.InputDevice.Joystick)
Then everything works fine. Please Tony is there somehow the last node in a dialogue can execute such code? Then i know my game works..
Re: cutscene in start scene
Just add the command. Make sure to separate commands with ';'
Create a new script and add it to the Dialogue Manager GameObject. Add a method like:hrohibil wrote: ↑Tue Jul 26, 2022 11:29 amAs you recall from other threads, my setup with my mobile controls has me forced to have that on, else i cant use contols at all.
Which is why i had to create a little script where the end of an trigger animation fired of this code SetInputDevice(PixelCrushers.InputDevice.Joystick)
Then everything works fine. Please Tony is there somehow the last node in a dialogue can execute such code? Then i know my game works..
Code: Select all
using UnityEngine;
using PixelCrushers;
public class SetJoystickAtConversationEnd : MonoBehaviour
{
public void OnConversationEnd(Transform actor)
{
InputDeviceManager.instance.SetInputDevice(PixelCrushers.InputDevice.Joystick);
}
}
Re: cutscene in start scene
Thank you so much Tony...
You have been a true master solve maker in everything.
One last request on this thread then we can close it
While the animation is running {{default}}; Camera(MyCameraAngle); AnimatorPlay(playerSleep)
Is there a way to lock movement during that animation? Right now while he plays it i can still move him.
Thank you Tony
You have been a true master solve maker in everything.
One last request on this thread then we can close it
While the animation is running {{default}}; Camera(MyCameraAngle); AnimatorPlay(playerSleep)
Is there a way to lock movement during that animation? Right now while he plays it i can still move him.
Thank you Tony
Re: cutscene in start scene
Make sure your conversation's Actor is set to the Player actor, and that the Player GameObject is assigned to the Dialogue System Trigger's Conversation Actor field.
Your Player GameObject should also have the Dialogue System Invector bridge component, which will disable player controls during the conversation as long as the setup above is correct.
Your Player GameObject should also have the Dialogue System Invector bridge component, which will disable player controls during the conversation as long as the setup above is correct.
Re: cutscene in start scene
Ok.
Is there a way to disable another gameobject while the animation plays?
Is there a way to disable another gameobject while the animation plays?