Scripts variables in Conversations

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bob303
Posts: 1
Joined: Wed Nov 08, 2017 7:02 pm

Scripts variables in Conversations

Post by bob303 »

Hi.

I am new with the use of this system, my problem is that I want to show variables that are in my scripts in a conversation.

For example, when I open a chest, I want to show "The chest contains axe". But "axe" is a variable that corresponds to the name of the item in the chest, which I extract from a database.

My question is: How could I access a variable that is in another script to be shown in the conversation?

Thank you so much.

PS: Sorry for my level of English.
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Tony Li
Posts: 21975
Joined: Thu Jul 18, 2013 1:27 pm

Re: Scripts variables in Conversations

Post by Tony Li »

Hi,

Option 1:

In Dialogue Text and Menu Text fields, you can use markup tags.

One of these markup tags is the [var=variableName] tag. At runtime, the Dialogue System will replace the tag with the value of a variable in your dialogue database.

For example, say you define a variable named chestContents with a value of "Axe":

Image

Then you can set Dialogue Text to:

Image

At runtime, the conversation will show "The chest contains Axe."

You can set the dialogue database variable in your own C# or UnityScript script with this code:

Code: Select all

using PixelCrushers.DialogueSystem;
...
DialogueLua.SetVariable("chestContents", "Axe");

Option 2:

At runtime, the Dialogue System keeps its data in Lua. In most cases, you don't have to think about this. But sometimes it's helpful to use Lua. For example, you can use the [lua(...)] tag in Dialogue Text:

Image

This is a very powerful feature because you can register your own C# code with Lua. (There is a starter template script in Assets / Dialogue System / Scripts / Templates.)

For example, you can register a function named GetChestContents() that returns the name of the object inside the chest:

Code: Select all

using UnityEngine;
using PixelCrushers.DialogueSystem;

public class MyChest : MonoBehaviour {

    public string contents = "Axe"; //<-- Your variable.
    
    void OnEnable() {
        Lua.RegisterFunction("GetChestContents", this, SymbolExtensions.GetMethodInfo(() => GetChestContents()));
    }
    
    void OnDisable() {
        Lua.UnregisterFunction("GetChestContents");
    }
    
    public string GetChestContents() {
        return contents;
    }
}
Then you can use that function in your Dialogue Text:

Image
shshwdr
Posts: 20
Joined: Wed Feb 02, 2022 10:00 pm

Re: Scripts variables in Conversations

Post by shshwdr »

Hi I just found this solution but I'm curious for option 1, is there a similar option for item and actor? if I have an amount number in an item and I want to print it in the text in dialogue, how can I write it without using the second option(the lua code one)?
thanks!
User avatar
Tony Li
Posts: 21975
Joined: Thu Jul 18, 2013 1:27 pm

Re: Scripts variables in Conversations

Post by Tony Li »

Hi,

Use the [lua(code)] markup tag. For example, say the Axe item has a custom Number field named Cost. You can use this text:
  • Dialogue Text: "The Axe costs [lua(Item["Axe"].Cost)]."
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