I need some advice, I created a sequence that on every entry sends the actor location and the actor id over, so from the code I can set up the location (Room, office, beach or whatever) and which panel to use based on your VN style example (as many characters are visible at the same time), the second gives me problems because I think that at dialogue entry level it is too late to set up a panel, if I set up every actor panel in advance (they do not exist as gameobjects) it works fine, which I quickly tested with:
Code: Select all
private void CharacterPanel(int actorId)
{
foreach (var actor in DialogueManager.MasterDatabase.actors)
{
DialogueManager.PlaySequence($"SetPanel({actor.Name},{panelNumber});");
panelNumber++;
}
}
How can my sequence decide which panel this specific text is going to use? Panels may change during the same conversation that is why I'm setting the panel individually at dialogue entry level.
this is my sequence sending location id and actor id (I have some code adding that sequence to each entry)