Here is my C# code
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DialogueManager.instance.PlaySequence("Continue();");
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DialogueManager.instance.PlaySequence("ShowAlert(22222);");
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DialogueManager.instance.PlaySequence("Continue();");
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DialogueManager.instance.PlaySequence("ShowAlert(22222);");
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DialogueManager.instance.OnContinue();
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DialogueManager.instance.PlaySequence("ShowAlert(\"22222\");");
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DialogueManager.ShowAlert("22222");
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DialogueManager.instance.PlaySequence("ShowAlert(22222);");
DialogueManager.instance.PlaySequence("ShowAlert(\"22222\");");
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DialogueManager.instance.OnContinue();
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DialogueManager.instance.PlaySequence("Continue();");
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DialogueManager.instance.PlaySequence("ShowAlert(22222);");
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DialogueManager.standardDialogueUI.OnContinue();
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DialogueManager.standardDialogueUI.OnContinue();
DialogueManager.instance.PlaySequence("Continue();");
DialogueManager.instance.PlaySequence("Continue(all);");
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using UnityEngine;
namespace PixelCrushers.DialogueSystem.SequencerCommands
{
public class SequencerCommandAudioWaitOrContinue : SequencerCommandAudioWait
{
protected override void TryAudioClip(string audioClipName)
{
int actor_ID = DialogueManager.CurrentConversationState.subtitle.dialogueEntry.ActorID;
Actor actor = DialogueManager.masterDatabase.GetActor(actor_ID);
if (!actor.IsPlayer) {
base.TryAudioClip(audioClipName);
if (!(playedAudio || string.IsNullOrEmpty(DialogueManager.currentConversationState.subtitle.formattedText.text))) {
var previousContinueMode = DialogueManager.displaySettings.subtitleSettings.continueButton;
DialogueManager.displaySettings.subtitleSettings.continueButton = DisplaySettings.SubtitleSettings.ContinueButtonMode.Always;
DialogueManager.conversationView.SetupContinueButton();
DialogueManager.displaySettings.subtitleSettings.continueButton = previousContinueMode;
}
} else {
Stop();
}
}
}
}
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AudioWaitOrContinue(entrytag)->Message(Spoke);
My_Delay(1)@Message(Spoke);
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void ContinueNow() {
DialogueManager.standardDialogueUI.OnContinue();
}
void Test_Script_Func() {
Invoke(nameof(ContinueNow), 0.1f);
}