Hi.
I have a problem and it is that after integrating Dialogue System with Text Animator. The text no longer looks like it used to.
I followed all the steps, I just need the configuration to leave it as before.
What I would like to happen is:
- The continue button should only appear when the entire conversation has finished typing.
- The size of the Conversation Panel should be set from the beginning. This happened before. For example, if the text was 2 lines. So the panel was that size from the start. After installing Text Animator, the panel is the size of one line and then grows to 2 (at the same time as the continue button appears)
- The conversation should wait for the panel to appear.
Problem with Text Animator
Re: Problem with Text Animator
Hi. After upgrade TexAnimator 1x to 2x the continue button on third party support package have errors.
using UnityEngine;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// This script replaces the normal continue button functionality with
/// a two-stage process. If Text Animator's typewriter is still playing, it
/// simply fast forwards to the end. Otherwise it sends OnContinue to the UI.
/// </summary>
public class TextAnimatorContinueButtonFastForward : MonoBehaviour
{
[Tooltip("Dialogue UI that the continue button affects.")]
public StandardDialogueUI dialogueUI;
[Tooltip("Text Animator Player to fast forward if it's not done playing.")]
**public Febucci.UI.TextAnimatorPlayer textAnimatorPlayer;**
"The type or namespace name 'TextAnimatorPlayer' does not exist in the namespace 'Febucci.UI' (are you missing an assembly reference?)
using UnityEngine;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// This script replaces the normal continue button functionality with
/// a two-stage process. If Text Animator's typewriter is still playing, it
/// simply fast forwards to the end. Otherwise it sends OnContinue to the UI.
/// </summary>
public class TextAnimatorContinueButtonFastForward : MonoBehaviour
{
[Tooltip("Dialogue UI that the continue button affects.")]
public StandardDialogueUI dialogueUI;
[Tooltip("Text Animator Player to fast forward if it's not done playing.")]
**public Febucci.UI.TextAnimatorPlayer textAnimatorPlayer;**
"The type or namespace name 'TextAnimatorPlayer' does not exist in the namespace 'Febucci.UI' (are you missing an assembly reference?)
Re: Problem with Text Animator
Hi,
Import the Text Animator Support package in DS version 2.2.38.1, or download the updated package from the Dialogue System Extras page. It's the same as in 2.2.38.1.
Import the Text Animator Support package in DS version 2.2.38.1, or download the updated package from the Dialogue System Extras page. It's the same as in 2.2.38.1.
Re: Problem with Text Animator
The problem still happen:
Assets\Plugins\Pixel Crushers\Dialogue System\Third Party Support\Text Animator Support\TextAnimatorContinueButtonFastForward.cs(20,27): error CS0234: The type or namespace name 'TextAnimatorPlayer' does not exist in the namespace 'Febucci.UI' (are you missing an assembly reference?)
Assets\Plugins\Pixel Crushers\Dialogue System\Third Party Support\Text Animator Support\TextAnimatorContinueButtonFastForward.cs(20,27): error CS0234: The type or namespace name 'TextAnimatorPlayer' does not exist in the namespace 'Febucci.UI' (are you missing an assembly reference?)
Re: Problem with Text Animator
The new integration package doesn't reference TextAnimatorPlayer. It sounds like you're still using the old one. Please try this:
1. Back up your project.
2. Delete your Assets\Plugins\Pixel Crushers\Dialogue System\Third Party Support\Text Animator Support folder.
3. Import the latest integration package.
1. Back up your project.
2. Delete your Assets\Plugins\Pixel Crushers\Dialogue System\Third Party Support\Text Animator Support folder.
3. Import the latest integration package.