Hello! I'm messing around with a point-and-click project using the Dialogue System. I have it set up and was able to get my test conversation to start on Play, but now I'm doing something else.
In this project, everything is done through the mouse through point-and-click. There's no character movement, and I'm not quite able to extrapolate how to get that to work with the Selector system. It's probably something stupidly simple and I'm missing something.
Workflow:
Scene loads -> click on NPC sprite to initiate dialogue.
Do I still need to use collider triggers for this, or is it actually much simpler and I'm overlooking something obvious? Thanks!
Dialogue newbie - point-and-click interface
Re: Dialogue newbie - point-and-click interface
Hi,
The Dialogue System Extras page has a 2DSelectorExample scene (direct download) that might work the way you want.
It has two sprites that you can click on. The one on the left has a Usable component and relies on the player's Selector. The one on the right uses a UI Button. Both of them have a Dialogue System Trigger, and interaction calls the Dialogue System Trigger's OnUse() method. (For the one on the left, make sure you've ticked the Welcome Window's USE_PHYSICS2D checkbox to enable the Dialogue System's 2D support.) A tip for the one on the left: If you want, you can configure the Usable component's OnSelect() and OnDeselect() events to highlight the sprite somehow -- for example, by turning on an outline effect, or increasing the brightness of the sprite, etc.
Some other alternatives are, on the low level end, to call DialogueManager.StartConversation() directly in C#. And on the very high level end, you could use the excellent Adventure Creator as your whole game framework. The Dialogue System has integration with it, and many popular Adventure Creator games use the Dialogue System for their conversations.
The Dialogue System Extras page has a 2DSelectorExample scene (direct download) that might work the way you want.
It has two sprites that you can click on. The one on the left has a Usable component and relies on the player's Selector. The one on the right uses a UI Button. Both of them have a Dialogue System Trigger, and interaction calls the Dialogue System Trigger's OnUse() method. (For the one on the left, make sure you've ticked the Welcome Window's USE_PHYSICS2D checkbox to enable the Dialogue System's 2D support.) A tip for the one on the left: If you want, you can configure the Usable component's OnSelect() and OnDeselect() events to highlight the sprite somehow -- for example, by turning on an outline effect, or increasing the brightness of the sprite, etc.
Some other alternatives are, on the low level end, to call DialogueManager.StartConversation() directly in C#. And on the very high level end, you could use the excellent Adventure Creator as your whole game framework. The Dialogue System has integration with it, and many popular Adventure Creator games use the Dialogue System for their conversations.
Re: Dialogue newbie - point-and-click interface
Hi Tony! Thanks. I did find your post from 2021 addressing a similar issue and downloaded the test scene - that works find so now I'm trying to figure out the difference between my scene build and yours. I'll download the one you linked as well and try that out and see where my build is incorrect. Thanks for the fast reply!
Re: Dialogue newbie - point-and-click interface
Got it! All set, thank you. Can't wait to see what this system can do.