I'm trying to get the dialogue system to work with item pick ups. Below is how I'd like it to work.
The 3 main parts that I'm iffy on the implentation of is
Format strings for each of the Dialogue entries - how is this done?
Item Portrait - I've currently got the Response Menu Panel's Potrait Image centered on the screen with a RenderTexture - but this is terrible, since I'd prefer conversation actors to be in their conversational positions, not in the middle of the screen. I can have the item as an actor in the conversation, which would give it a persistent position in the conversation, but again, I'd prefer not to move the actor potrait locations.
Item Portrait persistence - With the above implementation, the Potrait Image only appears during a response phase - ideally it should be visible for select dialogue entries, i.e. Panel 1 and 2 for observation, then pickup confirmation, then vanishing on being picked up.
An alternative implementation would be enabling/disabling a gameObject with a render texture like so, and listening to disable, but I'd prefer something that's more tightly tied to the conversation.
Code: Select all
public void Interact()
{
Debug.Log($"Interacted with {_item.name}");
itemPrefab = Instantiate(item.prefab, new Vector3(1000, 1000, 1000), Quaternion.identity);
UIManager.ToggleItemPreviewQuad();
DialogueManager.StartConversation("ItemPickup");
}