Dialogue > Conversation > on execute Question

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minomod
Posts: 89
Joined: Mon Jun 19, 2017 9:17 am

Dialogue > Conversation > on execute Question

Post by minomod »

There are UIs used in games.
When the conversation starts, I want to hide those UIs and show them again when the conversation is over.
It's okay to use a script that you have created yourself, and it's okay to use Dialogue's system.
minomod
Posts: 89
Joined: Mon Jun 19, 2017 9:17 am

Re: Dialogue > Conversation > on execute Question

Post by minomod »

Solution found
http://www.pixelcrushers.com/dialogue_s ... dSetActive

Question 1. Is there a way to link an individual's script to the beginning of a conversation or the middle of a conversation?
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Tony Li
Posts: 21033
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue > Conversation > on execute Question

Post by Tony Li »

Hi,

You don't need to use the SetActive() sequencer command.

To do this without writing a script, use a Set Active On Dialogue Event component or Set Component Enabled On Dialogue Event component.

If you want to write a script, add OnConversationStart and OnConversationEnd methods. I usually add this script to the player so it only takes effect when the player is involved in a conversation.
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