Skip button

Announcements, support questions, and discussion for the Dialogue System.
davidsibya08
Posts: 57
Joined: Sun Feb 12, 2017 2:11 pm

Skip button

Post by davidsibya08 »

It's been a long time since my last post. :D
It's good to be back.

Sir Tony Li,

I know it would be possible so I would just like to ask on how
would I make a skip button?

I would prefer it to be like when a conversation starts, aside from the continue button
there would be a skip button that allows me to skip what the NPC is saying. Upon skipping, I want to
be stopped on choosing choices only (if there is need). Then, back the NPC dialogue and
another skip and continue button (just a loop).

As along as there is a choice that I could skip what the NPC is saying.

Thanks in advance sir Tony!
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: Skip button

Post by Tony Li »

Hi David!

Here's an example scene: SkipButtonExample_2017-12-21.unitypackage

It uses a script named SkipButton. Add this script to your Dialogue Manager. Then create a Skip button, and set the button's OnClick() event to SkipButton.SkipToResponseMenu.

The script is below, too:

SkipButton.cs

Code: Select all

using UnityEngine;
using System.Collections;
using PixelCrushers.DialogueSystem;

public class SkipButton : MonoBehaviour
{

    public bool skip;

    private AbstractDialogueUI dialogueUI;

    private void Awake()
    {
        dialogueUI = GetComponentInChildren<AbstractDialogueUI>();
    }

    public void SkipToResponseMenu()
    {
        skip = true;
        dialogueUI.OnContinue();
    }

    void OnConversationLine(Subtitle subtitle)
    {
        if (skip) StartCoroutine(ContinueAtEndOfFrame());
    }

    IEnumerator ContinueAtEndOfFrame()
    {
        yield return new WaitForEndOfFrame();
        dialogueUI.OnContinue();
    }

    void OnConversationResponseMenu(Response[] responses)
    {
        skip = false;
    }

}
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: Skip button

Post by Tony Li »

Now that I think about it, you'll probably want to add this method to the script:

Code: Select all

void OnConversationEnd(Transform actor)
{
    skip = false;
}
This turns off the skip when the conversation ends, so it doesn't skip when you start a new conversation.
davidsibya08
Posts: 57
Joined: Sun Feb 12, 2017 2:11 pm

Re: Skip button

Post by davidsibya08 »

Alright! Thanks sir Tony! I'll try this sooner or later when I'm back home.
Still in a vacation! Hope your having a great holiday!

Thanks again!
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: Skip button

Post by Tony Li »

Sounds good. Enjoy your vacation!
User avatar
Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Skip button

Post by Abelius »

Sorry for highjacking the thread, but I've stolen this little nice script for my new VN-style project, he he...

And yes, it's working beautifully! :D

I have one question though, to further "enhance" the feature.

How could a little delay be added, so instead of skipping blazingly fast, every frame, it sends DialogueUI.OnContinue() after a configurable amount of time?

What I'd like to see is the dialogue skipping very fast, but not so fast that the next thing I see after clicking the button is the next Response panel.

Could this be easily added to the script? Or it would be going too far?
Unity 2019.4.9f1
Dialogue System 2.2.15
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: Skip button

Post by Tony Li »

You could change the ContinueAfterOneFrame method to ContinueAfterShortDelay, something like:

Code: Select all

IEnumerator ContinueAfterShortDelay()
{
    yield return new WaitForSeconds(1); // Skip ahead after a 1-second delay.
    dialogueUI.OnContinue();
}
However, a few other devs have implemented a fast-forward instead. To do this, they set the subtitle line's typewriter effect to a really fast value, like 200 characters per second, and set the Dialogue Manager's Subtitle Settings to skip ahead quickly. Something like:

Code: Select all

using UnityEngine;
using System.Collections;
using PixelCrushers.DialogueSystem;

public class SkipButton : MonoBehaviour
{

    private float minSubtitleSeconds = 2;
    private float subtitleCharsPerSec = 30;
    private float typewriterCharsPerSec = 50;

    private UnityUIDialogueUI dialogueUI;
    private UnityUITypewriterEffect typewriter;

    private void Awake()
    {
        dialogueUI = GetComponentInChildren<UnityUIDialogueUI>();
        typewriter = dialogueUI.dialogue.npcSubtitle.line.GetComponent<UnityUITypewriterEffect>();
    }

    public void SkipToResponseMenu()
    {
        skip = true;
        // Save original values:
        minSubtitleSeconds = DialogueManager.DisplaySettings.subtitleSettings.minSubtitleSeconds;        
        subtitleCharsPerSec = DialogueManager.DisplaySettings.subtitleSettings.subtitleCharsPerSeconds;
        typewriterCharsPerSec = typewriter.charactersPerSecond;
        // Set values to fast forward:
        typewriter.charactersPerSecond = 200;
        DialogueManager.DisplaySettings.subtitleSettings.subtitleCharsPerSecond = 200;
        DialogueManager.DisplaySettings.subtitleSettings.minSubtitleSeconds = 0;
        DialogueManager.DisplaySettings.subtitleSettings.continueButton = ContinueButtonMode.Never;
        // Skip this line:
        dialogueUI.OnContinue();
    }

    void OnConversationResponseMenu(Response[] responses)
    {
        // Set original values:
        typewriter.charactersPerSecond = typewriterCharsPerSec;
        DialogueManager.DisplaySettings.subtitleSettings.subtitleCharsPerSecond = subtitleCharsPerSec;
        DialogueManager.DisplaySettings.subtitleSettings.minSubtitleSeconds = minSubtitleSeconds;
        DialogueManager.DisplaySettings.subtitleSettings.continueButton = ContinueButtonMode.Always;
    }
}
This script plays the typewriter at 200 characters per second, automatically skipping ahead as soon as the typewriter finishes. When it gets to a response menu, it reverts to the original subtitle settings.
User avatar
Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Skip button

Post by Abelius »

Nice! I like the simplicity of the first solution, and it's working exactly as I envisioned so, thanks!
Unity 2019.4.9f1
Dialogue System 2.2.15
User avatar
Tony Li
Posts: 22108
Joined: Thu Jul 18, 2013 1:27 pm

Re: Skip button

Post by Tony Li »

Glad to help!
davidsibya08
Posts: 57
Joined: Sun Feb 12, 2017 2:11 pm

Re: Skip button

Post by davidsibya08 »

Good day Sir Tony.

Now, for my new question.
I believe there is a way to have a previous button for the conversations.
So, I would like to ask how would I do it?

I just wanted to have a previous button so that user
can review the previous dialogue that the user
might have continued accidentally.

Thank you sir!
Post Reply