Allow Alerts During Conversation

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nathanj
Posts: 303
Joined: Sat May 28, 2016 12:30 am

Allow Alerts During Conversation

Post by nathanj »

Hi Tony

I'm having an issue with Alert messages popping up during conversations. I have Allow Alerts During Conversation unselected in the Dialogue System Controller but they still appear.

I am using the Text Mesh Pro and am using the newest Unity UI and TMP support packs.

Is there anything else I need to do to block Alerts during conversations?

Thanks again,
Nathan
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Allow Alerts During Conversation

Post by Tony Li »

Hi Nathan,

The Allow Alerts During Conversations checkbox currently should really be named "Don't Check Variable["Alert"] During Conversations" because that's what it does right now. Alert Triggers and the ShowAlert() Lua function don't respect this checkbox. I'll fix this in the next release.
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nathanj
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Joined: Sat May 28, 2016 12:30 am

Re: Allow Alerts During Conversation

Post by nathanj »

Ok,

So if I want to disable Alert messages during conversations would you recommend just disabling the Alert Panel with the SetComponentEnabledOnDialogueEvent and re-enabling it on conversation end?

Or would there be a different way to achieve this? My concern with the above method is that the player may miss an important Alert message.

Also, is there any chance of you making a Text Mesh Pro compatible continue button Extra? I tried modifying the current one and replacing the Unity UI references but it became a hot mess quick. Or, if you're holding off on the TMP update that is also fine.

Nathan
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Allow Alerts During Conversation

Post by Tony Li »

Hi Nathan,

I fixed the alert behavior so it won't show alerts during conversations in all cases (Alert Trigger, ShowAlert() Lua function, etc.). I'll put a patch on the customer download site tomorrow. I'm debating whether to queue alerts and show them after the conversation. I'm probably not going to do this, though, since it may break too many existing projects. If you want to queue an alert to appear after the conversation is done, set the content of Variable["Alert"].
nathanj wrote: Wed Feb 28, 2018 7:50 pm Also, is there any chance of you making a Text Mesh Pro compatible continue button Extra?
What is continue button Extra? (Sorry, it's been a long day. :) )
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nathanj
Posts: 303
Joined: Sat May 28, 2016 12:30 am

Re: Allow Alerts During Conversation

Post by nathanj »

Sorry, I mean the Button Control example from the Extras page.

No rush, get some rest.

I think I agree with you about que alerts as it could cause a strange chain of events after conversations.

Thanks again,
Nathan
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Tony Li
Posts: 22061
Joined: Thu Jul 18, 2013 1:27 pm

Re: Allow Alerts During Conversation

Post by Tony Li »

Hi Nathan,

You can use the same techniques with TMP.

The Button Control Example scene has two conversations.

The first conversation uses buttons you've explicitly created and assigned to the dialogue UI's Buttons list. Each one has a "UI Button Key Trigger" component that assigns a hotkey. You can do the exact same thing with your TMP buttons.

The second conversation uses Unity UI's navigation. You can enable the same functionality the same way in the TMP dialogue UI: Tick Dialogue > Response Menu > Explicit Navigation For Template Buttons, and near the bottom of the inspector tick Auto Focus and Allow Steal Focus.
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nathanj
Posts: 303
Joined: Sat May 28, 2016 12:30 am

Re: Allow Alerts During Conversation

Post by nathanj »

Hi Tony

I didn't realize that there was already a TextMeshProContinueButtonFastForward script already included in the package :?

It totally worked!

Thanks again,

Nathan
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