Mmm, I'm observing a possible buggy behavior in the shortcuts.
I think that 'required' commands ended in @{{end}} are not being run when continuing to the next node before reaching {{end}} time.
It happens to me, either manually clicking the Continue button or with the Continue()@seconds command.
Feature suggestion (pretty epic IMHO) ^_^
Re: Feature suggestion (pretty epic IMHO) ^_^
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Feature suggestion (pretty epic IMHO) ^_^
Okay, it seems this happens only when using the 'speaker' keyword.
If instead of using a {{MaleSpeak}} shortcut like this...:
...I revert to the previous {{GolakSpeak}} shortcut...:
...it stops the speaking animation properly when continuing before {{end}} happens.
Edit: I think this only happens when the next node speaker is changed to another actor.
Could it be that when the 'speaker' keyword is retrieved again, it returns the next node actor name instead of the one it was called from? That would fit the symptoms, because the next dialogue actor seems to speak very briefly and then stops, like if its Stop event has been called. And meanwhile, our friend 'Golak' never stops talking.
If instead of using a {{MaleSpeak}} shortcut like this...:
Code: Select all
FSMEvent(Start,speaker,SpeakFSM);
required FSMEvent(Stop,speaker,SpeakFSM)@{{end}}
Code: Select all
FSMEvent(Start,Golak,SpeakFSM);
required FSMEvent(Stop,Golak,SpeakFSM)@{{end}}
Edit: I think this only happens when the next node speaker is changed to another actor.
Could it be that when the 'speaker' keyword is retrieved again, it returns the next node actor name instead of the one it was called from? That would fit the symptoms, because the next dialogue actor seems to speak very briefly and then stops, like if its Stop event has been called. And meanwhile, our friend 'Golak' never stops talking.
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Feature suggestion (pretty epic IMHO) ^_^
I just confirmed the bug. You identified it precisely. I'll plan to have this fixed in version 2.0. I may also issue a 1.8.1 release with the fix for people who don't want to jump to 2.0.
Re: Feature suggestion (pretty epic IMHO) ^_^
I might use that hotfix as soon as you release it.
I'm finishing an update that already changed a lot of the engine and I'd prefer to avoid migrating the DB as 2.0 change log seems to require.
I'm finishing an update that already changed a lot of the engine and I'd prefer to avoid migrating the DB as 2.0 change log seems to require.
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Feature suggestion (pretty epic IMHO) ^_^
Version 1.8.1 is available on the Pixel Crushers customer download site. It has a fix for the 'speaker' keyword issue. It also now correctly marks the component dirty (i.e., changed and requiring save) when editing the Sequence field of a Sequence Trigger. And the Sequencer Shortcuts component has a nice reorderable list now.
Re: Feature suggestion (pretty epic IMHO) ^_^
Oh gods, you pamper me to much!
Thank you!
Thank you!
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Feature suggestion (pretty epic IMHO) ^_^
Glad to help! Thanks for letting me know about that bug.