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Re: Dialogue System 2.2.0 update!

Posted: Wed Sep 04, 2019 3:01 pm
by Tony Li
No. The wrappers only exist to allow people to switch between the evaluation version (which has precompiled DLLs) and the Asset Store version. The components in the Dialogue System's scenes and prefabs point to the wrapper scripts, which automatically find the real scripts regardless of whether they are in a DLL or source code. Since you don't need to worry about the evaluation DLLs, you don't have to do anything with wrappers.

Re: Dialogue System 2.2.0 update!

Posted: Wed Sep 04, 2019 3:02 pm
by Tony Li
Yes, everything that's private in StandardBarkUI will be protected in the next update's version of the script.

Re: Dialogue System 2.2.0 update!

Posted: Wed Sep 04, 2019 3:24 pm
by nicmar
That's great!

I was thinking to override something in the typewriter (Unity or TMP) but saw that everything was private there too.

I'm not sure if it would be complicated, but I'd like to change something so that when typing "..." or "..?" or "..!" acts as the stop chars . ? and !, and ignores the .. before. Currently it slows down and types each . with a second pause which is my setting.

Also I need to recalculate the duration for how long to show subtitles/barks, when there are stop codes, but I'm doing that in a different class, which replaces DialogueManager.GetBarkDuration().

Can you think of a clever way to have it display ".." in front of any stop chars like any other character, and only stop at the final character?

Or am I the first one to use ...? :D

Re: Dialogue System 2.2.0 update!

Posted: Wed Sep 04, 2019 3:38 pm
by Tony Li
Use an ellipsis character: …

Also add this to the list of characters to do full pauses on.

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If you need to customize a typewriter effect, make a subclass of AbstractTypewriterEffect. You can copy the code from the Unity UI or TextMesh Pro typewriter effects.

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In version 2.2.0, subtitles' {{end}} values account for RPG Maker pause codes. But they don't account for pauses on . , ? ! because the subtitle panel may not have a typewriter effect that pauses on those codes.

If you want to override the default way that it computes {{end}}, assign a function to ConversationView.overrideGetDefaultSubtitleDuration:

Code: Select all

ConversationView.overrideGetDefaultSubtitleDuration = CustomGetDefaultSubtitleDuration;

float CustomGetDefaultSubtitleDuration(string text) {
    return 5; // Example: Always return 5 for {{end}}.
}

Re: Dialogue System 2.2.0 update!

Posted: Wed Sep 04, 2019 3:40 pm
by nicmar
Interesting! I'll have a look! Thanks :)