Hidden Value system and a thanks

Announcements, support questions, and discussion for the Dialogue System.
malt
Posts: 10
Joined: Mon Sep 21, 2015 5:03 pm

Re: Hidden Value system and a thanks

Post by malt »

I'm confused as where/how I could properly define that sequence. Would I be able to do that in the inspector with that particular node in the conversation selected like this:
Image
or
should I add the Sequence Trigger component to the Dialogue Manager.
It seems both are possible, but if it is possible to avoid scripting I'm on board for that option.
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Tony Li
Posts: 22102
Joined: Thu Jul 18, 2013 1:27 pm

Re: Hidden Value system and a thanks

Post by Tony Li »

In that dialogue entry ("You Win!"), set the Sequence field to:

Code: Select all

SetActive(PopOut); Delay({{end}})
When the conversation gets to this dialogue entry, it will activate the PopOut GameObject. The Delay command that you see after the semicolon tells the Dialogue System to keep the "You Win!" subtitle text onscreen for the regular amount of time.

I forgot to mention something earlier. The PopOut GameObject must be a child (or grandchild, etc.) of an active GameObject. It can't be a top-level GameObject in the Hierarchy. The SetActive() sequencer command isn't able to find inactive top-level GameObjects.
malt
Posts: 10
Joined: Mon Sep 21, 2015 5:03 pm

Re: Hidden Value system and a thanks

Post by malt »

Works!! Thanks again!!
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Tony Li
Posts: 22102
Joined: Thu Jul 18, 2013 1:27 pm

Re: Hidden Value system and a thanks

Post by Tony Li »

Happy to help!
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