Re: DialogueSystemTrigger Interrupt
Posted: Sun Nov 22, 2020 4:13 pm
I'm not sure I understand you. Whenever a conversation ends -- including if it ends because it was interrupted by DialogueManager.StopConversation() -- it sends an OnConversationEnd message.
I thought the problem we were trying to solve is:
1. Use DialogueSystemTrigger to start the first conversation. This conversation warns the player he is under attack.
2. While the first conversation is active, the player dies. Stop the first conversation, and use DialogueSystemTrigger to start the second conversation that tells the player he died.
Using the code and example in my last reply, this is the order in which things happen:
1. Start first conversation.
2. Run modified Dialogue System Trigger:
I thought the problem we were trying to solve is:
1. Use DialogueSystemTrigger to start the first conversation. This conversation warns the player he is under attack.
2. While the first conversation is active, the player dies. Stop the first conversation, and use DialogueSystemTrigger to start the second conversation that tells the player he died.
Using the code and example in my last reply, this is the order in which things happen:
1. Start first conversation.
2. Run modified Dialogue System Trigger:
- Stops the first conversation, which sends OnConversationEnd.
- Starts the second conversation.