Re: Wait/Pause for a second in the middle of a conversation
Posted: Thu Mar 11, 2021 11:49 pm
Hi Tony!
Thanks for your prompt reply earlier. It's a step in the direction I'm heading—and in my understanding how Lua works here.
I have a couple follow ups.
(And for anyone else who might read this later, I'll try to outline what I think might be a common setup. I want to develop a SequenceCommand flow that could be make for flexible events inside of dialogue conversation. I'd rather not use Timeline, mostly because I don't want to be managing all a huge number of TimelineManagers.)
First, I'm using a Continue button in all of my dialogues. So when we call SetDialoguePanel(false), where do I find the documentation for saying something like @Continue and not @Message(Typed)? I've looked through https://www.pixelcrushers.com/dialogue- ... mentation/ and am missing it...
I know that I can call Events on the start of a conversation Node. But how can an Event or Method be called within the Sequencer? To call/invoke a Method through the Sequencer from a GameObject (or ScriptableObject), do I need to make a custom SequencerCommand for each of these types of calls?
I guess, in short, I'm really looking for a way to be able to tie calling Events directly into the Sequencer. The following isn't proper Lua, but in the end something like:
[End of First node of dialogue]
SetDialoguePanel(false)@Continue
Delay(2)
SceneEvent(OfMyChoice)
Delay(5)
AnimatorPlay()
AudioSourcePlay()
Delay(1)
SetDialoguePanel(True)
[Second node of dialogue]
Is this possible?
Thanks for the help!
Patrick
Thanks for your prompt reply earlier. It's a step in the direction I'm heading—and in my understanding how Lua works here.
I have a couple follow ups.
(And for anyone else who might read this later, I'll try to outline what I think might be a common setup. I want to develop a SequenceCommand flow that could be make for flexible events inside of dialogue conversation. I'd rather not use Timeline, mostly because I don't want to be managing all a huge number of TimelineManagers.)
First, I'm using a Continue button in all of my dialogues. So when we call SetDialoguePanel(false), where do I find the documentation for saying something like @Continue and not @Message(Typed)? I've looked through https://www.pixelcrushers.com/dialogue- ... mentation/ and am missing it...
I know that I can call Events on the start of a conversation Node. But how can an Event or Method be called within the Sequencer? To call/invoke a Method through the Sequencer from a GameObject (or ScriptableObject), do I need to make a custom SequencerCommand for each of these types of calls?
I guess, in short, I'm really looking for a way to be able to tie calling Events directly into the Sequencer. The following isn't proper Lua, but in the end something like:
[End of First node of dialogue]
SetDialoguePanel(false)@Continue
Delay(2)
SceneEvent(OfMyChoice)
Delay(5)
AnimatorPlay()
AudioSourcePlay()
Delay(1)
SetDialoguePanel(True)
[Second node of dialogue]
Is this possible?
Thanks for the help!
Patrick