Auto Play and Skip All buttons

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mac
Posts: 81
Joined: Sat Aug 22, 2020 7:54 pm

Re: Auto Play and Skip All buttons

Post by mac »

No, using the anchored position instead Transform position did not work but for different reasons, with Transform.position the button was moving to this odd place, like I showed in the screenshot.
Using anchored position instead (the code displayed in the last answer) nothing happens, the button sits where the OnPointerEnter 'animation' finishes. Like I said tweening is not relevant here, I just want to be able to move the button back to where it started. So basically, storing the rect transform position OnEnable and assigning it to the button OnPointerExit had no effect.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Play and Skip All buttons

Post by Tony Li »

Depending on how your menu is set up (particularly if you're using a Vertical Layout Group that locks positions), it might help to tween an inner rect instead of the button's main rect. You may also want to change the rect's anchor to, say, something that's anchored on the left. Here's an example:

DS_TweenResponseButtonExample_2021-04-07.unitypackage

In the example, the response button template has an inner rect that gets tweened. The inner rect's anchor is the lower left.
mac
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Joined: Sat Aug 22, 2020 7:54 pm

Re: Auto Play and Skip All buttons

Post by mac »

Ok, opening the scene you provided and playing works like intended, that's awesome, thank you Tony!

But the the dialogue panel you made differs from the default response button layout, like the default (JRPG layout at least) has a view port with scroll rect, but for my project I won't need one, there won't be that many options in dialogue, rendering the scroll rect useless, so can I make a prefab out of your example response button and apply it on my Dialogue UI template? Or is there any script or other layout changes required for that to work?
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Tony Li
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Re: Auto Play and Skip All buttons

Post by Tony Li »

It's probably more effort than it's worth to create a prefab out of my example button.

To make the example, the main steps were:
  • Started with a dialogue UI prefab (the Basic Standard Dialogue UI in this case, but it could have been any).
  • Removed the Scroll Rect / Scrollbar stuff. Assigned the Response Menu Panel itself as the Button Template Holder.
  • Added an intermediate Image GameObject in the response button template.
  • Added a Vertical Layout Group to the Response Menu Panel.
Note that I also added a script that tweens the intermediate Image GameObject. Instead of using a real tweening library, for the example I just wrote a little coroutine.
mac
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Joined: Sat Aug 22, 2020 7:54 pm

Re: Auto Play and Skip All buttons

Post by mac »

Thank you again Tony! Everything works like intended now.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Play and Skip All buttons

Post by Tony Li »

Great! Glad to help.
mac
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Joined: Sat Aug 22, 2020 7:54 pm

Re: Auto Play and Skip All buttons

Post by mac »

Hey Tony, I noticed that when clicking the Auto Play button, the dialogue plays the next sequence, like it also has the continue button functionality, is there any way to stop this from happening?
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Play and Skip All buttons

Post by Tony Li »

Hi,

I don't quite follow. It should play the sequence in case the sequence does something required by the game such as setting a GameObject active or setting a variable value. If it's a critical sequencer command, put 'required' at the front to make sure it runs. If that doesn't help, can you please elaborate?
mac
Posts: 81
Joined: Sat Aug 22, 2020 7:54 pm

Re: Auto Play and Skip All buttons

Post by mac »

With Autoplay active, dialogue happens automatically, right? So what happens is, instead of clicking the continue button to proceed, the dialogue automatically continues after a set delay, the thing is, when toggling Auto Play on, instead of waiting for this delay, the next line is played instantly, I don't want that to happen.
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Tony Li
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Re: Auto Play and Skip All buttons

Post by Tony Li »

Got it. Yes, currently Auto Play works like a continue button for the current line. If you don't want that to happen, you could change the code in the ConversationControl script's ToggleAutoPlay method. Maybe something like:

Code: Select all

    public void ToggleAutoPlay()
    {
        var mode = DialogueManager.displaySettings.subtitleSettings.continueButton;
        var newMode = (mode == DisplaySettings.SubtitleSettings.ContinueButtonMode.Never) ? DisplaySettings.SubtitleSettings.ContinueButtonMode.Always : DisplaySettings.SubtitleSettings.ContinueButtonMode.Never;
        DialogueManager.displaySettings.subtitleSettings.continueButton = newMode;
        if (newMode == DisplaySettings.SubtitleSettings.ContinueButtonMode.Never)
        {
            Invoke(nameof(ContinueNow), DialogueManager.conversationView.GetDefaultSubtitleDuration(DialogueManager.currentConversationState.subtitle.formattedText.text));
        }
    }

    private void ContinueNow()
    {
        dialogueUI.OnContinueConversation();
    }
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