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Re: Get emphasis value via script

Posted: Sat Apr 17, 2021 1:57 pm
by mac
Hey Tony, the update is out already, right?
In order to not lose my custom UI with the update, all I have to do is have my template as a separate Prefab, right? Just double checking to make sure I don't mess up stuff. Of course I will also back up my whole project before updating.

Re: Get emphasis value via script

Posted: Sat Apr 17, 2021 2:05 pm
by Tony Li
Yes, that's correct.

Re: Get emphasis value via script

Posted: Sun Apr 18, 2021 5:00 pm
by mac
Alright Tony, updated and now the characters focus and unfocus correctly like they should. Thank you

Now how would I be able to increase the portrait frame and image size when a character focus? I tried editing the Focus animation inside the Canvas Group Animator Controller, but it seems I can't edit it directly.

Re: Get emphasis value via script

Posted: Sun Apr 18, 2021 5:05 pm
by Tony Li
Hi,

You can edit the animation in the Animation window. Try these steps:

1. Inspect a GameObject that has an Animator whose animations you want to edit, such as the VN Template Standard Dialogue UI's Subtitle Panel 0.

2. Open the Animation window. (Press Ctrl+6 or menu item Window > Animation > Animation.)

3. The dropdown should show the animation clips that are assigned to the Animator's animator controller, such as Show Color, Focus Color, Hide, etc. You can edit the animation in the Animation window. (info)

Re: Get emphasis value via script

Posted: Sun Apr 18, 2021 8:33 pm
by mac
Oh, Thank you Tony, I was trying to edit Focus Animation sheet by clicking the portrait image, and not the object containing the animator, thats why it wasn't working before :x

One thing though, I tried replacing the unfocus transparency with making the sprite darker instead, and it seems that this effect doesn't happen to the portrait unless it has been on focus before, as you can see in the screenshot here. The character on the left gets darker like it should because this character was focused before, the character on the right never gets focused, so it stays like that.

Re: Get emphasis value via script

Posted: Sun Apr 18, 2021 8:58 pm
by Tony Li
Hi,

The "VN Template Standard Dialogue UI" prefab uses a Portrait Animator Controller that darkens portrait images. If you're not using that already, it may be a helpful example.

Keep an eye on the Animator during play. You'll be able to see what state it's in. Depending on how your Animator is set up, you may need to adjust the transitions.

Re: Get emphasis value via script

Posted: Sun Apr 18, 2021 10:01 pm
by mac
Show Animation also messed with transparency, so there we go, fixed, thanks Tony.

Re: Get emphasis value via script

Posted: Sun Apr 18, 2021 10:06 pm
by Tony Li
Glad to help! :-)

Re: Get emphasis value via script

Posted: Sun Nov 21, 2021 11:00 pm
by mac
Hey Tony! Is the Icon package you created for this case (You can download the package in your third reply here.) not compatible with Wheel Dialogue? Because I did everything as supposed to, but when the response wheel shows up, the replies don't come along, the proper replies are ignored and overwritten by the default 'Response X' text, as you can see here:

Screenshot_7.png
Screenshot_7.png (482.05 KiB) Viewed 874 times
(Just FYI, this response panel should have only two replies, but the other ones are showing up for some reason).

Re: Get emphasis value via script

Posted: Mon Nov 22, 2021 8:54 am
by Tony Li
Hi,

It should be compatible with the wheel UI.

It looks like the conversation isn't using that menu panel at all. Is it assigned to the Standard Dialogue UI component's Menu Panels list and Default Menu Panel field?

Did you change the Response Menu Panel to use IconMenuPanel and the six buttons to use IconResponseButton?

Are there any errors or warnings in the Console window?