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Re: Unity Timeline Waiting For Player Input
Posted: Sat Aug 07, 2021 4:06 pm
by RetroVertigo
Hey Tony
I feel like I am really close to getting everything how I need it. I have all the text boxes appearing (no wrong template now). and I followed what you said, but now the text boxes just run through REALLY fast before the timeline passes, as in, The first one starts up, and before it can finish, it closes out, and then the second one appears and then closes out. This is what I did based on your previous post:
Tony Li wrote: ↑Sat Aug 07, 2021 2:45 pm
1. Unassign the continue button from the subtitle panel.
I take this to mean, in the Dialog Manager > Dialogue System Controller > Subtitle Settings > Continue Button = Never
Tony Li wrote: ↑Sat Aug 07, 2021 2:45 pm
2. Configure the continue button to call the subtitle panel's Close method (StandardUISubtitlePanel.Close) and unpause the timeline.
In the Bubble Standard UI Subtitle Panel > Child Object Button > Button > OnClick() StandardUISubtitlePanel.Close
Tony Li wrote: ↑Sat Aug 07, 2021 2:45 pm
3. At the point in the timeline where you want to show the next node (Thief: "Yeah..."), add a Continue Conversation clip.
I have this in already but the Timeline currently can't get to it before running through all the convo boxes (as stated above).
Thanks again for all the help.
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 12:43 am
by Tony Li
Hi,
#1 is the issue. I wasn't clear.
Set Dialogue Manager > Dialogue System Controller > Subtitle Settings > Continue Button = Always.
Inspect the subtitle panel's Standard UI Subtitle Panel component. Unassign the Continue Button field there.
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 7:51 am
by RetroVertigo
Hey Tony
That did the trick! Thanks so much! I got the cutscene moving, stopping, continuing, etc.
I do have something happening with the TextBox Alpha disappear. I have added two other objects the TextBoxSpeechArrow, and the Continue Button. Both of these stay up while the box disappears. Is there somewhere I can tie these in to also fade the alpha?
A screenshot of the textArrow and continue arrow still up while the box is faded out:
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 8:47 am
by Tony Li
Can you make the textArrow and continue arrow children of whatever GameObject the animation fades out? Presumably that GameObject is the subtitle panel's main panel. If for some reason you can't do that, you can modify the animation to also fade out the textArrow and continue arrow while it fades out the subtitle panel.
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 10:07 am
by RetroVertigo
Hey Tony
Sorry for so many questions, but I am trying to add the animations to the two objects (speech arrow, and continue arrow) as I cannot add them as children of the Bubble due to the Vertical Layout Group component.
I added an Animator component to both of the objects and then added the Canvas Group Animator Controller to the Animator. I also added a Canvas Group so the alpha could fade in and out on both objects, but now when I run it, neither of those is showing up on the screen anymore.
I checked the animator during playback and it shows that both are in the Start sequence, so is there some code somewhere that tells the Bubble Panel to go to Show/Hide state? Can I easily add my objects to this, or am I way off on this?
Thanks
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 10:44 am
by Tony Li
Hi,
You can add them to the bubble. Add a Layout Element group to the speech arrow and continue button, and tick Ignore Layout. This will make them unaffected by the layout group(s).
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 11:09 am
by RetroVertigo
Tony
Thanks again! That did it! I didn't know about ignoring the layout group, so thanks for that! I had one other question, is there an easy way to make it so my continue arrow doesn't appear until the text is done writing?
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 1:14 pm
by Tony Li
Hi,
Yes. Configure the typewriter effect's OnCharacter() event (not OnBegin()) to deactivate the continue button and OnEnd() to activate it.
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 2:35 pm
by RetroVertigo
Hey Tony
That did the trick! Thanks again!
FYI, I had to have the button deactivated first, meaning I had to have the prefab set as deactivated, and the OnEnd() set it to active for it to work properly. If I used the OnCharacter(), than the button would appear for a second and then disappear, and then appear once writing was completed.
Thanks again!
Re: Unity Timeline Waiting For Player Input
Posted: Sun Aug 08, 2021 4:03 pm
by Tony Li
Glad to help!