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Re: Questions about the ork framework and integration samples
Posted: Sat Nov 20, 2021 1:15 am
by blackpinemk2
Thanks a lot.
When changing the conversation content depending on the variable, should the variable be set by orkframework or Dialoguemanager?
Re: Questions about the ork framework and integration samples
Posted: Sat Nov 20, 2021 8:24 am
by Tony Li
It can be either.
Changing a Dialogue System variable is probably easier for editing conversations. To change a DS variable in a conversation, use the "..." button of the Script field. To change a DS variable in an ORK event, use the "Set DS Variable"
event step.
However, if you prefer to manage ORK variables, that's fine. To check or set an ORK variable in a conversation, use the ORKGetXXX() and ORKSetXXX()
Lua functions.
Re: Questions about the ork framework and integration samples
Posted: Wed Dec 01, 2021 2:28 am
by blackpinemk2
Sorry for my late reply.
I want to display a standing picture like a vn_ tutorial when having a conversation. Is it possible with the ork framework?
Re: Questions about the ork framework and integration samples
Posted: Wed Dec 01, 2021 8:40 am
by Tony Li
Hi,
If I understand you correctly, you just want to show a portrait with subtitle text, like this:
- vn.jpg (8.19 KiB) Viewed 384 times
then you don't need to do anything special with ORK. Just assign a portrait image to your actor in the dialogue database (in the Dialogue Editor window's Actor section), and use a dialogue UI that shows portrait images, such as the VN Template Standard Dialogue UI.
Re: Questions about the ork framework and integration samples
Posted: Wed Dec 01, 2021 9:47 am
by blackpinemk2
I have multiple questions.
Conversation goes on without a click.
For the second option, if you choose the bottom one, the conversation ui will change.
I don't know how to change the position or size of the actor's portrait image.
I'm sorry to ask a lot of questions.
Re: Questions about the ork framework and integration samples
Posted: Wed Dec 01, 2021 11:44 am
by Tony Li
Hi,
blackpinemk2 wrote: ↑Wed Dec 01, 2021 9:47 amConversation goes on without a click.
If you want to wait for the player to click a continue button, inspect the Dialogue Manager GameObject. Set Display Settings > Subtitle Settings > Continue Button to Always.
blackpinemk2 wrote: ↑Wed Dec 01, 2021 9:47 amFor the second option, if you choose the bottom one, the conversation ui will change.
What do you mean by second option? Do you mean two response buttons in the response menu?
blackpinemk2 wrote: ↑Wed Dec 01, 2021 9:47 amI don't know how to change the position or size of the actor's portrait image.
Edit the dialogue UI. For example, in the screenshot below I duplicated the "VN Template Standard Dialogue UI" prefab and named it "Custom VN Dialogue UI". Then I assigned the duplicate to the Dialogue Manager's Dialogue UI field. Finally, I can edit it and change the position and size of the subtitle panels' portraits:
- customVNDialogueUI.png (95.14 KiB) Viewed 383 times
For more info, see the
Dialogue UIs manual section and/or the
video tutorial.
Re: Questions about the ork framework and integration samples
Posted: Wed Dec 01, 2021 12:18 pm
by blackpinemk2
Thank you for your reply.
If you choose the second choice 'before we part, may.... , the ui will change.
Is there a good way to proceed by clicking on the entire screen without pressing Continue?
I understand how to resize the portrait image. If you want to use the image in full size, the unityimage component can be set Native Size, but not in Dialogue UI?
Do I need to set it to fit the image?
Re: Questions about the ork framework and integration samples
Posted: Wed Dec 01, 2021 3:37 pm
by Tony Li
blackpinemk2 wrote: ↑Wed Dec 01, 2021 12:18 pmIs there a good way to proceed by clicking on the entire screen without pressing Continue?
Resize your continue button to cover the whole screen, and set its Image color alpha to zero so it's invisible. This allows the player to click/tap anywhere onscreen to continue. You can usually move it to be a direct child of the Dialogue Panel and/or add a Layout Element and tick Ignore Layout. This will make it easier to configure the Rect Transform to cover the whole screen. (More info:
How To: Continue Buttons)
blackpinemk2 wrote: ↑Wed Dec 01, 2021 12:18 pmI understand how to resize the portrait image. If you want to use the image in full size, the unityimage component can be set Native Size, but not in Dialogue UI?
Do I need to set it to fit the image?
Dialogue UI portrait images are just Image components. You can do whatever you want, such as setting it to Native Size.
Re: Questions about the ork framework and integration samples
Posted: Thu Dec 02, 2021 1:51 am
by blackpinemk2
Is it a mechanism that if you set an image for an actor, it will be replaced with a portrait image of the VN Dialogue UI?
When I made the portrait image native size, the image shrank, and the actor image became the same small size as the portrait image.
If the portrait image is set to native size, isn't the actor image also set to native size?
Resize your continue button to cover the whole screen, and set its Image color alpha to zero so it's invisible. This allows the player to click/tap anywhere onscreen to continue.
I expanded the continue button to w1280h720 and it worked.
You can usually move it to be a direct child of the Dialogue Panel and/or add a Layout Element and tick Ignore Layout. This will make it easier to configure the Rect Transform to cover the whole screen.
I can't quite understand it.
Since the Continue button is a direct child of the text panel, should I make it a direct child of the Dialogue panel, add a Layout Element component, and check the Ignore Layout?
Re: Questions about the ork framework and integration samples
Posted: Thu Dec 02, 2021 8:46 am
by Tony Li
Hi,
Below is a safer way to expand the continue button. It will adjust to any screen resolution. (The screenshot is for the WRPG UI, but the same principle applies to any dialogue UI.)
- wholeScreenContinueButton.png (77.68 KiB) Viewed 368 times
Yes, the Portrait Image will be replaced by the current actor's image. Here's a patch that adds 'Set Native Size' checkboxes to the subtitle panel and menu panel inspectors:
DS_PortraitNativeSizePatch_2021-12-02.unitypackage
It should make it easier to use native size. Tick the "Use Portrait Native Size" checkboxes on your subtitle panel(s) and menu panel(s). Inspect tour Portrait Image and PC Image Rect Transforms, and change the anchor type to Bottom Left. The image should show red lines on the bottom and left edges instead of blue arrows.