Page 2 of 2
Re: [HOWTO] How To: Use Corgi / TopDown Engine MMSceneLoadingManager
Posted: Fri May 20, 2022 9:30 pm
by Tony Li
In the scene, do you have more than one saver script whose Key is "MainInventory"?
If you're changing scenes, does the main inventory in the next scene have a corresponding InventoryEngineSaver with the same Key ("MainInventory")?
Are there any warnings or errors in the Console window?
Re: [HOWTO] How To: Use Corgi / TopDown Engine MMSceneLoadingManager
Posted: Sat May 21, 2022 11:24 am
by Peter Drake
No, yes, and yes:
Code: Select all
Dialogue System: Lua code '{"list":[]}' threw exception 'Code has syntax errors:
Line 1, Col 1 '{': Failed to parse Letter of Name.
Line 1, Col 1 '{': Failed to parse Name of VarName.
Line 1, Col 1 '{': Failed to parse 'nil' of NilLiteral.
Line 1, Col 1 '{': Failed to parse Text of BoolLiteral.
Line 1, Col 1 '{': Failed to parse '0'...'9' of Digit.
Line 1, Col 1 '{': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 8 ':': Failed to parse '}' of TableConstructor.
Line 1, Col 1 '{': Failed to parse Name of VariableArg.
Line 1, Col 1 '{': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 1 '{': Failed to parse Expr of ExprStmt.
Line 1, Col 1 '{': Failed to parse remaining input.
'
UnityEngine.Debug:LogError (object)
PixelCrushers.DialogueSystem.Lua:RunRaw (string,bool,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:228)
PixelCrushers.DialogueSystem.Lua:Run (string,bool,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:129)
PixelCrushers.DialogueSystem.Lua:Run (string,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Lua/Lua Wrapper/Lua Interpreter/Lua.cs:139)
PixelCrushers.DialogueSystem.PersistentDataManager:ApplyLuaInternal (string,bool) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Save System/PersistentDataManager.cs:261)
PixelCrushers.DialogueSystem.PersistentDataManager:ApplySaveData (string,PixelCrushers.DialogueSystem.DatabaseResetOptions) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Save System/PersistentDataManager.cs:246)
PixelCrushers.DialogueSystem.DialogueSystemSaver:ApplyData (string) (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Save System/DialogueSystemSaver.cs:87)
PixelCrushers.SaveSystem:ApplySavedGameData (PixelCrushers.SavedGameData) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:692)
PixelCrushers.SaveSystem:ApplySavedGameData () (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:709)
MMSceneLoadingManagerUsingPixelCrusherSaveSystem/<LoadAsynchronously>d__0:MoveNext () (at Assets/Scripts/MMSceneLoadingManagerUsingPixelCrusherSaveSystem.cs:13)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
I vaguely remember reading somewhere in the DS docs that something has to be named with hyphens. Could that relate to this?
Also, what goes in the key field for a DialogueSystemSaver? Should it be unique to the scene or should all scenes use the same one? I couldn't find documentation on this.
I hope I'm providing useful feedback and not just whining about my frustrations.
Re: [HOWTO] How To: Use Corgi / TopDown Engine MMSceneLoadingManager
Posted: Sat May 21, 2022 12:29 pm
by Tony Li
Make sure your Dialogue System Saver has a unique key, too.
Re: [HOWTO] How To: Use Corgi / TopDown Engine MMSceneLoadingManager
Posted: Sat May 21, 2022 12:40 pm
by Peter Drake
Unique in each level?
Re: [HOWTO] How To: Use Corgi / TopDown Engine MMSceneLoadingManager
Posted: Sat May 21, 2022 8:27 pm
by Tony Li
Hi,
No; you should have one Dialogue System Saver on your Dialogue Manager GameObject. I typically set its Key to "ds".