Page 3 of 4
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:03 pm
by ChaChaCHAT
Ok I have made some progress, If everything is set up on the scene before clicking play it works as intended, but if i'm adding the component via script, than it doesnt, work... but the thing is i really need to set those things via script....
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:05 pm
by Tony Li
What is the script code you're using?
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:09 pm
by ChaChaCHAT
Code: Select all
public class ActorManager : MonoBehaviour
{
[SerializeField] private int defaultUsableDistance;
[SerializeField] private Vector3 defaultDialoguePanelOffset;
private DialogueSystemController dialogueSystemController;
[SerializeField] private GameObject dialogueInteractorVR;
private void Awake()
{
dialogueSystemController = FindObjectOfType<DialogueSystemController>();
var player = FindObjectOfType<AutoHandPlayer>();
foreach (var dialogueActor in FindObjectsOfType<DialogueActor>().Where(ActorHasDialogue))
{
dialogueActor.actor = dialogueActor.persistentDataName;
//Add some Components (if not already on the object) with default value else we assume it is already on the object,
//set with values that we don't want to change.
if (!dialogueActor.gameObject.TryGetComponent<DialogueSystemTrigger>(out var dialogueSystemTrigger))
{
dialogueSystemTrigger = dialogueActor.gameObject.AddComponent<PixelCrushers.DialogueSystem.Wrappers.DialogueSystemTrigger>();
dialogueSystemTrigger.trigger = DialogueSystemTriggerEvent.OnUse;
dialogueSystemTrigger.selectedDatabase = dialogueSystemController.initialDatabase;
dialogueSystemTrigger.conversation = dialogueActor.persistentDataName;
dialogueSystemTrigger.maxConversationDistance = defaultUsableDistance;
dialogueSystemTrigger.conversationConversant = player.transform;
dialogueSystemTrigger.conversationActor = dialogueSystemTrigger.transform;
dialogueActor.actor = dialogueActor.persistentDataName;
}
if (!dialogueActor.gameObject.TryGetComponent<Usable>(out var usable))
{
usable = dialogueSystemTrigger.gameObject.AddComponent<Usable>();
usable.maxUseDistance = defaultUsableDistance;
}
if (!XRSettings.enabled) continue;
if (!dialogueActor.gameObject.TryGetComponent<MoveDialoguePanel>(out var panel))
{
panel = dialogueSystemTrigger.gameObject.AddComponent<MoveDialoguePanel>();
panel.offset = defaultDialoguePanelOffset;
}
if (!dialogueActor.gameObject.TryGetComponent<DialogueSystemInteractable>(out var interactable))
{
Instantiate(dialogueInteractorVR, dialogueActor.gameObject.transform);
dialogueActor.gameObject.AddComponent<DialogueSystemInteractable>();
}
}
}
private bool ActorHasDialogue(DialogueActor dialogueActor)
{
return dialogueSystemController.databaseManager.defaultDatabase.actors.Any(actor => dialogueActor.persistentDataName == actor.Name);
}
}
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:13 pm
by Tony Li
After that code runs, if you inspect the Dialogue System Trigger in the inspector, does it look correct?
Also, please feel free to send a
reproduction project to tony (at) pixelcrushers.com if you'd like me to take a direct look.
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:18 pm
by ChaChaCHAT
yes it looks the same as if i set it manually.
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:29 pm
by Tony Li
Try switching which GameObjects you assign to the conversationActor and conversationConversant.
If that doesn't help, please send me a reproduction project. If you can't send a repro project, let me know; I can put together an example scene.
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:39 pm
by ChaChaCHAT
does the dialogue manager need to save the trigger component in its initialisation somewhere? if thats the case maybe this is why its not working, because he dont know any of the actor?
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:45 pm
by Tony Li
No, it doesn't need to save or cache anything.
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 3:55 pm
by ChaChaCHAT
Well it would be hard to send the project since it's really heavy, that being said here are the steps and the goal if you want to test on your own why it is not working. I'm still gonna try and continue to look on my side, but if you have other idea on why it doesnt work, i really need a fix.
1. On a menu scene i make a selection, that selection will change the database i will use in the next scene (dialogue manager is already instanciated on the menu scene)
2. On the next scene, i have 10 actors, but depending on the selection made at the menu, it's not necessarly all of them that will have dialogue. numbers and which one may vary. This is why im running the script I sent before to change all actors configuration at runtime. For that, conversation title and actor name must be the same as the persistant data name to ensure evrything is link properly.
Re: How to add an Action to a DialogueSystemTrigger componenet threw scripting
Posted: Thu Jan 05, 2023 4:28 pm
by ChaChaCHAT
I Also have those other script that may be usefull
This one make the dialogue panel spawn relative to the npc at the good place
Code: Select all
public class MoveDialoguePanel : MonoBehaviour
{
public bool lookAtCamera = true;
public bool flip = false;
public Vector3 offset;
[Preserve]
private void OnConversationStart(Transform actor)
{
if (Camera.main == null) return;
// Get reference to dialogue panel's canvas:
var dialoguePanel = DialogueManager.standardDialogueUI.conversationUIElements.mainPanel;
if (dialoguePanel == null) return;
var dialoguePanelCanvas = dialoguePanel.GetComponentInParent<Canvas>();
if (dialoguePanelCanvas == null) return;
// Face the player:
if (lookAtCamera)
{
var lookAtPosition = Camera.main.transform.position;
lookAtPosition.y = transform.position.y;
transform.LookAt(lookAtPosition);
}
// May need to flip based on NPC's rotation (i.e., if NPC's model rotation is backward):
if (flip)
{
var scale = dialoguePanelCanvas.transform.localScale;
scale.x = -Mathf.Abs(scale.x);
dialoguePanelCanvas.transform.localScale = scale;
}
// Move dialogue panel to offset from me:
dialoguePanelCanvas.transform.rotation = transform.rotation * Quaternion.Euler(0, 180, 0);
dialoguePanelCanvas.transform.position = transform.position + transform.rotation * offset;
}
}
and this one is the one i wrote for the talk button
Code: Select all
public class DialogueSystemInteractable : MonoBehaviour
{
private Button buttonUI;
private DialogueSystemTrigger trigger;
private void Start()
{
buttonUI = GetComponentInChildren<Canvas>().gameObject.GetComponentInChildren<Button>();
trigger = GetComponent<DialogueSystemTrigger>();
buttonUI.onClick.AddListener(() =>
{
trigger.OnUse(transform);
});
}
}