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Dialogue > Conversation > on execute Question

Posted: Sat Jun 24, 2017 10:20 am
by minomod
There are UIs used in games.
When the conversation starts, I want to hide those UIs and show them again when the conversation is over.
It's okay to use a script that you have created yourself, and it's okay to use Dialogue's system.

Re: Dialogue > Conversation > on execute Question

Posted: Sat Jun 24, 2017 10:28 am
by minomod
Solution found
http://www.pixelcrushers.com/dialogue_s ... dSetActive

Question 1. Is there a way to link an individual's script to the beginning of a conversation or the middle of a conversation?

Re: Dialogue > Conversation > on execute Question

Posted: Sat Jun 24, 2017 10:49 am
by Tony Li
Hi,

You don't need to use the SetActive() sequencer command.

To do this without writing a script, use a Set Active On Dialogue Event component or Set Component Enabled On Dialogue Event component.

If you want to write a script, add OnConversationStart and OnConversationEnd methods. I usually add this script to the player so it only takes effect when the player is involved in a conversation.