Problem with custom sequencer command
Posted: Tue Apr 07, 2015 1:57 am
Hi!
First of all, I'd like to say that I'm really happy with the Dialogue System. From what I've been able to try, it's robust and covers a wide range of use cases.
Sadly, I've got a bit of a problem with a custom sequence command I made.
Basically, it's a simple command that calls a 2d animation on a sprite (using 2dtoolkit) and I'd like this animation to run as long as the subtitle is displayed but it seems that the dialog entry ends as soon as I call the stop() function in my sequencer command.
I was assuming that the subtitle duration would be the longest one between the display duration and any sequences sill running, but it seems that as soon as there aren't any sequence command running anymore, the dialog entry passes to the next.
Is it a desired behavior or have I missed something with the custom sequence command?
Thank's in advance!
Renaud
First of all, I'd like to say that I'm really happy with the Dialogue System. From what I've been able to try, it's robust and covers a wide range of use cases.
Sadly, I've got a bit of a problem with a custom sequence command I made.
Basically, it's a simple command that calls a 2d animation on a sprite (using 2dtoolkit) and I'd like this animation to run as long as the subtitle is displayed but it seems that the dialog entry ends as soon as I call the stop() function in my sequencer command.
I was assuming that the subtitle duration would be the longest one between the display duration and any sequences sill running, but it seems that as soon as there aren't any sequence command running anymore, the dialog entry passes to the next.
Is it a desired behavior or have I missed something with the custom sequence command?
Thank's in advance!
Renaud