Adventure Creator 1.44a Update
Posted: Wed Apr 22, 2015 9:15 am
Hi everyone. This is my first time posting here after using Dialogue System. It's a great product and has really helped us out in the development of our game. However, we were also using Adventure Creator in conjunction with Dialogue System and a recent update (April 21) to AC has caused a bug to appear in Dialogue System.
I managed to track down where the bug is coming from, but I'm not sure if there is a quick fix or if you guys are even aware of it just yet. The details of the bug are below.
Current Error
Assets/Libs/Dialogue System/Third Party Support/Adventure Creator/Scripts/Sequencer Commands/SequencerCommandACSpeech.cs(56,31): error CS0029: Cannot implicitly convert type AC.Speech' tofloat'
The specific line that is throwing this error is the following
Script: SequencerCommandACSpeech
Line: 56
float displayDuration = KickStarter.dialog.StartDialog(speaker, message, lineNumber,
language, isBackground, noAnimation);
Invoke("Stop", displayDuration);
Prior to the the 1.44a update to AC the StartDialog function returned a float value. However, with the most recent update, the StartDialog function now returns Speech. Here is the new function (heavily shortened from the looks of it). Additionally the original file Dialog.cs (this is where StartDialog function resides) was over 900 lines. Now it has been shortened to around 400+.
public Speech StartDialog (Char _speaker, string _text, int lineID, string _language, bool isBackground, bool noAnimation)
{
// Remove speaker's previous line
for (int i=0; i<speechList.Count; i++)
{
if (speechList.GetSpeakingCharacter () == _speaker)
{
EndSpeech (i);
i=0;
}
}
Speech speech = new Speech (_speaker, _text, lineID, _language, isBackground, noAnimation);
speechList.Add (speech);
KickStarter.runtimeVariables.AddToSpeechLog (speech.log);
KickStarter.playerMenus.AssignSpeechToMenu (speech);
if (speech.hasAudio)
{
KickStarter.stateHandler.UpdateAllMaxVolumes ();
}
return speech;
}
Any ideas on some sort of a quick fix or when a new integration update can be expected? Both AC and DS have provided a great platform to build this game and we would love to continue using these tools. With AC's latest update they have fixed a couple key WebGL crashes which we will probably need. Unfortunately, DS is currently not compatible.
I managed to track down where the bug is coming from, but I'm not sure if there is a quick fix or if you guys are even aware of it just yet. The details of the bug are below.
Current Error
Assets/Libs/Dialogue System/Third Party Support/Adventure Creator/Scripts/Sequencer Commands/SequencerCommandACSpeech.cs(56,31): error CS0029: Cannot implicitly convert type AC.Speech' tofloat'
The specific line that is throwing this error is the following
Script: SequencerCommandACSpeech
Line: 56
float displayDuration = KickStarter.dialog.StartDialog(speaker, message, lineNumber,
language, isBackground, noAnimation);
Invoke("Stop", displayDuration);
Prior to the the 1.44a update to AC the StartDialog function returned a float value. However, with the most recent update, the StartDialog function now returns Speech. Here is the new function (heavily shortened from the looks of it). Additionally the original file Dialog.cs (this is where StartDialog function resides) was over 900 lines. Now it has been shortened to around 400+.
public Speech StartDialog (Char _speaker, string _text, int lineID, string _language, bool isBackground, bool noAnimation)
{
// Remove speaker's previous line
for (int i=0; i<speechList.Count; i++)
{
if (speechList.GetSpeakingCharacter () == _speaker)
{
EndSpeech (i);
i=0;
}
}
Speech speech = new Speech (_speaker, _text, lineID, _language, isBackground, noAnimation);
speechList.Add (speech);
KickStarter.runtimeVariables.AddToSpeechLog (speech.log);
KickStarter.playerMenus.AssignSpeechToMenu (speech);
if (speech.hasAudio)
{
KickStarter.stateHandler.UpdateAllMaxVolumes ();
}
return speech;
}
Any ideas on some sort of a quick fix or when a new integration update can be expected? Both AC and DS have provided a great platform to build this game and we would love to continue using these tools. With AC's latest update they have fixed a couple key WebGL crashes which we will probably need. Unfortunately, DS is currently not compatible.