Control Continue button
Posted: Mon Feb 12, 2018 3:14 pm
Hello,
Is there any way to disable being able to hit Continue before a certain event is received by Dialogue System?
I created my own custom sequence command that I use with my dialogues. This custom command is run at every dialogue entry. This command is in fact a IEnumator function that does different stuff based on the dialogue entry (add an item to the inventory, enable hud element, play sound, fade in/out screen...). However, there is nothing in place right now that control the fact that a player can mash all he wants on the controller to use the continue button while the IEnumator state is not completed. What I thought of is to be able, at the end of the IEnumerator coroutine, tell Dialogue System that yes, all elements in the state is run and continue is "reenabled" so the player can move to the next dialogue entry.
Any idea on how I could do that? Thanks!
Is there any way to disable being able to hit Continue before a certain event is received by Dialogue System?
I created my own custom sequence command that I use with my dialogues. This custom command is run at every dialogue entry. This command is in fact a IEnumator function that does different stuff based on the dialogue entry (add an item to the inventory, enable hud element, play sound, fade in/out screen...). However, there is nothing in place right now that control the fact that a player can mash all he wants on the controller to use the continue button while the IEnumator state is not completed. What I thought of is to be able, at the end of the IEnumerator coroutine, tell Dialogue System that yes, all elements in the state is run and continue is "reenabled" so the player can move to the next dialogue entry.
Any idea on how I could do that? Thanks!