Listener Keyword in Custom Sequence Script
Posted: Sat Apr 14, 2018 7:53 pm
Hi,
I am trying to use a custom sequencer command script that uses the listener as a parameter, but it is passing in the word "listener" rather the name of the actor or Game Object of the actor.
I have: A dialog entry with "AssignPlot(listener);" in the Sequence field and a custom sequencer script as follows:
When I run this, the following is in the Debug log: "SC Assign Plot: Listener Param: listener". I would want either the name of the game object or the actor name (I have an Override Actor Name component) to be populated instead of "listener".
I found the following thread that seemed to have a similar thing: viewtopic.php?f=3&t=1165&p=6209. Per one of the troubleshooting steps I turned on the Debug Level to Info and am seeing the correct Game Object and Actor name being referenced.
I am pretty new to all of the Dialogue System, general coding, and Unity.
Thank you for any help!
I am trying to use a custom sequencer command script that uses the listener as a parameter, but it is passing in the word "listener" rather the name of the actor or Game Object of the actor.
I have: A dialog entry with "AssignPlot(listener);" in the Sequence field and a custom sequencer script as follows:
Code: Select all
public class SequencerCommandAssignPlot : SequencerCommand {
public void Start() {
string villagerName = GetParameter(0);
Debug.Log("SC Assign Plot: Listener Param: " + villagerName);
Stop();
}
}
I found the following thread that seemed to have a similar thing: viewtopic.php?f=3&t=1165&p=6209. Per one of the troubleshooting steps I turned on the Debug Level to Info and am seeing the correct Game Object and Actor name being referenced.
I am pretty new to all of the Dialogue System, general coding, and Unity.
Thank you for any help!