They use Unity's GameObject.SendMessage() method. In your example, the sequencer command will find the GameObject named "Subtitle Panel 0". This GameObject must be active. Then Unity's GameObject.SendMessage() method will examine all scripts on the GameObject. If any script has a Close() method, it will call that method.[
I used the send "SendMessage(Close,, Subtitle Panel 0)@2;" because I saw it in one post about how to achieve a nice fadein/fadeout effect when you do the cleaning while the fade takes places. I was assuming that the Subtitle Panel 0 which is part of the VN UI is prepared to receive this message, right?
Alatriste wrote: ↑Tue Aug 07, 2018 10:18 pm
I'm trying to polish my small game and I found out that when I change dialogues through the option "Link to", usually the last text from the previous conversation still shows up and it doesn't clean up until the new dialogue starts.
Hmm, it should work just like you linked to another node in Conversation A. Is this not the case?
It works, but the previous line is visible during a few seconds before the new conversation starts. This delay happens because I have a Fade(in, 2) in the sequence of the new conversation. My question is how to remove the previous line during the fade because something is not working (perhaps the SendMessage that I was talking about above is not doing the job because the GO is not listening anything?)
My suggestion here is that no matter what when we start a new dialogue, all UI panels should clean their content. At the moment the content seems to be there until is overwritten by a new conversation.