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Continue button requires wait or double click
Posted: Sat Oct 06, 2018 8:05 pm
by BillyTheKid
Hello,
I have a continue button. It's just the default one of the Conversation Log UI Example, which I use. It appears right from the start and generally works as intended if you wait a couple of seconds before you press OR if you double click on it. If you just click on it right away once, nothing happens until you click on it again. The HoverTexture stays visible in this case until you click again.
My settings:
The conversation texts appear right away (Subtitle Chars Per Second = 1000, Min Subtitle Seconds = 0.1).
Continue Button is set to "always".
Any idea whats happening?
Offtopic: Its not possible to have the Conversation Log UI Example AND the Typewriter Effect, since the Log UI just adds the additional dialogue to the same text component, am I right?
Thanks for your help in advance.
Dialogue System Version 2.04
Unity 2018.1.1F1
Re: Continue button requires wait or double click
Posted: Sat Oct 06, 2018 10:28 pm
by Tony Li
Hi,
BillyTheKid wrote: ↑Sat Oct 06, 2018 8:05 pmOfftopic: Its not possible to have the Conversation Log UI Example AND the Typewriter Effect, since the Log UI just adds the additional dialogue to the same text component, am I right?
I'll answer this one first, since it might make the other question moot.
You're correct; the Conversation Log UI example, which uses the older Unity UI Dialogue UI setup, doesn't support the typewriter effect.
Instead, use the Dialogue System's Standard Dialogue UI setup. Two prefabs that work like the Conversation Log UI are
Standard UI Prefabs / Pro / Runic UI and
Standard UI Prefabs / Templates / WRPG. They support typewriter effects and continue buttons.
---
However, if you still want to use the Conversation Log UI (without typewriter), you'll need to make two changes since it wasn't originally designed for continue buttons.
1. Move the Continue Button to be the last child of the Interior Panel GameObject. This way the Scroll Rect child won't block the mouse cursor from being able to interact with the button.
2. Since the UI doesn't support a typewriter effect, reassign the Continue Button's OnClick() event to the Conversation Log Unity UI Dialogue UI's UnityUIDialogueUI.OnContinue method. (You'll see that it currently points to UnityUIContinueButtonFastForward.OnFastForward, which attempts to fast-forward the unsupported typewriter effect.)
Re: Continue button requires wait or double click
Posted: Mon Oct 08, 2018 9:17 pm
by BillyTheKid
Thanks for the quick response!
The Runic UI prefab you proposed works perfectly.
But there is one flaw to it, I suppose shouldn't be this way.
When I used the Log UI Example not only the PC text was added to the log but also the players answers.
I feel like this is quite a substantial feature for such a dialogue system, therefore I suppose I am missing something?
I already tried different settings but need another hint...
Thanks again!
Re: Continue button requires wait or double click
Posted: Mon Oct 08, 2018 9:33 pm
by Tony Li
Hi,
Inspect the Dialogue Manager GameObject. Tick Subtitle Settings > Show PC Subtitles During Line and untick Skip PC Subtitles After Response Menu.
(Should you want to override this behavior for a specific conversation, inspect that conversation's properties by clicking on blank canvas space while editing the conversation. Then click the Override checkbox in the Inspector.)
Re: Continue button requires wait or double click
Posted: Tue Oct 16, 2018 2:43 am
by BillyTheKid
Worked perfectly!
Is it also possible to have the speakers names in another color and/or bold in the log?
Like: "Player: This is a dialogue!"
Or generally to have PC lines in another color than NPC lines in the log?
The way it is now is quite distracting in my opinion if you have a lot of different lines under each other.
Re: Continue button requires wait or double click
Posted: Tue Oct 16, 2018 9:56 am
by Tony Li
Hi,
Add a
Dialogue Actor component to the character's GameObject. Tick
Set Subtitle Color, and set the color.
You can leave Apply Color To Prepended Name unticked, since the subtitle panel will automatically prepend the character's name. If you don't want the subtitle panel to prepend the name, inspect the dialogue UI's Subtitle Panel Info GameObject, and untick Add Speaker Name.