Kind of a weird question here, but hopefully you can point me in the right direction (and also make sense of it )
I'm experimenting with DS and QM still and am trying to figure out the best way to organise my dialogue database while also keeping it as flexible as possible.
I'm managing all conversations through QM and calling upon the dialogue from the DS database. What I would like to do is have a bunch of generic headers like "Gatherer", "Hunter", "Crafter" etc as a way of organising all the conversations in the database (for example, "Gatherer/Raspberries/Assign").
Because I plan to use this database in multiple projects I would like to assign the same conversations to different NPCs. I'm hoping that I can assign multiple NPCs to say the "Gatherer" actor label. I have assigned the conversations to the different types "Gatherer", "Hunter" etc and then assigned each type of character to those types of roles.
All of the above appears to be working and I can assign the conversations to different characters. However, I have created a camera manager that auto assigns a suite of virtual cameras to the conversation actor. If the actors are uniquely assigned in the dialogue database and those match uniquely assigned Dialogue Actors for each NPC my camera system works. However, if I assign all gather conversations to the "Gatherer" actor in the Dialogue Database and then assign all the gather NPCs to the generic "Gatherer" actor then the cameras only snap to one of the NPCs (I believe this is the first one registered on start).
The code I use to grab the actors transform is simply:
Code: Select all
public class VSDialogueCameraBasic : MonoBehaviour
{
public void OnConversationStart(Transform actor)
{
VSDialogueCameraManager.OnConversationStart(actor, transform);
}
public void OnConversationEnd(Transform actor)
{
VSDialogueCameraManager.OnConversationEnd(actor, transform);
}
}
Thanks as always,
Nathan