Hey,
I need help in making a "Got Item" dialogue with name and description of the item.
Later I like to localize and the name and description as well, so I need to keep that in mind. How can I do this?
Maybe set the variables as int for let's say an ID and then grab the text from script? I believe am thinking more complex than it should be...
Cheers
MrGurbiful
"Got Item" dialogue with name and description of the item
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- Posts: 3
- Joined: Sun May 03, 2020 8:07 am
Re: "Got Item" dialogue with name and description of the item
Hi,
You don't need to do anything with int IDs.
For the name, create a Text Table asset and assign it to the Dialogue Manager's Localization Settings. Add the item name as a Text Table field. For example, let's say the item is an "apple". Add a field named "apple".
If you're using the Selector/ProximitySelector component and a Usable, set the Usable's name to the same value as the field ("apple"). At runtime, the Selector will look up the localized version of "apple". If you're using using a Selector, you can look up the localized version by calling DialogueManager.GetLocalizedText("apple").
For the description, create a conversation in your dialogue database. It only needs one node, for the description text. Or you can run it as a bark conversation. To localize it, add a localized field as described in the Localization section.
You don't need to do anything with int IDs.
For the name, create a Text Table asset and assign it to the Dialogue Manager's Localization Settings. Add the item name as a Text Table field. For example, let's say the item is an "apple". Add a field named "apple".
If you're using the Selector/ProximitySelector component and a Usable, set the Usable's name to the same value as the field ("apple"). At runtime, the Selector will look up the localized version of "apple". If you're using using a Selector, you can look up the localized version by calling DialogueManager.GetLocalizedText("apple").
For the description, create a conversation in your dialogue database. It only needs one node, for the description text. Or you can run it as a bark conversation. To localize it, add a localized field as described in the Localization section.
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- Posts: 3
- Joined: Sun May 03, 2020 8:07 am
Re: "Got Item" dialogue with name and description of the item
Hey Tony,
thank you for your reply.
Is it possible to do it with multiple objects? It has to be a conversation and no bark. You know I have multiple objects with names and description. And I decided to put the name also in the conversation.
thank you for your reply.
Is it possible to do it with multiple objects? It has to be a conversation and no bark. You know I have multiple objects with names and description. And I decided to put the name also in the conversation.
Last edited by MrGurbiful on Mon May 04, 2020 6:52 am, edited 2 times in total.
Re: "Got Item" dialogue with name and description of the item
Yes, you can do it with multiple objects. Add an entry in the text table for each object. You can run a conversation instead. An easy way to do this is to write a short conversation for each item, for example titled "Items/Apple", "Items/Telephone", "Items/Painting", etc. Then set up a Dialogue System Trigger on each item GameObject that starts the corresponding conversation.
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- Posts: 3
- Joined: Sun May 03, 2020 8:07 am
Re: "Got Item" dialogue with name and description of the item
Ah yes I can see now how!
Thank you very much Tony!
Thank you very much Tony!