Sequencer not recognizing my scripts.
Posted: Tue Sep 01, 2020 7:14 pm
I've been trying to add a custom sequencer that calls a function that i've written inside another script, but the sequencer can't find most of the scripts i have written, heres the error I get :
Assets\Plugins\Pixel Crushers\Dialogue System\Templates\Scripts\SequencerCommandAudreyMove.cs(20,69): error CS0246: The type or namespace name 'DirectressMovement' could not be found (are you missing a using directive or an assembly reference?)
How can I reference this script inside the Sequencer? Heres how I set the custom SequencerCommand
Assets\Plugins\Pixel Crushers\Dialogue System\Templates\Scripts\SequencerCommandAudreyMove.cs(20,69): error CS0246: The type or namespace name 'DirectressMovement' could not be found (are you missing a using directive or an assembly reference?)
How can I reference this script inside the Sequencer? Heres how I set the custom SequencerCommand
Code: Select all
using UnityEngine;
using System.Collections;
using PixelCrushers.DialogueSystem;
namespace PixelCrushers.DialogueSystem.SequencerCommands
{
public class SequencerCommandAudreyMove : SequencerCommand
{ // Rename to SequencerCommand<YourCommand>
public void Awake()
{
// Add your initialization code here. You can use the GetParameter***() and GetSubject()
// functions to get information from the command's parameters. You can also use the
// Sequencer property to access the SequencerCamera, CameraAngle, Speaker, Listener,
// SubtitleEndTime, and other properties on the sequencer. If IsAudioMuted() is true,
// the player has muted audio.
GameObject directressObj = GameObject.Find("Directress");
DirectressMovement dirMove = directressObj.GetComponent<DirectressMovement>();
dirMove.Move();
//DiaTrigger trigger = FindObjectOfType<DiaTrigger>();
//trigger.directressStage = 1;
print("MOVING EVENT PLAYED");
// If your sequencer command only does something immediately and then finishes,
// you can call Stop() here and remove the Update() method:
//
Stop();
//
// If you want to use a coroutine, use a Start() method in place of or in addition to
// this method.
}
}
}