A couple of question regarding event parameters and databases
Posted: Wed Sep 23, 2020 12:54 pm
Hello and thanks in advance for any help.
I'm looking into possibly incorporating this system into a project I've been working on. However, there's a few roadblocks I'm running into that I'm not quite sure how to solve.
First Question
I currently have a dialogue portrait system in place that takes in multiple method parameters in order to display an animated character in the scene. Kind of how fungus works with their stage and flowchart.
The system in question calls a method that takes in 4 parameters. (GameObject, Enum, String, Bool)
GameObject - Multi layered sprite with all of it's components. Ideally I would assign this prefab from the assets directly into a dialogue block for when the character needs to show up.
Enum for screen position. (Left, middle, right etc.)
String Animation state of the sprite for their expression
Bool to flip the sprite left or right when instantiating.
I've been researching and I'm not sure if I would be able to get this to work using Lua or the Sequence commands that the system uses. The closest thing I saw were the scene independent events, but those take only 1 parameter. Is there something I'm possibly overlooking here aside from rewriting the dialogue portrait system to work with a single parameter somehow?
Second Question
Are there any foreseeable issues with using multiple dialogue databases and swapping between them on the fly? For example, if I have a quest system where each quest encapsulates it's dialogue within it's own database? I would most likely use the dialogue system for it's ability to navigate through text blocks more than anything else honestly since the project I'm working on already has a few things such as Quests/Saving/etc in place.
Thanks again!
I'm looking into possibly incorporating this system into a project I've been working on. However, there's a few roadblocks I'm running into that I'm not quite sure how to solve.
First Question
I currently have a dialogue portrait system in place that takes in multiple method parameters in order to display an animated character in the scene. Kind of how fungus works with their stage and flowchart.
The system in question calls a method that takes in 4 parameters. (GameObject, Enum, String, Bool)
GameObject - Multi layered sprite with all of it's components. Ideally I would assign this prefab from the assets directly into a dialogue block for when the character needs to show up.
Enum for screen position. (Left, middle, right etc.)
String Animation state of the sprite for their expression
Bool to flip the sprite left or right when instantiating.
I've been researching and I'm not sure if I would be able to get this to work using Lua or the Sequence commands that the system uses. The closest thing I saw were the scene independent events, but those take only 1 parameter. Is there something I'm possibly overlooking here aside from rewriting the dialogue portrait system to work with a single parameter somehow?
Second Question
Are there any foreseeable issues with using multiple dialogue databases and swapping between them on the fly? For example, if I have a quest system where each quest encapsulates it's dialogue within it's own database? I would most likely use the dialogue system for it's ability to navigate through text blocks more than anything else honestly since the project I'm working on already has a few things such as Quests/Saving/etc in place.
Thanks again!