Animate/hide panel after continue button pressed
Posted: Thu Dec 31, 2020 9:45 pm
Hi Tony,
As always, I'm sure there is a stupidly simple way to do this, but after a few hours searching the forum and testing out a bunch of things, I haven't been able to get it.
I have a continue button after each dialogue node, and I'd like to hide the dialogue panel after the user clicks the continue button (and then bring it back up for the next node with animation when the speaker changes). I have nearly all of this working, except I can't figure out how to run SetDialoguePanel(false) when the continue button is pressed in the sequencer. I tried attaching a script to the continue button to send a message (ContinueButtonPressed) to the dialogue system, but it doesn't appear to do anything.
Here's the Default Sequence I'm using:
I originally had it set up with SetDialoguePanel(false)@{{end}}, but that just brings up the same dialogue node and then I have to press the continue button.
Second question: I have an animation set up for the Dialogue Panel. Whenever I start a conversation it animates correctly, but on subsequent hide/show animations in the same conversation it uses some other animation that I can't figure out where it's coming from. I tried putting an animation on Subtitle Panel Info, but that didn't seem to do anything. Any idea why subsequent nodes are using a different animation?
https://ibb.co/HCyFMJN
TLDR: I'd like the continue button and panel animation to function like it does in Hades and can't figure out how to listen for the continue button being pressed in the sequencer
As always, I'm sure there is a stupidly simple way to do this, but after a few hours searching the forum and testing out a bunch of things, I haven't been able to get it.
I have a continue button after each dialogue node, and I'd like to hide the dialogue panel after the user clicks the continue button (and then bring it back up for the next node with animation when the speaker changes). I have nearly all of this working, except I can't figure out how to run SetDialoguePanel(false) when the continue button is pressed in the sequencer. I tried attaching a script to the continue button to send a message (ContinueButtonPressed) to the dialogue system, but it doesn't appear to do anything.
Here's the Default Sequence I'm using:
Code: Select all
AudioWait(entrytag);
Delay({{end}});
SetDialoguePanel(false)@Message(ContinueButtonPressed)->Message(Hid);
Delay(1)@Message(Hid)->Message(Delayed);
SetDialoguePanel(true)@Message(Delayed);
Second question: I have an animation set up for the Dialogue Panel. Whenever I start a conversation it animates correctly, but on subsequent hide/show animations in the same conversation it uses some other animation that I can't figure out where it's coming from. I tried putting an animation on Subtitle Panel Info, but that didn't seem to do anything. Any idea why subsequent nodes are using a different animation?
https://ibb.co/HCyFMJN
TLDR: I'd like the continue button and panel animation to function like it does in Hades and can't figure out how to listen for the continue button being pressed in the sequencer