Hi,
I am wondering if the next dialogue node can show up only after the script or Events invoked by the previous node finishes.
Right now a work around I have is simply splitting them into two conversations, and only start the second conversation by script when the previous action finishes. I am just wondering if there is already some built in feature that does this in a more elegant way.
Also, how about the case where the next node shows up a certain seconds after the previous action is invoked/finished?
Thank you very much!
Proceed to next node until some action finishes
Re: Proceed to next node until some action finishes
Hi,
Each dialogue node lasts until its Sequence is done. (If you're using a continue button mode, the dialogue node always waits until you click the continue button.)
You could set the dialogue node's Sequence to something like:
Then in your C# script or event, call the C# method PixelCrushers.DialogueSystem.Sequencer.Message("Finished");
The first line of the Sequence above plays whatever the Dialogue Manager's Camera & Cutscene Settings > Default Sequence is set to.
The second line continues to the next node when it receives the sequencer message "Finished". (Sequencer messages are arbitrary strings of your choosing.)
Each dialogue node lasts until its Sequence is done. (If you're using a continue button mode, the dialogue node always waits until you click the continue button.)
You could set the dialogue node's Sequence to something like:
Code: Select all
{{default}};
Continue()@Message(Finished)
The first line of the Sequence above plays whatever the Dialogue Manager's Camera & Cutscene Settings > Default Sequence is set to.
The second line continues to the next node when it receives the sequencer message "Finished". (Sequencer messages are arbitrary strings of your choosing.)