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Using Runic Alert Panel as Selector Panel

Posted: Wed Apr 20, 2022 1:46 am
by Fullen
Hello!

I'm very sorry about the question I'm about to make, but I just got the dialogue system and I'm thinking about using the Runic UI preset. The problem is that while the dialogue UI works just fine, I don't get how to make the Selector Panel use the Runic style instead of the standard gray box.

If someone could tell me or point me to any tutorial that explains this I would deeply appreciate it. I tried looking for some guides but couldn't find anything, and the demo scene hast the same gray box for the interaction selector.

Re: Using Runic Alert Panel as Selector Panel

Posted: Wed Apr 20, 2022 7:26 am
by Tony Li
Hi,

A Runic-styled selector panel isn't included, but you can set one up.

Locate the prefab "Basic Standard UI Selector Elements". Duplicate this prefab. Assign the duplicate to your Dialogue Manager GameObject > Instantiate Prefabs component > Prefabs list in place of Basic Standard UI Selector Elements. Then open the prefab and restyle it using the Runic art textures.

Re: Using Runic Alert Panel as Selector Panel

Posted: Wed Apr 20, 2022 9:49 am
by Fullen
Thanks, that makes sense!
A bit of an unrelated question, but I'm looking to make a system where you can only commence dialogue with an NPC you are in front of (so a trigger zone is fine), but also that is in your camera (so you can't talk to them while facing away from them). Is there anywhere you could point me to where I can insert my camera detecting code to work alongside the normal trigger area zone code?

Re: Using Runic Alert Panel as Selector Panel

Posted: Wed Apr 20, 2022 10:42 am
by Tony Li
Hi,

You could use a Proximity Selector instead of a Selector, and use a cone-shaped collider that matches the camera's view cone.

Alternatively, you could make a subclass of Selector that overrides the SetCurrentUsable() method. In this method, first check if the potential selection meets your criteria. If so, call base.SetCurrentUsable() to select it.