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PauseTopDownDuringConversations

Posted: Wed May 18, 2022 1:56 pm
by Peter Drake
I'm using the TopDown engine. I was able to incorporate the Dialogue System as per your documentation, but there are two issues:
  • Unlike in your demo, there's no indicator that the player has to press a control to start the conversation.
  • As soon I start the conversation, I get this error message:

    Code: Select all

    NullReferenceException: Object reference not set to an instance of an object
    PixelCrushers.DialogueSystem.TopDownEngineSupport.PauseTopDownDuringConversations+<StopAnimators>d__14.MoveNext () (at Assets/Pixel Crushers/Dialogue System/Third Party Support/TopDown Engine Support/Scripts/PauseTopDownDuringConversations.cs:186)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
    
    (It still works, but I assume this shouldn't happen.)
Thoughts?

Re: PauseTopDownDuringConversations

Posted: Wed May 18, 2022 2:24 pm
by Tony Li
Hi,
Peter Drake wrote: Wed May 18, 2022 1:56 pmUnlike in your demo, there's no indicator that the player has to press a control to start the conversation.
The demo uses TDE's standard interaction system. The "Ninja - Conversation" GameObject has a child GameObject named "Conversation Trigger". This child GameObject has a "Use On Button Activated" component. In the component's Visual Prompt section, "Use Visual Prompt" is ticked, and the other fields in the section are configured.

As soon I start the conversation, I get this error message:

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
PixelCrushers.DialogueSystem.TopDownEngineSupport.PauseTopDownDuringConversations+<StopAnimators>d__14.MoveNext () (at Assets/Pixel Crushers/Dialogue System/Third Party Support/TopDown Engine Support/Scripts/PauseTopDownDuringConversations.cs:186)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
This will happen if your character's CharacterMovement component(s) don't have Walk Particles defined. I'll make sure it doesn't report that error in the next update. But it's basically harmless.