Indentifying AC Cutscene calls by Hierarchy calls?
Posted: Mon Jun 06, 2022 5:25 am
My game uses both Dialogue System and Adventure Creator.
I currently have a situation in my game where I have about 6 characters in one place that are gonna have similar Cutscene events around them that move the camera that are going to be called during dialogue via the Sequencer (Eg. CameraLeft, CameraRight, etc.).
However, I need to name each cutscene uniquely so it can be properly identified by the sequencer. I'm currently using one character as a template for the others. Each character however, is gonna have similarly named Cutscenes I'll later configure, but named differently. Both because I'm lazy and I want to improve my efficiency for later development, I don't want to have to rename the 15 different cutscene camera positions and animations for each character for the sequencer to properly work. Is there a way to specify which exact cutscene you're looking for amongst those with the same name if they're organized in the hierarchy?
For example, normally, you'd use AC(CameraLeft) to call a CameraLeft Adventure Creator Cutscene in the Hierarchy. However, is there a way to make it so if there are like 6 different CameraLefts all organized in different named Empty Game Objects you can identify which one? As an example, say I make 6 empty game objects (named Char1, Char2, etc) for each character to categorize them and they all have the Cutscene gameobjects called CameraLeft, could I, in the Sequencer's AC Code, specify I want Char1's CameraLeft specifically or no? AC(Char1/CameraLeft) maybe?
I currently have a situation in my game where I have about 6 characters in one place that are gonna have similar Cutscene events around them that move the camera that are going to be called during dialogue via the Sequencer (Eg. CameraLeft, CameraRight, etc.).
However, I need to name each cutscene uniquely so it can be properly identified by the sequencer. I'm currently using one character as a template for the others. Each character however, is gonna have similarly named Cutscenes I'll later configure, but named differently. Both because I'm lazy and I want to improve my efficiency for later development, I don't want to have to rename the 15 different cutscene camera positions and animations for each character for the sequencer to properly work. Is there a way to specify which exact cutscene you're looking for amongst those with the same name if they're organized in the hierarchy?
For example, normally, you'd use AC(CameraLeft) to call a CameraLeft Adventure Creator Cutscene in the Hierarchy. However, is there a way to make it so if there are like 6 different CameraLefts all organized in different named Empty Game Objects you can identify which one? As an example, say I make 6 empty game objects (named Char1, Char2, etc) for each character to categorize them and they all have the Cutscene gameobjects called CameraLeft, could I, in the Sequencer's AC Code, specify I want Char1's CameraLeft specifically or no? AC(Char1/CameraLeft) maybe?