I found the cause!
This is because the sequence command of SpineAnimation was written in
<START>node.
When I created an empty node and entered the command, it was able to operate normally.
But there is one problem.
We are using the command as follows because we need to hide the UI for the duration of the show alert display.
- sample_node.png (9.18 KiB) Viewed 1001 times
<> Node
Code: Select all
SetDialoguePanel(false,Immediate);
SpineAnimation(ListenIn,Player,0,false);
SetContinueMode(false);
Delay(2);
<Next node>
Code: Select all
[Sequence]
SpineAnimation(Idle,Player,0,true)@6;
SetDialoguePanel(true)@7;
SetContinueMode(true)@9;
[script]
ShowAlert("text");
he node moves over with a delay(time) that plays the cut scene production in the Empty Node and the time required to display the Show Alert.
However, if you write it like this, an error message appears when you do SetDialoguePanel(ture) in <First script node> and the main character is not displayed:
Coroutine couldn't be started because the the game object 'Portrait Panel(PC)' is inactive!
I think Portrait does not display normally when you move to the next node and activate the Panel while the Panel is Hide.
When I looked for the cause, the animator on the Portrait Panel (PC) was not playing.
Using the Animator Trigger (Show, Portrait Panel (PC)) gives you the desired result.
But in a simpler way is there a way to delay ShowAlert as long as we want? We tried to use ShowAlert as a sequence command, but it didn't work. (So now it works with Script.)
Thank you always for your help!