OnConversationResponseMenu not called on actor
Posted: Wed May 11, 2016 11:23 am
Hi -
I'm trying to execute some code when the response menu comes up, but my method (on the player object/actor) doesn't get called.
OnConversationStart is triggered, the debug.log outputs fine. OnConversationResponseMenu never outputs the message when the menu appears.
We're using Actor Overrides to display the response menu in world space as a child of the player actor. Still, I thought the messages were sent to all actors and the Dialog Manager.
Any ideas?
One other question: Is it possible to 'bark' an arbitrary string? We're using
DialogueManager.Bark ("NPC Dies", gameObject.transform);
where "NPC Dies" is the name of a conversation... but it would be nice to be able to sometimes just fire off a string without creating a new conversation.
Cheers.
I'm trying to execute some code when the response menu comes up, but my method (on the player object/actor) doesn't get called.
Code: Select all
using UnityEngine;
using System.Collections;
using PixelCrushers.DialogueSystem;
public class PlayerDialogController : MonoBehaviour {
public void OnConversationStart(Transform Actor) {
Debug.Log ("Player received conversationStart event");
}
public void OnConversationResponseMenu(Response[] responses)
{
Debug.Log ("Player received conversationResponseMenu event");
}
}
We're using Actor Overrides to display the response menu in world space as a child of the player actor. Still, I thought the messages were sent to all actors and the Dialog Manager.
Any ideas?
One other question: Is it possible to 'bark' an arbitrary string? We're using
DialogueManager.Bark ("NPC Dies", gameObject.transform);
where "NPC Dies" is the name of a conversation... but it would be nice to be able to sometimes just fire off a string without creating a new conversation.
Cheers.