Use conversations (dialogues) with Bark UI
Posted: Tue Nov 08, 2022 2:05 pm
Hi there!
I'm currently trying to use barks as UI display with conversations. Like, I have two NPCs, when I trigger a condition, a NPC shows a bark text, and after X time the other NPC shows a bark text. All the dialogues are in a conversation.
I have this set up:
This is the conversation:
I previously had the BarkOnIdle.cs on "BarkScared Soldier Strawman" gameObject, where the collider for triggering the conversation is.
But I don't get how this can work.
(Talking about BarkOnIdle.cs) as far as I know, Barker sends messages of OnBarkStart and OnBarkEnd, and Target too. So my guess is that with only one BarkOnIdle.cs and a DialogueActor.cs per NPC should make all work, but it doesn't.
Thanks in advance!
I'm currently trying to use barks as UI display with conversations. Like, I have two NPCs, when I trigger a condition, a NPC shows a bark text, and after X time the other NPC shows a bark text. All the dialogues are in a conversation.
I have this set up:
Spoiler
Spoiler
Spoiler
But I don't get how this can work.
(Talking about BarkOnIdle.cs) as far as I know, Barker sends messages of OnBarkStart and OnBarkEnd, and Target too. So my guess is that with only one BarkOnIdle.cs and a DialogueActor.cs per NPC should make all work, but it doesn't.
Thanks in advance!