Multiple Small Questions regarding the Dialogue System
Posted: Fri Aug 25, 2023 4:17 pm
Hi, this is my first time posting here. I just want to begin by saying that this is an amazing asset you've created, and it's been quite fun for the most part to learn. I had a few questions on how to finish up customizing my UIs and conversations.
-Variables: I've set up an example conversation where talking to the NPC increases a variable each time, allowing for different texts. I thought this would be useful for interactable objects, as they could each have an instance of this variable that raises when examined. I had this setup in a previous engine I've now abandoned, and it worked amazingly, but I've yet to determine how to do this in Unity. While I do know a bit of C#, I'm unfamiliar with both Lua and the methods and classes of this asset. This seems easy in my head, but I need a nudge in the correct direction.
-Hiding Portraits and Names: On that note, I need to be able to easily hide the portrait section of the UI. I've pretty heavily customized the JRPG template and have everything related to portraits under the Portrait Panel, but I don't know how to disable and reenable this as needed through Lua or C#. I should note that I have almost no experience working with UI using direct code, and learning from this asset has actually been my first real experience working with UI entirely! I found many results related to this topic in my searches, but nothing exactly matching my needs.
-Cancelled Conversations: I've found some settings related to cancelling the conversation when the player walks away. This works great on its own, but I'd also like to change a variable noting that the player walked away from the conversation, and have the NPC react to it, maybe with a bark at that moment or a different conversation when you next talk to them. I'm unsure how to trigger the variable change when this happens, unfortunately.
-Keyboard Navigation: I'm sorry, I'm sure you get asked this a lot, but I just wasn't able to figure it out, even after looking it up. I want to navigate dialogue choices using the keyboard. I tried to enable this by adding the GUI Control script to the Response Menu Panel and enabling the Navigation option, but this didn't work. I think I'm close, however. The other issue is that the same keys used for movement would also be used for navigation, so I'd need the player to be able to move around (and potentially cancel the conversation if they wander off) until a choice comes up, which would prevent the player from moving while the choice remains on-screen.
Items: The items variable sticks out to me because of how little functionality it has. Just a name, description, and seemingly the ability to instance it?? I don't know. Am I missing something here? What is this for?
I'm really sorry if a lot of these questions are just me being dumb, but thank you in advance for any help you can give me.
Edit: Just remembered. I'd also like to ask about text appearing one character at a time. I saw a setting for "Typewriter text"? Or something like that anyway. I wanted dialogue text to appear .. not all at once, if you understand. Is this possible, and if so, how? Also being able to adjust the speed of the text would be nice.
-Variables: I've set up an example conversation where talking to the NPC increases a variable each time, allowing for different texts. I thought this would be useful for interactable objects, as they could each have an instance of this variable that raises when examined. I had this setup in a previous engine I've now abandoned, and it worked amazingly, but I've yet to determine how to do this in Unity. While I do know a bit of C#, I'm unfamiliar with both Lua and the methods and classes of this asset. This seems easy in my head, but I need a nudge in the correct direction.
-Hiding Portraits and Names: On that note, I need to be able to easily hide the portrait section of the UI. I've pretty heavily customized the JRPG template and have everything related to portraits under the Portrait Panel, but I don't know how to disable and reenable this as needed through Lua or C#. I should note that I have almost no experience working with UI using direct code, and learning from this asset has actually been my first real experience working with UI entirely! I found many results related to this topic in my searches, but nothing exactly matching my needs.
-Cancelled Conversations: I've found some settings related to cancelling the conversation when the player walks away. This works great on its own, but I'd also like to change a variable noting that the player walked away from the conversation, and have the NPC react to it, maybe with a bark at that moment or a different conversation when you next talk to them. I'm unsure how to trigger the variable change when this happens, unfortunately.
-Keyboard Navigation: I'm sorry, I'm sure you get asked this a lot, but I just wasn't able to figure it out, even after looking it up. I want to navigate dialogue choices using the keyboard. I tried to enable this by adding the GUI Control script to the Response Menu Panel and enabling the Navigation option, but this didn't work. I think I'm close, however. The other issue is that the same keys used for movement would also be used for navigation, so I'd need the player to be able to move around (and potentially cancel the conversation if they wander off) until a choice comes up, which would prevent the player from moving while the choice remains on-screen.
Items: The items variable sticks out to me because of how little functionality it has. Just a name, description, and seemingly the ability to instance it?? I don't know. Am I missing something here? What is this for?
I'm really sorry if a lot of these questions are just me being dumb, but thank you in advance for any help you can give me.
Edit: Just remembered. I'd also like to ask about text appearing one character at a time. I saw a setting for "Typewriter text"? Or something like that anyway. I wanted dialogue text to appear .. not all at once, if you understand. Is this possible, and if so, how? Also being able to adjust the speed of the text would be nice.