Store dialogue entry sequence in a variable?

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Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Store dialogue entry sequence in a variable?

Post by Abelius »

Hi there,

For debugging purposes, I'd like to store in a string variable the contents of the current dialogue entry.

That way I would be able to show on the next dialogue line what I've run in the previous one.

Is it possible?

Thank you.
Unity 2019.4.9f1
Dialogue System 2.2.15
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Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Store dialogue entry sequence in a variable?

Post by Tony Li »

Hi,

You could get it from the subtitle panel's subtitle text UI element.

Or you could download this patch:

DS_PlayMakerPatch_2023-09-24.unitypackage

Then use a Dialogue System Events To PlayMaker component and listen for the OnConversationLine event. The patch above makes this event include the subtitle text as the string data connected to the event.
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Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Store dialogue entry sequence in a variable?

Post by Abelius »

Um... sorry. I've written some nonsense. :?

What I want to store are the contents of the Sequence...:

Image
Unity 2019.4.9f1
Dialogue System 2.2.15
User avatar
Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Store dialogue entry sequence in a variable?

Post by Tony Li »

Can you use a little C#? If so:

Code: Select all

string sequence = DialogueManager.currentConversationState.subtitle.sequence;
Or, in a script on the Dialogue Manager, you can add an OnConversationLine() method:

Code: Select all

void OnConversationLine(Subtitle subtitle)
{
    string sequence = subtitle.sequence;
}
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Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Store dialogue entry sequence in a variable?

Post by Abelius »

I've used the OnConversationLine method. Turns out I did something very similar to send every subtitle ran to the player.log file.

However, I've needed to make a modification so that only the last non-dialogue entries are saved:

Code: Select all

if (this.subtitle != null)
{
    sequence = (conversation != null) ? conversationState.subtitle.dialogueEntry.currentSequence : "";
    DialogueLua.SetVariable("LastSequence", sequence);
}
That is, I'm discriminating which dialogue entry's sequence to save, because I'm not interested in the ones that are used to display dialogue, only the ones that I use for animation shortcuts, such as the one above.

So, it's working.

However, I think it would be ideal to trigger this from a LUA script command instead, so it could be run on demand before jumping to the next entry, even when the sequence contains an immediate Continue() command. And then use [var=xxx] on the next entry, with the peace of mind that it won't be overwritten until you run the LUA command again.

Bonus points, you know. :P

Edit: I'm reading that code I've written and I'm realizing it doesn't look good. I should have used == instead of !=. So I don't know how the hell it's working regardless. :lol:

Edit 2: I've removed the conditional so it's run on every line, and it turns out the variable stored is still the one from the previous entry. That must mean it takes a while to store it back to DS, which serves my purpose, funnily enough.
Unity 2019.4.9f1
Dialogue System 2.2.15
User avatar
Tony Li
Posts: 22112
Joined: Thu Jul 18, 2013 1:27 pm

Re: Store dialogue entry sequence in a variable?

Post by Tony Li »

It sounds like you have it working now. If you need any help with changes, let me know.
User avatar
Abelius
Posts: 318
Joined: Fri Jul 21, 2017 12:45 pm

Re: Store dialogue entry sequence in a variable?

Post by Abelius »

Yes, thank you. And sorry for the mess of my post. I need to learn to experiment more, then actually write. And also trying to avoid working at 2 am. :roll:
Unity 2019.4.9f1
Dialogue System 2.2.15
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