Change Between Panels
Posted: Thu Feb 06, 2025 11:43 pm
Hello!
I'm a bit lost with some decisions.
In my game you can talk to NPCs and collect items. To talk to NPCs there is a conventional dialogue system.
To pick up items I have thought of using the DialogueSystem too:
A menu appears with a text, and the relevant buttons that are in the text node. For example:
- Do you want to pick this pretty flower? -Yes -No -Tread on it.
The case is that I want that the dialogs are visually of a way, and in the case of picking up objects it is seen of another one (although in essence they work the same).
Then I have 2 options.
1 - I don't know if I should create 2 different Dialogue UI, and call the one to pick up objects using “Override Dialogue UI” from the “Dialogue System Trigger” that the Items of the game have.
2 - Or to create a single Dialogue UI with two “Subtitle Panels” (one for dialogs, and the other as system text that asks you if you want to pick up the object), and with two “Response Panels” (one for dialogs, and the other as system buttons).
Which is the best option? In the case of the second one, how could I change the Panels as I need? I have created an Actor called “System” and in the “dialogue System Trigger” of the items I put the Sequence “SetPanel(System,1)”. That activates the system panel, but the Response buttons of the dialogs appear and not the second one.
What should I do? Maybe is "Override Dialogue UI” from the ‘Dialogue System Trigger’ the best way?
I'm a bit lost with some decisions.
In my game you can talk to NPCs and collect items. To talk to NPCs there is a conventional dialogue system.
To pick up items I have thought of using the DialogueSystem too:
A menu appears with a text, and the relevant buttons that are in the text node. For example:
- Do you want to pick this pretty flower? -Yes -No -Tread on it.
The case is that I want that the dialogs are visually of a way, and in the case of picking up objects it is seen of another one (although in essence they work the same).
Then I have 2 options.
1 - I don't know if I should create 2 different Dialogue UI, and call the one to pick up objects using “Override Dialogue UI” from the “Dialogue System Trigger” that the Items of the game have.
2 - Or to create a single Dialogue UI with two “Subtitle Panels” (one for dialogs, and the other as system text that asks you if you want to pick up the object), and with two “Response Panels” (one for dialogs, and the other as system buttons).
Which is the best option? In the case of the second one, how could I change the Panels as I need? I have created an Actor called “System” and in the “dialogue System Trigger” of the items I put the Sequence “SetPanel(System,1)”. That activates the system panel, but the Response buttons of the dialogs appear and not the second one.
What should I do? Maybe is "Override Dialogue UI” from the ‘Dialogue System Trigger’ the best way?