Hi,
harumin wrote:Is there a way to save active data?
Yes. You'll generally use the Dialogue System's
save system. For example:
Code: Select all
var data = PersistentDataManager.GetSaveData();
PlayerPrefs.SetString("My Saved Game", data);
This returns the Dialogue System's entire environment as a string and saves it in PlayerPrefs.
harumin wrote:Please help I want to save the current active BGM and when I save it in a specific dialogue entry I want that to play on the saved current dialogue entry.
By BGM do you mean background music? If so, you can write a
persistent data component. You can find a starter script in Scripts/Templates. If you're using the RememberCurrentlDialogueEntry.cs script, this script is already a persistent data component. Instead of creating a new script, you can modify this one.
harumin wrote:Also, how can I transfer the database's entire node content and to a .txt file fast?
Do you want to export the contents of your database to a .txt file? If so, what format? If you set your project's Serialization mode to Force Text, the database will already be saved in YAML text format. On the Dialogue Editor's Database tab, you can expand the
Export foldout and export to these additional text formats:
- Chat Mapper XML
- CSV: Comma-separated text file that you can open in MS Excel
- Voiceover Script: Comma-separated text file containing only lines to record for voiceover