Hi, I have made a home button with: public void startGame(string scene) {
Application.LoadLevel(scene); }
Put the button on canvas under the Dialogue Manager.
When i press it, other scene is loaded but all the buttons and recent conversations from previous scene is coming too. Basically the Canvas from Dialogue Manager is showing.
I want them disappear when i change screen and reappear when i go back to that previous screen.
for example: HOME button: I want to exit the game scene in the middle of a conversation, go to home page for changing an option lets say and when i come back to the previous game scene i want it the conversation continue from the same place.
I have auto save load script on dialogue manager.
Please help me for the solution.
Changing Scene Problems
Re: Changing Scene Problems
Hello,
One solution is to simply hide the dialogue panel. You could use code like this:
After returning to the dialogue scene, use this:
---
If that won't work for you for some reason, you can save the game before leaving the dialogue scene. To do this, set up the save system and add a Conversation State Saver component to the Dialogue Manager. Then use code like this:
To return to the dialogue scene, don't use SceneManager.LoadScene or Application.LoadLevel. Instead, load the saved game:
One solution is to simply hide the dialogue panel. You could use code like this:
Code: Select all
DialogueManager.PlaySequence("SetDialoguePanel(false)");
SceneManager.LoadScene(scene); //<-- Newer version of Application.LoadLevel(scene);
Code: Select all
DialogueManager.PlaySequence("SetDialoguePanel(true)");
If that won't work for you for some reason, you can save the game before leaving the dialogue scene. To do this, set up the save system and add a Conversation State Saver component to the Dialogue Manager. Then use code like this:
Code: Select all
PixelCrushers.SaveSystem.SaveToSlot(0);
DialogueManager.StopConversation();
SceneManager.LoadScene(scene);
Code: Select all
PixelCrushers.SaveSystem.LoadFromSlot(0);
Re: Changing Scene Problems
CODE: SELECT ALL
DialogueManager.PlaySequence("SetDialoguePanel(false)"); is closing perfectly the conversation but not opening again with:
DialogueManager.PlaySequence("SetDialoguePanel(true)");
what might be the problem?
I added two button on canvas as DialogOn DialogOFF >
public void DialogOn()
{
Debug.Log("dialogOn");
DialogueManager.PlaySequence("SetDialoguePanel(true)");
}
public void DialogOff()
{
Debug.Log("dialogoff");
DialogueManager.PlaySequence("SetDialoguePanel(false)");
}
DialogOff button has no problems. DialogOn button writing the Debug.Log command to console but not activating dialog box.
Saving scenes out of auto save may cause problem, confusion for coming home scene from multiple scenes , am i wrong?
DialogueManager.PlaySequence("SetDialoguePanel(false)"); is closing perfectly the conversation but not opening again with:
DialogueManager.PlaySequence("SetDialoguePanel(true)");
what might be the problem?
I added two button on canvas as DialogOn DialogOFF >
public void DialogOn()
{
Debug.Log("dialogOn");
DialogueManager.PlaySequence("SetDialoguePanel(true)");
}
public void DialogOff()
{
Debug.Log("dialogoff");
DialogueManager.PlaySequence("SetDialoguePanel(false)");
}
DialogOff button has no problems. DialogOn button writing the Debug.Log command to console but not activating dialog box.
Saving scenes out of auto save may cause problem, confusion for coming home scene from multiple scenes , am i wrong?
Re: Changing Scene Problems
Please make sure you're using Dialogue System version 2.1.6 or higher. (Version 2.1.6 is the current version as of this post.)
Version 2.1.6 fixed a bug in SetDialoguePanel(true).
Version 2.1.6 fixed a bug in SetDialoguePanel(true).
Re: Changing Scene Problems
Thank you I am using save method now and working.
How can i get rid of buttons or other canvas elements of dialogue manager such as quest HUD or my custom buttons when i change screen?
Now When i go to home screen i disable buttons of dialogue screen: public void DisableButton(GameObject buton)
{
if (buton.activeSelf == true)
{
buton.SetActive(false);
}
}
However when i return to dialogue scene with
PixelCrushers.SaveSystem.LoadFromSlot(0);
There is a script attached to an empty game object in the dialogue scene:
I use this function in void Start or Void Awake
Public Gameobject homeButton; (i assign "home button" gameobject to this on script on empty game object)
void Start (){ ActivateButon(homebutton) }
void ActivateButon(GameObject buton)
{
Debug.Log("activate buton");
if (buton.activeSelf == false
)
{
buton.SetActive(true);
}
}
it writes debug.log to console but nothing else happening.
I tried this function as well to go home screen and make buttons not visible:
public void SizetoZero(GameObject buton)
{
if (buton.activeSelf == true)
{
buton.GetComponent<RectTransform>().localScale = new Vector3(0, 0, 0);
// buton.SetActive(false);
}
}
It makes butoton size 0 when i got to home scene.
again when i return to dialogue scene with
PixelCrushers.SaveSystem.LoadFromSlot(0);
void SizetoOne(GameObject buton)
{
Debug.Log("sizeeee1111");
buton.GetComponent<RectTransform>().localScale = new Vector3(1, 1, 1);
// buton.SetActive(true);
}
when i go back to dialogue screen debug.log writes but button size does NOT change to 1.
How can i get rid of buttons or other canvas elements of dialogue manager such as quest HUD or my custom buttons when i change screen?
How can i get rid of buttons or other canvas elements of dialogue manager such as quest HUD or my custom buttons when i change screen?
Now When i go to home screen i disable buttons of dialogue screen: public void DisableButton(GameObject buton)
{
if (buton.activeSelf == true)
{
buton.SetActive(false);
}
}
However when i return to dialogue scene with
PixelCrushers.SaveSystem.LoadFromSlot(0);
There is a script attached to an empty game object in the dialogue scene:
I use this function in void Start or Void Awake
Public Gameobject homeButton; (i assign "home button" gameobject to this on script on empty game object)
void Start (){ ActivateButon(homebutton) }
void ActivateButon(GameObject buton)
{
Debug.Log("activate buton");
if (buton.activeSelf == false
)
{
buton.SetActive(true);
}
}
it writes debug.log to console but nothing else happening.
I tried this function as well to go home screen and make buttons not visible:
public void SizetoZero(GameObject buton)
{
if (buton.activeSelf == true)
{
buton.GetComponent<RectTransform>().localScale = new Vector3(0, 0, 0);
// buton.SetActive(false);
}
}
It makes butoton size 0 when i got to home scene.
again when i return to dialogue scene with
PixelCrushers.SaveSystem.LoadFromSlot(0);
void SizetoOne(GameObject buton)
{
Debug.Log("sizeeee1111");
buton.GetComponent<RectTransform>().localScale = new Vector3(1, 1, 1);
// buton.SetActive(true);
}
when i go back to dialogue screen debug.log writes but button size does NOT change to 1.
How can i get rid of buttons or other canvas elements of dialogue manager such as quest HUD or my custom buttons when i change screen?
Last edited by salam on Wed May 29, 2019 1:56 pm, edited 1 time in total.
Re: Changing Scene Problems
Hi,
If the quest tracker HUD is the only thing that's left to hide, you can call its HideTracker() and ShowTracker() methods. For example:
If other things inside the Dialogue System's Canvas are visible and you want to hide the entire Canvas, you can write a short bit of code.
To hide the Canvas:
To show the Canvas again:
If the quest tracker HUD is the only thing that's left to hide, you can call its HideTracker() and ShowTracker() methods. For example:
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FindObjectOfType<StandardUIQuestTracker>().HideTracker();
To hide the Canvas:
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DialogueManager.displaySettings.dialogueUI.GetComponentInParent<Canvas>().enabled = false;
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DialogueManager.displaySettings.dialogueUI.GetComponentInParent<Canvas>().enabled = true;