Custom timer & triggering events at dialogue lines

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gourangas
Posts: 10
Joined: Mon May 04, 2020 9:59 am

Custom timer & triggering events at dialogue lines

Post by gourangas »

Hello, again :),

I am trying to create a custom quest timer. After a lot of research the only solution that I was able to work with was AddLuaObserver(). As a general idea, I found it very difficult to trigger custom events depending on the ongoing dialogue line (subtitle). And I don't mind using the lua observer but I just don't think it would be a good ideea to have a lot of subscribers that need to check something every Update() and also having to keep track of the subscriptions (in case a lot of action is happening in one scene).

I would like to have a system where there is a Quest class that has attributes like OnFailed(), OnStart(), OnSuccess(), a variable isTimed and the QuestTimer class (which handles counting and displaying the timer)

A reference in the DialogueManager of the quest timer and every time a quest starts the DialogueManager should also start the timer (if the isTimed attribute of the quest is true).

So my question is is there a smarter alternative to do this? I would gladly try to implement what I've mentioned above but I'm afraid that future updates will not be compatible anymore (since I am editing the DialogueManager class)

Thanks
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Custom timer & triggering events at dialogue lines

Post by Tony Li »

Hi,

To get events when quest states change, you can use a Dialogue System Events component or hook into QuestLog.SetQuestStateOverride or write a script with an OnQuestStateChange method. Example:

Code: Select all

void OnQuestStateChange(string quest)
{
    switch (QuestLog.GetQuestState(quest))
    {
        case QuestState.Active:
            Invoke("UpdateTimer", 1, 1); // Start timer
            break;
        case QuestState.Success:
        case QuestState.Failure:
        case QuestState.Abandoned:
            CancelInvoke(); // Stop timer
            break;
    }
    
    void UpdateTimer()
    {
        // Maybe update a Dialogue System variable or quest field with the time.
        DialogueManager.SendUpdateTracker();
    }
}
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