Using Runic Alert Panel as Selector Panel

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
Fullen
Posts: 5
Joined: Wed Apr 20, 2022 1:41 am

Using Runic Alert Panel as Selector Panel

Post by Fullen »

Hello!

I'm very sorry about the question I'm about to make, but I just got the dialogue system and I'm thinking about using the Runic UI preset. The problem is that while the dialogue UI works just fine, I don't get how to make the Selector Panel use the Runic style instead of the standard gray box.

If someone could tell me or point me to any tutorial that explains this I would deeply appreciate it. I tried looking for some guides but couldn't find anything, and the demo scene hast the same gray box for the interaction selector.
User avatar
Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using Runic Alert Panel as Selector Panel

Post by Tony Li »

Hi,

A Runic-styled selector panel isn't included, but you can set one up.

Locate the prefab "Basic Standard UI Selector Elements". Duplicate this prefab. Assign the duplicate to your Dialogue Manager GameObject > Instantiate Prefabs component > Prefabs list in place of Basic Standard UI Selector Elements. Then open the prefab and restyle it using the Runic art textures.
Fullen
Posts: 5
Joined: Wed Apr 20, 2022 1:41 am

Re: Using Runic Alert Panel as Selector Panel

Post by Fullen »

Thanks, that makes sense!
A bit of an unrelated question, but I'm looking to make a system where you can only commence dialogue with an NPC you are in front of (so a trigger zone is fine), but also that is in your camera (so you can't talk to them while facing away from them). Is there anywhere you could point me to where I can insert my camera detecting code to work alongside the normal trigger area zone code?
User avatar
Tony Li
Posts: 21980
Joined: Thu Jul 18, 2013 1:27 pm

Re: Using Runic Alert Panel as Selector Panel

Post by Tony Li »

Hi,

You could use a Proximity Selector instead of a Selector, and use a cone-shaped collider that matches the camera's view cone.

Alternatively, you could make a subclass of Selector that overrides the SetCurrentUsable() method. In this method, first check if the potential selection meets your criteria. If so, call base.SetCurrentUsable() to select it.
Post Reply