Creating conversation in Editor through script

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forrestuv
Posts: 64
Joined: Tue Nov 06, 2018 11:28 am

Creating conversation in Editor through script

Post by forrestuv »

Hi,
I need to create conversations through editor script.
This conversation must have 2 entries (and 1 startnode)
I create the 2 entries and add them to conversation.
Everything works fine, except the start node that is created with an ID succesive to the previous 2 entries.
What's the correct procedure to create conversation with a startnode with id=0?
I've also tried creating the startnode myself setting id=0 and root=true but another startnode gets created automatically.

Code: Select all

Conversation conv = new Conversation();

            //DialogueEntry de_start = new DialogueEntry();
            //de_start.isRoot = true;
            //de_start.id = 0;
            //de_start.fields = new List<Field>();
            //de_start.fields.Add(new Field("Title", string.Empty, FieldType.Text));
            //de_start.fields.Add(new Field("Description", string.Empty, FieldType.Text));
            //de_start.fields.Add(new Field("Actor", string.Empty, FieldType.Actor));
            //de_start.fields.Add(new Field("Conversant", string.Empty, FieldType.Actor));
            //de_start.fields.Add(new Field("Dialogue Text", string.Empty, FieldType.Text));
            //de_start.Title = "Start";

            DialogueEntry de_name = new DialogueEntry();
            de_name.id = 1;
            de_name.fields = new List<Field>();
            de_name.fields.Add(new Field("Title", string.Empty, FieldType.Text));
            de_name.fields.Add(new Field("Description", string.Empty, FieldType.Text));
            de_name.fields.Add(new Field("Actor", string.Empty, FieldType.Actor));
            de_name.fields.Add(new Field("Conversant", string.Empty, FieldType.Actor));
            de_name.fields.Add(new Field("Dialogue Text", string.Empty, FieldType.Text));

            DialogueEntry de_description = new DialogueEntry();
            de_description.id = 2;
            de_description.fields = new List<Field>();
            de_description.fields.Add(new Field("Title", string.Empty, FieldType.Text));
            de_description.fields.Add(new Field("Description", string.Empty, FieldType.Text));
            de_description.fields.Add(new Field("Actor", string.Empty, FieldType.Actor));
            de_description.fields.Add(new Field("Conversant", string.Empty, FieldType.Actor));
            de_description.fields.Add(new Field("Dialogue Text", string.Empty, FieldType.Text));

            conv.fields = new List<Field>();
            conv.fields.Add(new Field("Title", string.Empty, FieldType.Text));
            conv.fields.Add(new Field("Description", string.Empty, FieldType.Text));
            conv.fields.Add(new Field("Actor", string.Empty, FieldType.Actor));
            conv.fields.Add(new Field("Conversant", string.Empty, FieldType.Actor));
            conv.fields.Add(new Field("Menu Text", string.Empty, FieldType.Text));
            conv.fields.Add(new Field("Dialogue Text", string.Empty, FieldType.Text));
            conv.Title = "MyTitle;
            ds.initialDatabase.AddConversation(conv);

            //conv.dialogueEntries.Add(de_start);
            conv.dialogueEntries.Add(de_name);
            conv.dialogueEntries.Add(de_description);
        }
        ds.ResetDatabase(DatabaseResetOptions.KeepAllLoaded);
        EditorUtility.SetDirty(db);
User avatar
Tony Li
Posts: 21961
Joined: Thu Jul 18, 2013 1:27 pm

Re: Creating conversation in Editor through script

Post by Tony Li »

Hi,

Use the Template class like in How To: Create Dialogue Database At Runtime except instead of creating a default Template object with Template.FromDefault(), you can use any custom template settings you've already set up in the Dialogue Editor by creating a Template object with TemplateTools.LoadFromEditorPrefs().

In addition to the code in the How To link, you'll also want to use the UnityEditor.AssetDatabase class to save the database as an asset.
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