I want to customize the sequence in the dialogue editor to make it easier for non-tech people to create sequences.
I want to have dropdowns to select the animations and actors.
[Picture edit 1] I have created a function that does just that and called it in the DrawLayout and it works just fine, but I would like to not change the code from the asset and do this change externally.
I found out there is a way to do it, in here: https://pixelcrushers.com/dialogue_syst ... mizeEditor
[Picture edit 2] I used "DialogueEditorWindow.customDrawDialogueEntryInspector += AddToEntryInspector;", but this way it adds my changes to the bottom.
How can I make it add them in the sequence container like in the [Picture edit 1]?
Customizing sequence dialogue editor
Customizing sequence dialogue editor
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- Screenshot 2024-03-06 214033.png (26.39 KiB) Viewed 155 times
Re: Customizing sequence dialogue editor
Hi,
That event hook always draws after the main section.
What if you hook your code into SequenceEditorTools.customSequenceMenuSetup(GenericMenu) instead? You could add menu items like:
That event hook always draws after the main section.
What if you hook your code into SequenceEditorTools.customSequenceMenuSetup(GenericMenu) instead? You could add menu items like:
Code: Select all
SequenceEditorTools.customSequenceMenuSetup += AddItemsToSequenceMenu;
...
private static void AddItemsToSequenceMenu(GenericMenu menu)
{
menu.AddItem(new GUIContent("Animation/Idle/speaker"), false, () => { SequenceEditorTools.AddText("AnimatorPlay(Idle,speaker)")});
}
Re: Customizing sequence dialogue editor
I would have preferred the dropdowns instead, but this could work as well. Thanks.
Re: Customizing sequence dialogue editor
Glad to help!