#Node-Based dialogue System displaying
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And I can save it as such:
This gives me multiple folders, like Groups, Global, and so on
I also have this script, wich takes care of some shit
And then, I tried to do a trigger event with my existing IIteractable class
But I can't make it display DSDialogueSO.dialogue.text
Here are those scripts:
Also, I'd use DSDialogueChoiceData's "NextDialogue" to move it along
But I just can't make it display, any Ideas?
Your interactor script there has methods not implemented. I'd only assume that's where you're at with all of this.
I've deleted them because I couldn't make it work, and wanted to send the changes to the team, but the only thing that needs to be implemented for it to work is "Interact"
What I'm trying to decipher is how to display the DSDialogueSO.dialogue.text field
Well, the idea usually with interactable scripts is that there is data that lives on the character that you interact with (the npcs). By interacting with them, you basically now have a reference to that data and can use it within those methods of operation.
So, under the assumption that each character has their own SO dialogue object, you interact with the npc and get back a dialogue SO object which you can now open up with some method call.
Or in this case, start the chain of dialogue options.
If you're asking how to display the text, then you've got options such as the UI which is pretty easy to implement.
Not too sure how to navigate the dialogue, but you'll probably bind those method calls to UI buttons too.
Thanks! As soon as I'm home, and get back with the team, I'll try getting the main SO from the character instead of using the requirecomponent thinghy.
There's just a lot here to take in, but generally that's how you usually do interactions when you make these type of games.
You have interfaces/tags/scripts or some type of identifier so when you click/interact with something, you check if it's a valid target
And by knowing what it is, then you can getcomponent the exact reference and data you want from it
Yeah, ik, I already used that IInteractor Interface to harvest crops, open chests, and so on, and already made a Dialogue system, but this one is more in depht, and I don't fully understand it xd
Haha, well you're probably way ahead of me with this then. It looks pretty neat but it's something I'd have to look a bit more into.