#Node-Based dialogue System displaying

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manic laurel
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And I can save it as such:

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This gives me multiple folders, like Groups, Global, and so on

manic laurel
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Here are those scripts:

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Also, I'd use DSDialogueChoiceData's "NextDialogue" to move it along

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But I just can't make it display, any Ideas?

broken tinsel
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Your interactor script there has methods not implemented. I'd only assume that's where you're at with all of this.

manic laurel
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What I'm trying to decipher is how to display the DSDialogueSO.dialogue.text field

broken tinsel
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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.

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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.

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Or in this case, start the chain of dialogue options.

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If you're asking how to display the text, then you've got options such as the UI which is pretty easy to implement.

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Not too sure how to navigate the dialogue, but you'll probably bind those method calls to UI buttons too.

manic laurel
broken tinsel
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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.

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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

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And by knowing what it is, then you can getcomponent the exact reference and data you want from it

manic laurel
broken tinsel
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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.