I've knocked together a system for a speech bubble to use with background, non-blocking speech. It can follow the player around quite happily, thanks to AC, but I've also given it a dynamic "tail", that will point to whoever's talking. That's the idea, at least - right now it can only do it for the player.
Is there any way to check which character's speech is assigned to a UI that's been instatiated for this line?
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I'm not sure what information you have, but here's a hacky way to get started from no information.
This gets a list of all active speech, then gets all the menus assigned to that speech, and then the character that is speaking from the speech object attached to the menu.
`List list = KickStarter.dialog.speechList;
foreach(Speech item in list)
{
Menu[] menus = KickStarter.playerMenus.GetMenusAssignedToSpeech(item);
foreach(Menu menu in menus)
{
Speech _speech = menu.speech;
Debug.Log(_speech.speaker);
}
}`
That's along the right lines, but if you know which Canvas is being used, you can use that to find the Menu class and then the Speech class:
It's working, fantastic! I've gotten it to look for a marker on the characters' chests, otherwise the arrow seems to think their feet are talking.
Thanks for your support!