The log message I get is the one I have in this line of code:
if (runtimeAnimators[i] == null) Debug.LogWarning("Animator is null, remeber to assign the animators");
This is what the action looks like. In case it helps clear up what I wan…
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Option 0 plays all the dialogue. Option 1 skips to the last line. After talking to the character once, all subsequent times should just run Option 1. But it's not reverting after exiting play mode. It will only revert if I quit Unity
Ok. That works. Thanks! But I have another question. While I got your answer, I also tried using a Run Sequence action with 2 options. The first one runs all the dialogues and the second one skips to the last, and I set it to not loop. This works bu…
Revert to default parameter values is unchecked.
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I create my boolean.
I set the value to true at the end of the dialogue.
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At the start I'm checking the value. If true, it skips to the last line, if false it plays all the dialog…
The change I saw in the inspector was the same one as when using the Action List. I called the script at the end. I dug around the action lists' scripts and found the Hotspot.ResetMainIcon() function. I added that to my script and it works now.
I ended changing things up. Instead of having different states for the Already Chosen animations, I converted the existing ones to Blend Trees and had the script set the Blend Tree's parameter to 1 and 0 instead.
That works after selecting an option, but there's a small delay. However, it doesn't work at all when starting a new conversation; the options appear in their "Already Chosen" state and stay that way until I highlight them.
Ok. I tried it and it's not working. I see the change take place in the inspector. My "TalkTo" Interaction gets disabled and "AlreadyTalkedTo" gets enabled, but the icon doesn't change. It still shows the normal "TalkTo"…
Another question. I tried implementing that script and it mostly works. But when I select an option, when the conversation appears again, the button is in its "normal" state and not its "Already Chosen" state. After I highlight i…
I got it to work just like you said. But how would you go about changing the interaction again when the character has something new to say?
The character says TextA every time you talk to him. After the first time, I can change the interaction so t…
EDIT: Never mind. I found the way. thanks!!!
I'm not sure I understand. How do I map interactions to a new icon? I'm not using the cursor manager. My game doesn't use the cursor; the character is controlled with the keyboard keys or a gamepad. My H…
It's rendered with AC. It's using the Vertical Element Orientation setting. (Image)
This is the menu.
These are the settings.
The buttons that are always skipped are "warp to stands entrance", "warp to start", and "WarpTo…