Template from which to auto-create response buttons. If not all buttons are needed, show the unused buttons as noninteractive. If not all buttons are needed, align to the first in the list or the last. Used to show the time left if a response menu timeout is set. Used to show the player's portrait image. If a dialogue entry's Sequence is None() or Continue(), the dialogue UI will not display its subtitle.Įach menu panel has a Standard UI Menu Panel component with these properties: Property Never hidden after that until dialogue UI closes.Īlso immediately sets portrait names and images to first actor in conversation that would use panel. Hidden only when content is shown in a different UI section (e.g., PC.ShowSubtitle). Only visible when actively showing content (e.g., ShowSubtitle).Īppears when showing content (e.g., NPC.ShowSubtitle). When subtitle panel should be visible/hidden (see Visibility Options).Īnimator triggers to control panel visibility (see Panel Animation). On this frequency, refresh the cache of navigable UI elements. On this frequency, ensure that some UI element is focused for navigation. In joystick/keyboard mode, start UI navigation on this element. The format in which to prepend the actor's name if Add Speaker Name is ticked. Prepend the actor's name to the dialogue text. If your actors' portraits aren't animated, untick to bypass its overhead.Īppend dialogue text instead of replacing each line. If the Dialogue Manager's Continue Button dropdown is set to a mode that requires continue button clicks, you can override it for a specific conversation by inspecting the conversation and clicking Override Display Settings > Override Subtitle Settings then change the dropdown there. Add a Standard UI Continue Button Fast Forward to make the first click fast-forward the text. However, it's perfectly valid to assign panels that are located in different canvases.Įach subtitle panel has a Standard UI Subtitle Panel component with these properties: Property In most cases, you'll assign subtitle panels and menu panels that are in the same canvas as the dialogue UI. Typically you will only have one menu panel. Set Default Menu Panel to the default menu panel. If you know that none of your panels are configured to open as soon as the conversation starts, you can untick this checkbox to bypass the check.Īssign menus panels to the Menu Panels list. If any of those subtitle panels specify that they should open as soon as the conversation starts, it will open them. If Allow Open Subtitle Panels On Start Conversation is true, the Dialogue System will check all conversation participants to identify their subtitle panels. Actors that have Dialogue Actor components can specify to use a different panel from the default. Set Default NPC Subtitle Panel and Default PC Subtitle Panel to specify which panels to use by default for NPCs and the player. Add it to the Dialogue Manager's Canvas, reposition UI elements to your liking, and add replacement images.Ī Standard Dialogue UI typically has one or more subtitle panels and menu panels.Īssign subtitle panels to the Subtitle Panels list. If you want to design your own layout, it's easiest to start with one of the gray-box templates that behave similarly. WRPG: Traditional western RPG layout with a scrolling conversation log.VN: Traditional visual novel layout with larger portrait images above the subtitle/menu box.Letterbox: Cinematic-style subtitles with black bars at the top and bottom of the screen.Focus: Fades in each line's speaker while fading out the other actor to 50% transparency.Bubble: Displays subtitle panels and response menus in cartoon bubbles over actors' heads.The Dialogue System includes a number of graybox templates, as well as finished, professionally designed UIs, located in Prefabs ► Standard UI Prefabs. The easiest way to start is by assigning a prefab to the Dialogue Manager's Dialogue UI field. Text Input: Reads text input from the player.Īll UI elements can be repositioned and reskinned. Timer: Shows the countdown if the Dialogue Manager is configured for timed response menus.Response Menu: Shows responses that the player can select.Subtitle Panels: Shows actors' dialogue text.The Standard Dialogue UI is a set of components that manage the UI elements shown in the screenshot above. Alternatively, the Dialogue System can use Unity UI, TextMesh Pro, or NGUI and several other third party GUI systems, or you can add your own custom UI implementation using a simple C# interface. The recommended way to set up a dialogue UI is to use the Dialogue System's Standard Dialogue UI.
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