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Question by Internet-Fate · Feb 16, 2018 at 04:27 AM · 2dtriggertextscriptableobject

Problem creating/triggering dialogue system.

First off, please excuse if this problem is noob-ish. But I am still fairly new to Unity and C3#.

Setup for the problem: I am using scriptable objects to create rooms, items, actions for a text based game. I am now in the middle of creating an action that will be used to initiate dialogue with an 'NPC'.

I have three NPC dialogue scripts in this system:

  • Dialogue.cs: A serializable script that can be applied to an object to give it attributes. For example: NPC Name, NPC Alignment and The sentences that the NPC will say to the player. | Pastebin: https://pastebin.com/Kd1YBRA8

  • DialogueManager.cs: Used to start and unpack dialogue to screen. | Pastebin: https://pastebin.com/uwWu003A

  • npcTrigger.cs: Used to initiate the dialogue with the NPC. | Pastebin: https://pastebin.com/hdemMfM7

There is a starting room that looks like this: https://imgur.com/a/E988j As you can see it takes any number of intractable objects.

I created an intractable object called 'testNPC' that looks like this: https://imgur.com/a/94G9I

As im sure you can also see, this interactable object does not have any input actions associated with it. I cannot associate my input action 'talk' with 'testNPC' because it is not derived from ScriptableObject (Here is my 'Talk' script for reference). This is because I have derived 'talk' from npcTrigger so that I can call my TriggerDialogue function. (Pastebin: https://pastebin.com/6xXY1cJ4)

The problem: So, I guess my question would be: How do I derive talk from ScriptableObject, but also retain the ability to call my TriggerDialogue function? I need to be able to associate this action with my GameController and my testNPC.

Maybe I am not thinking properly and just need to go to bed. Thanks for any help in advance.

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