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Question by Soarino · Nov 27, 2017 at 02:04 AM · c#triggercharacterdialogue

Dialogue character emotions system

I've coded so far a dialogue system in which the NPC can to talk the player. There is 2d character portraits but i wish for them to change depending on the sentences being said, ive tried somethings but i am very much a beginner to all this and im learning through asking questions like this

Anyway here is my dialogue manager:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityStandardAssets.Characters.FirstPerson;
 
 
 public class DialogueManager : MonoBehaviour {
 
     public Text nameText;
     public Text dialogueText;
     public GameObject fpsController;
     public Animator animator;
     public Image Placeholder;
 
     private Queue<string> sentences;
 
     // Use this for initialization
     void Start() {
         sentences = new Queue<string>();
 
     }
 
     public void StartDialogue(Dialogue dialogue)
     {
         fpsController.GetComponent<FirstPersonController>().enabled = false;
         Cursor.visible = true;
         Cursor.lockState = CursorLockMode.None;
 
         animator.SetBool("IsOpen", true);
 
         Debug.Log("Starting conversation with " + dialogue.name);
 
         Placeholder.sprite = dialogue.Actor;
         nameText.text = dialogue.name;
         sentences.Clear();
 
         foreach (string sentence in dialogue.sentences)
         {
             sentences.Enqueue(sentence);
         }
 
         DisplayNextSentence();
 
     }
 
     public void DisplayNextSentence()
     {
         if (sentences.Count == 0)
         {
             EndDialogue();
             return;
         }
 
         string sentence = sentences.Dequeue();
         StopAllCoroutines();
         dialogueText.text = sentence;
         StartCoroutine(TypeSentence(sentence));
     }
 
 
     IEnumerator TypeSentence (string sentence)
     {
         dialogueText.text = "";
         foreach (char letter in sentence.ToCharArray())
         {
             dialogueText.text += letter;
             yield return null;
         }
     }
 
     void EndDialogue()
     {
         animator.SetBool("IsOpen", false);
         Debug.Log("End of Conversation.");
         fpsController.GetComponent<FirstPersonController>().enabled = true;
         Cursor.visible = false;
     }
 
 }


And this is my dialogue script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 [System.Serializable]
 public class Dialogue {
 
     public Sprite Actor;
 
     public string name;
 
     [TextArea(3, 10)]
     public string[] sentences; 
 
 
 }
 

There is also a dialogue trigger script which is attached to a collider but that doesn't need changing

And help will be great thanks!

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Answer by PhaetonLT · Nov 12, 2020 at 03:14 AM

Three years too late... but anyway :) Looks like the Brackeys script to me :) I put a

 public string name;
 public string[] sentences;
 public Sprite[] dialogueIconList;

On the Dialogue class. And the DialogueManager includes these lines:

 public RawImage[] dialogueIcon;
 public RawImage facy;
 public Sprite[] dialogueIconSprites;

 public void StartDialogue (Dialogue dialogue)
 dialogueIconSprites = dialogue.dialogueIconList;
 DisplayDialogueIcon ();

 public void DisplayDialogueIcon ()
 {
     facy.texture = dialogueIconSprites[index].texture;
 }

I am pretty sure if you know how the rest of the script works - you will be able to do the same for the icons :)

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avatar image Kevin_OBrien · Jan 26, 2021 at 07:02 PM 0
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