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"Dialoguer" Wait (continue) node
Hello community!
I'm hoping to find someone who is using the Dialoguer asset from the asset store.
I know this is probably not the most appropriate place to ask but I'm desperate for some help!
I've been using this addon for a few days now, and it works completely fine except for it's Wait (continue) node that stops my dialogue from advancing regardless of how many attempts to continue the dialogue.
The Author posted a hack on the forum for adding Dialoguer.ContinueDialogue() to the onWaitEnd delegate but this makes unity crash in an infinite loop of continuedialogue doing nothing but triggering onWaitEnd over and over.
Any help would be greatly appreciated!
I have also used this asset and I believe adding a Dialoguer.ContinueDialogue() to the onWaitEnd delegate is the correct thing to do. Do the dialog end after the wait node? If so, do you have an exit node? If you post a screenshot of your node tree and some code maybe we can find a solution. If you believe there is a bug in the asset, you should contact the developer. :)
Currently I have dialoguetext -> $$anonymous$$essage -> Wait -> $$anonymous$$essage -> dialoguetext and this doesnt work for me, it all ends in an End node or very irratonal/crashing effects if I add continue at the onWaitEnd.
$$anonymous$$y current working solution is to have an empty text and a isemptyornull string check on the rawtext from the textdata object.
I know it's a bug because it should work but it doesnt, contacting the developer I've already done but possibly there can be years before an answer and I believe a lot of people in the community use this extension.
But yes, I'm sorry, if I could I would've downvoted my own question :)
I made a test and it all worked like it should. $$anonymous$$ake sure the examples provided in the asset works for you. $$anonymous$$aybe you are doing some fancy animations with coroutines. They have made problems for me before.
This is my test: Remember to hook up a Button and Text component in the inspector.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TestScript : $$anonymous$$onoBehaviour {
public Button btn;
public Text txt;
private bool running = false;
// Use this for initialization
void Awake() {
Dialoguer.Initialize();
Dialoguer.events.onTextPhase += OnDialogueTextPhaseHandler;
Dialoguer.events.onEnded += HandleonEnded;
btn.onClick.AddListener(() => {StartOrContinue();});
}
void StartOrContinue()
{
if(running == false)
{
running = true;
Dialoguer.StartDialogue(0);
}
else
{
Dialoguer.ContinueDialogue();
}
}
void HandleonEnded ()
{
txt.text = "";
running = false;
}
void OnDialogueTextPhaseHandler(DialoguerTextData data)
{
txt.text = data.text;
}
}
I don't see any onWaitEnd delegate at all, so you're saying the wait node works for you without it?