But does OnMenuTurnOn only triggered at the occasion when the menu is turned on? So when there is a series of dialogs in the same Actionlist, it would only GetLatestSpeech () for the first dialog, but not the following dialogs because the menu has a…
I solved it by using both AC.EventManager.OnStartSpeech += GetSpeech; and Speech speech = KickStarter.dialog.GetLatestSpeech (); in OnEnable(). The former is for getting the 2nd speech onward after a menu turned on; while the later is for getting th…
Do you mean AC.EventManager.OnMenuTurnOn += TriggerGetSpeech;?
But my menu is set to NOT Duplicate for each line, so it only catches the first line after the menu is turned on. I need to find a way to tell the menu to display the latest speech ever…
Thanks. This solved the "OnStartSpeech before OnEnable()" issue.
However, for menus that are NOT Duplicate for each line?, I still need a way to catch the 2nd dialog onwards, as the function inside OnEnable() won't be called again. I trie…
I found out what happened. It seems that AC.EventManager.OnStartSpeech is called before the Canvas gameObject become active. So AC.EventManager.OnStartSpeech += GetSpeech; is not called in time and the Unity UI is not getting the dialog.
I've made …
I tried specifying the characters for 2 different subtitles menus, but it is not working. When there are 2 menus under DontDestroyOnLoad, either turn active during conversation, and thus yield an error of "Coroutine couldn't be started because …
I just encounter that when the speech is played in background, the script
speaker.soundChild.audioSource.pitch = speaker.GetComponent<SpeechAudioRandomizer>().thePitch;
Returns an error of NullReferenceException. But speaker is not null, it …
I see. As there are plenty of characters and animations I need to change, I would prefer to look forward to the next AC update. At the mean time, can I easily change 1 or 2 lines of code to bypass the check?
Sorry for the late response. I am using Unity2019.4.6f1 & AC1.71.8. I am using directly navigating menu with keyboard. All my menus don't pause the game when activated (except the Pause manu), and I use the Engine: Manage systems Action to enabl…
I run into the same problem. But adding the Default Sound didn't solve my problem.
I have several custom UI using Unity UI Prefab (e.g. the Conversation menu). I linked the sfx to Hover Sound, but it doesn't play. It works in the default Conversati…