teodorvecerdi / dialoguegraph Goto Github PK
View Code? Open in Web Editor NEWOpen-source node-based tool for developing branching conversation trees
License: MIT License
Open-source node-based tool for developing branching conversation trees
License: MIT License
Sorry if I have missed it somewhere but is there a way to make my own nodes?
Would love to have a way to add my own data / functionality for a node specialized to my game.
I wouldn't mind giving this a shot building this aswell. Thanks!
Hello,
this tool seems to error when we try to build our game. Because the huge use-case of this tool, I would like to try to get this fixed.
The errors originate from Drawer.cs script and look like this:
Sadly, I cannot build the game without this. I'd really like to try to fix this together, so I can use this great tool in our game.
Thank you
Any changes made in RuntimeDialogueGraph.PersistentData.ActorData
is not saved, making it impossible to utilize custom actor data.
I've solved this in my fork for development since I wanted to redo the inspector editor anyways. But I think in general having this data attached to the monobehaviour is a bit problematic. I think ideally all this data should be part of the actual graph object instead. If universal checknames/triggers/actor names are desired then separating that makes sense but will need some unified way of accessing that. (could be another separate scriptable object, could be a editorwindow/setting thing. etc.)
OS
Windows 10
Unity
Unity 2021.2.0f1
DialogueGraph
2.0.0
Description
If the state has no actor, the following error occurs:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <7b5f9a2f7db343a4ab54846ed680277b>:0)
DialogueGraph.Runtime.RuntimeDialogueGraph.GetCurrentActor () (at Library/PackageCache/[email protected]/Runtime/RuntimeDialogueGraph.cs:68)
originating from "RuntimeDialogueGraph.cs"
public ActorData GetCurrentActor() {
var currentNode = DlogObject.NodeDictionary[currentNodeGuid];
if (currentNode.Type != NodeType.NPC) return null;
var currentNodeActorGuid = currentNode.ActorGuid;
var actor = CurrentData.ActorData[CurrentData.ActorDataIndices[currentNodeActorGuid]]; // <- Throws error
return actor;
}
The README currently has empty or placeholder sections.
Ideally the README would be converted to a Wiki, but we should at least fill in the empty sections.
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