DialogManager_ConvList
See - Conversation ScriptableObjects
Required: Import: ScriptableObject Factory Package
Basic DialogPrefab
Reminder, this uses the same configuration of the SimpleDialogPrefab for the version that doesn't use SpeakerImage. Remember to add the DialogText as the first child of the DialogPanel.

DialogPrefab with Image
You have a choice of using the Simple DialogPrefab for your project, which does not include a UI image with a sprite to allow display of an image of each conversation entry's speaker. Otherwise, follow steps to create DialogPrefab wImg on the subsequent page.
NextPanelToOpen
The DialogManager script has a public reference variable that can be set in the Inspector allows for the nextPanelToOpen to be populated. After all of the dialog entries has been displayed, the dialogPanel is closed, and then the nextPanelToOpen will be opened. If not populated, no error will occur because the code first checks to see if that variable contains a valid object reference (memory address).
Add the linked script to the DecisionPanel so it will stay closed at the start of the scene, if desired Hide_Show_Panel Script
Coroutines
See Next Page Coroutines: We'll use a Unity Coroutine to create Dynamic typing text.
A coroutine is like a function that has the ability to pause execution and return control to Unity but then to continue where it left off on the following frame.
OpenDialogBtn
The OpenDialogBtn public obj-reference variable in the Inspector should be populated if a button will be used to open the dialog. Otherwise, the ShowOnStart checkbox in the Inspector should be selected, it will make the panel visible at the beginning of the scene.
For example, set OpenDialogBtn to a StartDialog Button
Includes public CanvasGroup nextPanelToOpen;
Select ScriptableObject Instance in Inspector
The image below shows that the public ConversationList variable: convList has been set in the inspector by selecting the circle-icon to the right of the ConvList item

DialogManager.cs
Below is the full code for the DialogManager.cs. You can paste this code into a script in your project.
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