Can DialogueManager be used to manage concurrent dialogues? #593
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this-is-envy
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I was hoping to be able to use Dialogue Manager to for both primary-narrative text as well as background barks/ambient conversation within my game world.
For the ambient chatter I was going to have per-user bubbles running at all time regardless of other state including the player initiating/triggering other dialogue handled by Dialogue Manager. I did a quick skim and it looks like this will almost work?
DialogueResource seems to do most of the heavy lifting wrt state management for a script and even when things get routed through the manager's singleton it mostly looks self-contained to the functions except for the signals that get emitted. Of these dialogue_ended has enough to disambiguate its context but the others
passed_title, got_dialogue, mutated
don't really.So my take away was that it would kind of work but mostly trying this would lead to having a bad time. Is that accurate or am I missing something here? I don't think I can trivially do something like construct a new instance for each use case since there's a hard coded
Engine.get_singleton
(though maybe if I plumb an optional alternate name for the singleton to use... somehow?)Anyway, am I over complicating this? Is it not worth trying? Is there another way to do this I just don't realize yet? etc
Thanks!
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