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Delay persists between lines of dialogue. #5

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JonathanGorr opened this issue Feb 28, 2017 · 5 comments
Closed

Delay persists between lines of dialogue. #5

JonathanGorr opened this issue Feb 28, 2017 · 5 comments

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@JonathanGorr
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JonathanGorr commented Feb 28, 2017

The text typer doesn't reset the text speed on a new line. The bug occurs when you skip dialogue between delay tags. I fixed this temporarily by prefacing each new line with its own delay:

scripts.Enqueue("<delay=0></delay>" + conversationText);

@edwardrowe
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I'm at GDC this week so I'm likely not going to be able to look at this until next week. Thanks for the bug report, though.

I'm having a bit of trouble understanding quite what the bug is. Every opening delay tag should require a closing tag within the printing text. What do the calls the bugged calls that you are making to a TextTyper component look like?

@edwardrowe
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Ah I see what you mean now. If you skip or print new text while the Delay tag is active in the print, it will not restore the delay.

edwardrowe added a commit that referenced this issue Mar 9, 2017
This adds a TypedTextGenerator that provides a pure function to return
the print string at a desired place in a line of dialogue. This
resolves some of the issues I had with mishandled state, namely
issue #7 and issue #5.
@edwardrowe
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Should be fixed in latest release (v1.2). You may need to delete the old plugin before installing the new one. Unity doesn't seem to like when files are renamed...

@JonathanGorr
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Sorry buddy. I don't get email notifications apparently for github. I was at GDC too funnily enough. Thanks for fixing it. Great plugin!

@edwardrowe
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No problem! Thanks for the bug report.

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