NodeBasedDialogueSystem
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implicit selection of dialogue graph
Hello,
I thought the save/load process might benefit some improvements, such as being closer to the one of the "Animation" Window, so this pull request does a few tweaks to the loading/saving process.
quick changelog:
- The "Narrative graph" load the selected asset graph from project selection
- The title changes to reflect current selection to avoid doubt on which file is selected
- this idea is from major code editors, where we could also add an asterisk
*if there's modifications to be saved. - modifying title is not very unity-esque so I'm less sure now...
- this idea is from major code editors, where we could also add an asterisk
- no "Load" anymore
- "save" and "new" dialogue file process reworked to use unity file selector
Hey there! Thanks for the PR! Looks good.
Although, when I test it I got some errors while creating a new narrative as follows. If you can take a look at it. That would be great 👍
ArgumentException: This visualElement is not my child UnityEngine.UIElements.VisualElement+Hierarchy.Remove (UnityEngine.UIElements.VisualElement child) (at C:/buildslave/unity/build/Modules/UIElements/VisualElementHierarchy.cs:304) UnityEngine.UIElements.VisualElement.Remove (UnityEngine.UIElements.VisualElement element) (at C:/buildslave/unity/build/Modules/UIElements/VisualElementHierarchy.cs:108) Subtegral.DialogueSystem.Editor.StoryGraph.OnDisable () (at Library/PackageCache/com.subtegral.dialoguesystem@dd88cc6595be1c89f00a67dc1c0179ba695f791b/com.subtegral.dialoguesystem/Editor/Graph/StoryGraph.cs:124) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
I was on unity 2.9 if that’s of any help, I’ll take a look at your error when possible!
Well indeed this PR needs more work, after a fresh install on mac, it had problem saving narrative files.
Well, I doubt I'll do more work on this Pull Request any time soon, thanks for your time :)
No worries! I'll probably edit your PR and push it when I do. Thanks for your great contribution Thierry! :)