Inline mutations don't work in the C# Version of Dialogue Manager #1067
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LeoVolcanoTheLion
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I'm using DeepL to assist me in writing English, and I apologize in advance if my expression is unclear.
I am using the latest version of .NET version of Godot and the C# version of Dialogue Manager. Below are two issues I encountered and my suggested fixes.
The first issue is that inline mutations in the C# version of Dialogue Manager will encounter a bug where the method call objects cannot be found. Normal mutations do not exhibit this problem.

I'll skip the details of how I tracked down this bug. In short, the cause of the bug is:
In the constructor of the DialogueLine class within the DialogueManager.cs file, this line of code is missing. I believe this is also why this bug only appears in the C# version of Dialogue Manager.
The second issue concerns the exported properties NextAction and SkipAction. They are designed to recognize combinations of multiple Action names separated by spaces, enabling multiple Actions to achieve the same functionality.

However, within the



_Readyfunction of ExampleBalloon.cs, there are two instances whereNextActionorSkipActionis roughly passed directly intoIsActionPressedfor detection.When NextAction or SkipAction contains multiple action names, errors will occur.
My recommendation is to switch to using these two functions (where IsNextAction is already implemented).
I plan to continue using the C# version of Dialogue Manager for game development. If I encounter more issues, I'll keep reporting them here. I'm just not sure if this type of problem should be posted in the Q&A section...
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