Comments (4)
from unite2017.
No (scriptableObjects) scripts are in an Editor Folder.
I've created some heritage classes from GameEvent --->
public class DialogOptionSelectedEvent : GameEvent
{
public int dialogSelected;
public int Dialog { get { return dialogSelected; } }
}
public class SetDialogSectionEvent : GameEvent
{
private DialogOption dialogOption;
public DialogOption DialogOption { get { return dialogOption; } }
public void SetDialogOption(DialogOption newDialogOption)
{
dialogOption = newDialogOption;
}
private CharacterDialogOption characterDialogOption;
public CharacterDialogOption CharacterDialogOption { get { return characterDialogOption; } }
public void SetCharacterDialogOption(CharacterDialogOption newCharacterDialogOption)
{
characterDialogOption = newCharacterDialogOption;
}
}
And also I use some scriptableObjects for storing data >>>
public class CharacterDialogOption : ScriptableObject {
[Tooltip("The description for this section of the conversation")]
public string dialogName;
[Tooltip("The position in the conversation")]
public int dialogOrder;
public List dialogs;
public List playerQuotes;
}
from unite2017.
Okey, now It works! Seems that the scriptableObjects Assets created lost their reference to the class. But I donΒ΄t know how or why.
from unite2017.
Glad to hear it works! Could be some met file / GUID confusion with renaming scripts that caused the break.
from unite2017.
Related Issues (11)
- Add a license HOT 2
- #ifdef UNITY_EDITOR on serialized property HOT 1
- Setter for Value property in FloatReference HOT 3
- FloatReferenceDrawer no longer works HOT 4
- Inventory Demo HOT 3
- Handling multiple instances of objects (ie PlayerHealth, but multiple player's) HOT 3
- Persistence (saving data) HOT 1
- Wouldn't source control be spammed with unnecessary changes caused by persistant scriptable assets being modified at run time? HOT 1
- Type mismatch in Demo05_Sets HOT 4
- Event send an arg HOT 6
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from unite2017.