how can I achieve different colors for read and unread text? Please help me.
how can I achieve different colors for read and unread text
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- Posts: 6
- Joined: 14 Apr 2021 11:57
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- support
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- Joined: 01 Aug 2020 08:25
Re: how can I achieve different colors for read and unread text
Hi, it's possible with C#: via the IScriptPlayer engine service, you can check whether the script has played previously by using the HasPlayed method. Attach a script with this check to a DialogueText object and change the color according to the returned bool value.
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- Posts: 6
- Joined: 14 Apr 2021 11:57
Re: how can I achieve different colors for read and unread text
Thanks for your help! But I still need a little help. How can I check to a DialogueText object When the text changes?
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- support
- Posts: 275
- Joined: 01 Aug 2020 08:25
Re: how can I achieve different colors for read and unread text
DialogueText is the default name for the object that houses the text component for displaying text. You can create a new printer by right-clicking in Project window and navigating to Naninovel -> Default Printers -> Choose your preferred printer. By double clicking the object you can access the prefab and you'll find the DialogueText object in there and in its inspector you can attach a new script to it. Here's a guide on how to add said printer:
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- Posts: 6
- Joined: 14 Apr 2021 11:57
Re: how can I achieve different colors for read and unread text
idaot wrote: ↑07 May 2021 17:53DialogueText is the default name for the object that houses the text component for displaying text. You can create a new printer by right-clicking in Project window and navigating to Naninovel -> Default Printers -> Choose your preferred printer. By double clicking the object you can access the prefab and you'll find the DialogueText object in there and in its inspector you can attach a new script to it. Here's a guide on how to add said printer:
Thank you very much!