-
Notifications
You must be signed in to change notification settings - Fork 3
Description
We currently have a function to set an activation text implemented as follows:
- UIManager.ShowInteractionText(string ...)
- called from MainUIScript.SetActivateText(...)
- called from RGScriptedObject.ACTIVATE(...)
- called from the black magic that is the game script interpreter.
- called from RGScriptedObject.ACTIVATE(...)
- called from MainUIScript.SetActivateText(...)
When facing an interactable object, this text flickers.
I tried using this ShowInteractionText to display NPC dialog subtitles, and it appears for one frame before disappearing. This probably also causes the flickering above.
Issue 1:
Obviously, get rid of the flickering. Dumb fix is to add a 1-frame delay or something, a better fix is highly encouraged.
How to verify: Load a world and run up to a door :D
Issue 2:
When we have a working UI text, might as well make the dialog (RTX) subtitles visible. This should be a new function in UIManager with 2 parameters:
- string text > the string to show
- float duration > time the text should be active in seconds. Could also be an integer with milliseconds to show if that makes things easier.
Suggested signature: UIManager.ShowSubtitle(string text, float duration)
How to verify: Align with me to plumb the new function in the RGScriptedObject functions. Krisandra in the silversmith area has her script working at least up to RTX playback.
Screenshot, "Talk to Erasmo" is the activate text bottom left, "What? What? what-what" is the RTX text, bit above and centered.

sorry about the PSP UI, I dont know how to turn it off :(