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text: '[target:blue1]1'
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text: Yep, you're in the red zone.
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text: You're in the green zone.
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text: This demo shows how <color=green>Area Dialogue Controllers</color>
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text: All of the zones in this demo use the same <color=green>Dialogue Asset</color>,
Demo3, but target different Entry Points. You can see the Entry Point under
<color=#AAAAFF>"Activation Settings"</color> in the <color=green>Area Dialogue
Controller</color> component for each zone object in the Hierarchy.
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text: The Activator setting is set to the collider of the player. Whichever
collider this is set to activates the dialogue whenever it enters the trigger
collider of the controller.
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text: The <color=green>Green Zone</color> uses the Entry Point, 'green' to
enter dialogue playback and its also set to target the conversation display
which has a <color=green>Display ID</color> of 'green'. That conversation
display is in the Screen-Space Dialogue Display called <color=#AAAAFF>Dialogue_UI_Scroll_LeftVertical_Internal_Bottom.
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text: The <color=green>Green Zone</color>vontroller also has two Controller
Events, one which turns sets the <color=green>Dialogue Display</color>
to use the <color=green>Continue Display</color> when the player enters
the green zone, and one that turns the <color=green>Continue Display</color>
usage off when the player leaves the green zone.
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text: The <color=red>Red Zone</color> uses the Entry Point 'red' and targets
a World-Space Conversation Display (a.k.a. Speech Bubble).
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text: Instead of setting the name of the conversation display to target in
the Red Zone, the display has been set explicitly. We could also have set
the target to 'red' instead and it would still work, since the <color=green>Display
ID</color> of the <color=#AAAAFF>RED_WorldSpace_ConvoDisplay_Full</color>
object is 'red'.
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text: The <color=#8888FF>Blue Zone</color> uses the 'blue' Entry Point. It
loops endlessly displaying, 1, 2, and 3, but displays each on a different
World-Space conversation display.
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text: It does this by using the 'target' tags in the lines of dialogue in
the <color=green>Dialogue Asset</color>. Each target tag tells the system
to switch conversation displays to the one with the provided <color=green>Display
ID</color>.
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text: In most cases, it's preferable NOT to use the 'target' tags, but instead
to use the <color=#AAAAFF>'Switch Convo Display on Character Change'</color>
setting on the Screen-Space dialogue display, which will look for a display
with the same <color=green>Display ID</color> as the character name, making
it unecessary to manually set a target on each line of dialogue.
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text: Lastly, in the <color=#8888FF>Blue Zone's</color> Activatoion Settings,
you will see that the Deactivation Mode ise set to <color=green>'FINISH_PLAYING'</color>.
This means even after the the player leaves the trigger area, the dialogue
will continue playing until an EXIT node is reached.
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text: Since the blue dialogue plays endlessly and never reaches an EXIT node,
once activated, it will play until the Screen-Space Dialogue Display it's
using is told by a <color=green>Dialogue Controller</color> to use another
<color=green>Conversation Display</color>.
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