538 lines
18 KiB
Plaintext
538 lines
18 KiB
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data:
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text: In this demo you can see how simple it is to set up a working dialogue.
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: All you need is a <color=green>Dialogue Asset</color>, a <color=green>Dialogue
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Display</color>, and a <color=green>Dialogue Controller</color>.
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audioClip: {fileID: 0}
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audioAssetID: 0
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: A <color=green>Dialogue Asset</color> contains the lines of dialogue
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and any special logic for your conversations.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: The <color=green>Dialogue Display</color> shows the lines of dialogue
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to the player in the UI, as well as options when appropriate.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: And the <color=green>Dialogue Controller</color> is used to initiate
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playback of your dialogue from a <color=green>Dialogue Asset</color>. It
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handles all of the nodes and logic for navigating the <color=green>Dialogue
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Asset</color> and telling the <color=green>Dialogue Display</color> what's
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going on.
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audioClip: {fileID: 0}
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audioAssetID: 0
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: Would you like to learn more about any of these?
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||
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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type: {class: OptionItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: Dialogue Assets
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- rid: 8697208991011045666
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type: {class: OptionItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: Dialogue Displays
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type: {class: OptionItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: Dialogue Controllers
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type: {class: OptionItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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data:
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text: Good to go!
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
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data:
|
||
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text: A <color=green>Dialogue Asset</color> contains the lines of dialogue
|
||
|
|
and any special logic for your conversations.
|
||
|
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 8697208991011045670
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: You edit <color=green>Dialogue Assets</color> in the EasyTalk Node
|
||
|
|
Editor.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045671
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: You can add lines of dialogue, player dialogue options, and advanced
|
||
|
|
logic into <color=green>Dialogue Assets</color>.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
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audioAssetID: 0
|
||
|
|
- rid: 8697208991011045672
|
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|
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: Once you have your <color=green>Dialogue Asset</color>, you just assign
|
||
|
|
it to a <color=green>Dialogue Controller</color> which handles the logic
|
||
|
|
and dialogue flow during runtime.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
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audioClipFile:
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audioAssetID: 0
|
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|
|
- rid: 8697208991011045673
|
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: The easiest way to get started with EasyTalk is to use the <color=green>Dialogue
|
||
|
|
Display</color> prefabs located in <color=#AAAAFF>"Prefabs/Dialogue Display
|
||
|
|
UI/Screenspace UI"</color>. Each of these provides a different layout for
|
||
|
|
how lines of dialogue and options are shown to the player.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045674
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: To show dialogue to the player, you really only need one Screen-Space
|
||
|
|
Dialogue Display, but if you want to have different ones for different
|
||
|
|
characters or scenarios, EasyTalk supports that too. In this demo, we're
|
||
|
|
using the <color=#AAAAFF>Dialogue_UI_Directional_Arrow_Long</color> prefab
|
||
|
|
as our <color=green>Dialogue Display</color>.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045675
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: You can also display lines of dialogue in World-Space canvases (a.k.a.
|
||
|
|
speech bubbles), which can be seen in Demo1 and Demo3.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045676
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: Speech Bubbles are not fully blown <color=green>Dialogue Displays</color>,
|
||
|
|
since they don't support showing options. When using speech bubbles, a
|
||
|
|
regular Screen-Space Dialogue Display just switches the <color=green>Conversation
|
||
|
|
Display</color> it's using to the speech bubble for displaying lines of
|
||
|
|
dialogue, but options are still displayed by the Screen-Space display.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045677
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: A typical setup is to have a <color=green>Dialogue Controller</color>
|
||
|
|
for each character, along with a <color=green>Dialogue Asset</color>, but
|
||
|
|
you can actually have one controller for multiple characters, or multiple
|
||
|
|
characters in a <color=green>Dialogue Asset</color>, or both.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045678
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: When you press the "Play" button, the <color=yellow>PlayDialogue()</color>
|
||
|
|
method is called on the <color=green>Dialogue Controller</color>, starting
|
||
|
|
playback of the <color=green>Dialogue Asset</color>.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045679
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: The <color=green>Dialogue Controller</color> will automatically search
|
||
|
|
for a <color=green>Dialogue Display</color> to use if one isn't set.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045680
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: You can also easily automatically play dialogue when the player enters
|
||
|
|
a trigger collider of a character by using an <color=green>Area Dialogue
|
||
|
|
Controller</color> component. To learn more about that, look at Demo1 and
|
||
|
|
Demo3, or you can read the documentation.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045681
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: <color=green>Dialogue Controllers</color> and <color=green>Dialogue
|
||
|
|
Assets</color> can be used in other creative ways to send events about
|
||
|
|
dialogue playback to other components and scripts, but that's beyond the
|
||
|
|
scope of this demo.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045682
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: Beyond everything we talked about, if you need more custom functionality
|
||
|
|
EasyTalk also makes it easy to build your own types of displays and components
|
||
|
|
which respond to dialogue events.
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045683
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: If you want to learn more about <color=green>Dialogue Assets</color>,
|
||
|
|
<color=green>Dialogue Displays</color>, or <color=green>Dialogue Controllers</color>,
|
||
|
|
check out the documentation or other demos!
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
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|
|
audioAssetID: 0
|
||
|
|
- rid: 8697208991011045684
|
||
|
|
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
|
||
|
|
data:
|
||
|
|
text: What do you wanna know about?
|
||
|
|
audioClip: {fileID: 0}
|
||
|
|
audioClipFile:
|
||
|
|
audioAssetID: 0
|
||
|
|
--- !u!114 &7671195982500543773
|
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originalLanguage: en
|
||
|
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|