511 lines
17 KiB
Plaintext
511 lines
17 KiB
Plaintext
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text: '[target:blue1]1'
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audioAssetID: 46900
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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text: '[target:blue2]2'
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audioClip: {fileID: 8300000, guid: 12aed63a52394da47bf39ec414cea115, type: 3}
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audioClipFile: Assets/Okitoki Games/EasyTalk/Demo/Sounds/voice_2.wav
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audioAssetID: 46904
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
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text: '[target:blue3]3'
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audioClip: {fileID: 8300000, guid: 2c5c4d2800c65c74aa73095a88c684a1, type: 3}
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audioClipFile: Assets/Okitoki Games/EasyTalk/Demo/Sounds/voice_3.wav
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audioAssetID: 46908
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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: Yep, you're in the red zone.
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audioClip: {fileID: 8300000, guid: 24adc78b783e76e40897a6c327f49e86, type: 3}
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audioClipFile: Assets/Okitoki Games/EasyTalk/Demo/Sounds/redzone.wav
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audioAssetID: 46896
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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: You're in the green zone.
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audioClip: {fileID: 8300000, guid: 0cb3e8d960a29ec4a807d92c3c7b6a2d, type: 3}
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audioClipFile: Assets/Okitoki Games/EasyTalk/Demo/Sounds/greenzone.wav
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audioAssetID: 46892
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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: This demo shows how <color=green>Area Dialogue Controllers</color>
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can be used to automatically play dialogue when a player enters an area.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206171
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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 of the zones in this demo use the same <color=green>Dialogue Asset</color>,
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Demo3, but target different Entry Points. You can see the Entry Point under
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<color=#AAAAFF>"Activation Settings"</color> in the <color=green>Area Dialogue
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Controller</color> component for each zone object in the Hierarchy.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206172
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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 Activator setting is set to the collider of the player. Whichever
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collider this is set to activates the dialogue whenever it enters the trigger
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collider of the controller.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206173
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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>Green Zone</color> uses the Entry Point, 'green' to
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enter dialogue playback and its also set to target the conversation display
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which has a <color=green>Display ID</color> of 'green'. That conversation
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display is in the Screen-Space Dialogue Display called <color=#AAAAFF>Dialogue_UI_Scroll_LeftVertical_Internal_Bottom.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206174
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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>Green Zone</color>vontroller also has two Controller
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Events, one which turns sets the <color=green>Dialogue Display</color>
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to use the <color=green>Continue Display</color> when the player enters
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the green zone, and one that turns the <color=green>Continue Display</color>
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usage off when the player leaves the green zone.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206175
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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=red>Red Zone</color> uses the Entry Point 'red' and targets
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a World-Space Conversation Display (a.k.a. Speech Bubble).
|
|
audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206176
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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: Instead of setting the name of the conversation display to target in
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the Red Zone, the display has been set explicitly. We could also have set
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the target to 'red' instead and it would still work, since the <color=green>Display
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|
ID</color> of the <color=#AAAAFF>RED_WorldSpace_ConvoDisplay_Full</color>
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|
object is 'red'.
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|
audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206177
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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=#8888FF>Blue Zone</color> uses the 'blue' Entry Point. It
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loops endlessly displaying, 1, 2, and 3, but displays each on a different
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|
World-Space conversation display.
|
|
audioClip: {fileID: 0}
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|
audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206178
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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: It does this by using the 'target' tags in the lines of dialogue in
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the <color=green>Dialogue Asset</color>. Each target tag tells the system
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to switch conversation displays to the one with the provided <color=green>Display
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|
ID</color>.
|
|
audioClip: {fileID: 0}
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|
audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206179
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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: In most cases, it's preferable NOT to use the 'target' tags, but instead
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|
to use the <color=#AAAAFF>'Switch Convo Display on Character Change'</color>
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|
setting on the Screen-Space dialogue display, which will look for a display
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|
with the same <color=green>Display ID</color> as the character name, making
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|
it unecessary to manually set a target on each line of dialogue.
|
|
audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206180
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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: Lastly, in the <color=#8888FF>Blue Zone's</color> Activatoion Settings,
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|
you will see that the Deactivation Mode ise set to <color=green>'FINISH_PLAYING'</color>.
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|
This means even after the the player leaves the trigger area, the dialogue
|
|
will continue playing until an EXIT node is reached.
|
|
audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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- rid: 6835721498067206181
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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: Since the blue dialogue plays endlessly and never reaches an EXIT node,
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once activated, it will play until the Screen-Space Dialogue Display it's
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using is told by a <color=green>Dialogue Controller</color> to use another
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<color=green>Conversation Display</color>.
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audioClip: {fileID: 0}
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audioClipFile:
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audioAssetID: 0
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m_Script: {fileID: 11500000, guid: e5800231a05eaae43b00503881229245, type: 3}
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m_Name: Translation Library
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m_EditorClassIdentifier:
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originalLanguage: en
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translationSets: []
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