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Click-PointRPG/Assets/Okitoki Games/EasyTalk/Demo/demo1/Dialogue/TIps.asset

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text: Billy is set up to use both the screen-space dialogue display AND a
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text: He can do this because he has two different dialogue controllers which
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text: 'When the player moves into the collider zone of the <b><color=#FC8803>AreaDIalogueController</color></b>,
two things happen:'
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text: Billy's <color=#CCCCFF>GreetingsController</color> is set to <color=#FF00FF>Play
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text: You can see how this is done in the <color=#BE03FC>BillyGreeting</color>
dialogue asset.
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text: The other thing that happens is the <color=#6FFC03>On Prompt</color>
and <color=#6FFC03>On Area Entered</color> events are triggered since the
<color=#CCCCFF>MainDialogueController</color> is set to <color=#FF00FF>Prompt
On Enter</color> mode.
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text: The main controller's events are configured to set the prompt object
to be active, and tell the <color=#FC0388>Dialogue Controls</color> component
on the player to get ready for the player to enter dialogue.
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text: The prompt object is deactivated when the player presses space, and
the <color=#FC0388>Dialogue Controls</color> component calls <color=#FCCF03>PlayDialogue()</color>
on <color=#CCCCFF>MainDialogueController</color>.
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text: The main dialogue controller is set to use the main screen-space display.
You can see in the <color=#CCCCFF>MainDialogueController</color> settings
where the targeted conversation <color=#FF00FF>Display ID</color> is set
to 'main'.
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text: This ID is the same as the <color=#FF00FF>Display ID</color> of one
of the screen-space display's conversation panels.
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audioClipFile:
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text: Billy's main dialogue asset contains logic that prevents him from repeating
himself, and some logic that can cause him to respond differently to the
player if he's made angry.
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audioClipFile:
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text: Jimmy uses the screen-space display, but he uses a conversation display
with the <color=#FF00FF>Display ID</color>, 'icon'.
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text: The icon conversation display makes use of a <b><color=#FC0388>Character
Image</color></b> component, which can automatically change its image based
on which character is speaking.
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text: The <color=#FC0388>Character Image</color> component is added as a
<color=#FC8803>Conversation Display Listener</color> to its parent conversation
display, so it gets notified when the character changes.
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text: You can easily create your own extensions to conversation displays
using the same technique by extending the <color=#FC8803>ConversationDisplayListener</color>
class and overriding methods.
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text: You can also extend the <color=#FC8803>OptionDisplayListener</color>
and <color=#FC8803>DialogueListener</color> classes to add even more functionality
to option displays, dialogue displays, and controllers.
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audioClipFile:
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text: When you enter the trigger area for Sam and Susie, they set the dialogue
display's <color=#FF00FF>Switch Conversation Display on Character Change</color>
property to true.
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text: They do this in the <color=#6FFC03>On Area Entered</color> event, and
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type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: When the character changes during dialogue playback, the dialogue display
searches for a conversation display with a <color=#FF00FF>Display ID</color>
equal to the speaking character's name and switches to it.
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0
- rid: 8697208974171177219
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: Sam and Susie make use of this to ping-pong dialogue between each other's
speech bubbles.
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0
- rid: 8697208974171177220
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: If you look at the <color=#BE03FC>SamAndSusie</color> dialogue asset
you can see how they use jump nodes in their dialogue asset to ping pong
back and forth endlessly.
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0
- rid: 8697208974171177221
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: Teddy uses an alternative conversation display with the <color=#FF00FF>Display
ID</color> 'alt'.
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0
- rid: 8697208974171177222
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: "Teddy uses an alternative conversation display with the <color=#FF00FF>Display
ID</color> 'alt'.\",\r\n \"Teddy's dialogue makes use of the
<color=#03FCF0>Trigger Script</color> node to retrieve the current number
of rocks the player has picked up from the <color=#FC8803>RockCollectionControls</color>
script."
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0
- rid: 8697208974171177223
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: The value is returned and stored in a variable, then used to do a simple
calculation, the result of which is displayed to the player in dialogue
text.
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0
- rid: 8697208974171177224
type: {class: ConversationItem, ns: EasyTalk.Nodes.Common, asm: games.okitoki.EasyTalk}
data:
text: To check out how this is done, just look at the <color=#BE03FC>Teddy</color>
dialogue asset.
audioClip: {fileID: 0}
audioClipFile:
audioAssetID: 0