Dialogue System for Unity文档中文对照版(简雨原创翻译)第一篇(我们开始仙剑demo的剧情)

本文主要是介绍Dialogue System for Unity文档中文对照版(简雨原创翻译)第一篇(我们开始仙剑demo的剧情),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

       这篇文档本身有快300页,因为实在太多,所以不像前面的插件那样翻译的,很多地方直接用了机翻,因为文字量实在太大,如果翻译完全套,再加上讲解的话,估计要花几个月的时间,对于普通的程序来说,其实机翻对照上下文完全可以掌握该插件的用法,在这个的最后我会提供chm版的DialogueSystem for Unity 本地API和整个机翻的原文和翻译以后文章word版本对照,有兴趣的朋友可以在word版里面进行二次翻译,以求达到完美,说实话这个工具真心不错,如果有可用的通俗易懂的文档,会大大降低开发剧情系统难度,从而把时间让给剧情和游戏本身。

Quick Start

Quick Start Instructions

Use these instructions to quickly add barks and/or conversations to your project.

快速启动指令

使用这些指令的快速添加barks和/或谈话,你的项目。


1.Right-clickin the Project view and select Dialogue System > Create > DialogueDatabase.

2.Double-clickthe dialogue database.

3.Onthe Actors tab, define at least two actors: a player character and anNPC.

4.Onthe Conversation tab, click the "+" button in the upper leftto create a new conversation.

 

1.在项目视图中选择1.right-click和对话系统> >对话创建数据库。

2.double-click对话数据库。

3。在演员表,定义至少两个角色:一个玩家与NPC。

4。在对话”选项卡上,单击“+”按钮在左上创建一个新的对话。

SelectWindow >Dialogue System > GameObject > Create > Dialogue Manager.

Assign the dialogue database to Initial Database.

Optionally set the Dialogue UI using one of the prefabs provided in Prefabs/UnityDialogue UIs and/or adjust the other settings

1。选择窗口> >> >游戏对象创建对话系统的对话管理器。

2。将对话数据库初始数据库。

3。随意设定对话界面使用的预设提供预设/团结对话UI和/或调整的其他设置

Alternatively,use the Dialogue Manager Wizard accessible from Window > Dialogue System> Tools > Wizards.

另外,使用对话管理器向导可从窗口>对话系统>工具>奇才。

Configurethe PC

Add aSelector or Proximity Selector from the menu Window > Dialogue System> Component > Supplemental.

Add aSimple Controller from the same menu if you need to configure movement.

Add aSet Enabled On Dialogue Event component from Window > Dialogue System> Component > Triggers.

Identifyany components that should be disabled during conversations, such as playercamera control.

Addthem to the On Start section with the value set to False.

Addthem to the On End section with the value set back to True.

Add aPersistent Position Data component fromWindow > Dialogue System >Component > Save/Load System if you want to record the player's positionin the Save/Load System.

Alternatively,use the PC Setup Wizard accessible fromWindow > Dialogue System> Tools > Wizards.

配置PC

1。添加的菜单窗口>对话系统>组件>补充一个选择器或接近选择器。

2。如果你需要配置的运动从相同的菜单添加一个简单的控制器。

3。增加一套从窗口>对话系统>组件>对话事件组件启用触发器。

?识别任何组件应在谈话中被禁用,如球员的相机控制。

?将它们添加到启动部分设置为false值。

?将它们添加到有价值的端部重新设置为真。

4。添加一个持久的位置数据组件从窗口>对话系统>组件>保存/加载系统,如果你想记录的保存/加载系统的球员的位置。

另外,使用PC安装向导可以从窗口>对话系统>工具>奇才(Wizards)。

QuickStart Tutorial

Thissection walks you through creating a basic dialogue scene. If you haven'talready installed the Dialogue System, seeInstallation.

Allfolder locations are inside the Assets/Dialogue System folder.

ThisQuick Start guide is designed to give you an idea of the basic structure of theDialogue System. In it, you'll go through the steps manually to set up theDialogue Manager and characters. In the future, you'll probably find it easierto use the wizards available in Window > Dialogue System > Tools >Wizards to help you set these up automatically.

Createa New Scene

We'llcreate a scene with a player character (PC) and non-player character (NPC).

Selectthe menu option File > New Scene.

Fromthe Examples/Prefabs folder, drag these prefabs into the Hierarchy panel:

Room

Player

SergeantGraves

Deletethe Main Camera. The Player object already has a camera.

快速入门教程

这段引导您通过创建一个基本的对话场景。如果你还没有安装的对话系统,查看安装。

所有文件夹的位置是在资产/对话系统文件夹。

本快速入门指南的目的是给你的对话系统的基本结构一个想法。在它,你将通过手动设置对话经理和人物的步骤。在未来,你会发现它更容易使用的对话窗口>系统>工具>向导可帮助您设置自动奇才。

创建一个新的场景

我们会用一个玩家角色创建一个场景(PC)和非玩家角色(NPC)。

1。选择菜单选择文件>新建场景。

2。从实例/ prefabs文件夹,把这些问题在层次面板:

?房间

?球员

?中士的坟墓

3删除主相机。玩家对象已经有一个照相机。


Writethe Dialogue

TheDialogue System is designed to import ChatMapperprojects. You can also use the built-in Dialogue Editor.

Forthis Quick Start, we'll assume you created a Chat Mapper project and exportedit as an XML file using Chat Mapper Indie. We'll use the existing XML fileExamples/QuickStart/Quick Start.xml.

Selectthe menu option Window > Dialogue System > Tools > Converters >Chat Mapper Converter.

For ChatMapper Project, select Examples/Quick Start/Quick Start.xml.

Leave PortraitFolder blank. We won't use character portraits in this example. (If youassign character portrait images in your Chat Mapper project, this is where youtell the Chat Mapper Converter where to find the images.)

For Pathto Save Assets, select Examples/Quick Start.

Click Convert.This will create a dialogue database asset namedQuick Start in theQuick Start folder.

写对话

对话系统设计导入聊天制图项目。您还可以使用内置的对话编辑。

这种快速启动,我们将假设您创建了一个聊天制图项目和出口作为独立的XML文件映射器使用聊天。我们将使用现有的XML文件的例子/启动快/快start.xml。

1。选择菜单选项窗口>系统>工具>变换>对话聊天映射变换器。

2。聊天制图项目,选择的例子/启动快/快start.xml。

3离开肖像文件夹空白。我们不会在本例中使用的人物肖像。(如果你指定的人物肖像的图像在您的聊天制图项目,你这是在告诉聊天映射变换器在哪里找到图像。)

4。为拯救资产路径,选择的例子/快速启动。

5单击“转换”。这将创建一个对话数据库资产命名在快速启动文件夹快速启动。



  解决办法二:

  windows开始菜单,运行里面输入gpedit.msc打开组策略,在“计算机配置”→管理模板→windows组件→windowsinstaller,右边 第一项就是禁用windows installer。把它改成 “未配置”后者“已禁用”就可以了。


  解决办法三:

  1、打开“开始->控制面板->管理工具->本地安全策略”。

  2、点击“软件限制策略”,如果提示“没有定义软件限制策略”,那么就右键“创建软件限制策略”。

  3、创建后,双击右侧“强制”,选择“除本地管理员以外的所有用户”,确定。

Add aDialogue Manager

Selectthe menu item Dialogue System > GameObject > Create > DialogueManager to add a Dialogue Manager object to your scene.

In theHierarchy panel, select the Dialogue Manager game object.

In theInspector panel for the Dialogue System Controller:

Assign Quick Start to the Database field.

(Optional)Change the Debug Level to Info. This will print trace informationin the console so you see what's happening internally.

添加一个对话经理

1。选择菜单项对话系统>> >游戏对象创建对话管理器添加一个对话管理器对象到你的场景。

2。在层次面板,选择对话经理游戏对象。

3。为对话系统控制器在检视面板:

?将快速启动数据库字段。

?(可选)水平变化的调试信息。这将打印跟踪信息在控制台所以你看内部发生什么。


Add aTrigger

In theHierarchy panel, select Sergeant Graves.

Selectthe menu option Window > Dialogue System > Component > Example >Usable. This marks Sergeant Graves as usable with the player's Selectorcomponent.

Selectthe menu option Window > Dialogue System > Component > Triggers> Conversation Trigger.

In theInspector panel for the Conversation Trigger:

In the Conversationfield, enter Sergeant Graves. This is the name of the conversation in the dialogue database.

 

添加一个触发器

1。在层次面板,选择中士的坟墓。

2。选择菜单选项窗口>> > >对话系统组件实例的可用。这标志着军士坟墓可用与球员的选择器组件。

3。选择菜单选项窗口>对话系统>组件> >对话触发触发器。

4。为对话触发在检视面板:

?在交流领域,进入中士的坟墓。这是在对话的会话数据库名称。


Play!

Playthe scene.

Use themouse to rotate your character and the 'W' key to move forward.

Moveclose to Sergeant Graves and press the space bar to start the conversation.

活动!

1。活动现场。2。使用鼠标旋转你的性格和“W”前进的钥匙。

3。靠近中士的坟墓,按空格键开始交谈。

RecommendedNext Steps:

OpenQuickStart.cmp in Chat Mapper, or use the built-in editor to explore thedialogue database

Thedefault UI is very plain. Assign a different dialogue UI prefab from one of thefolders inside Prefabs/Unity Dialogue UIs to the Dialogue UI property of theDialogue Manager's Display Settings.

下一个步骤的建议:

?在聊天器打开quickstart.cmp,或使用内置的编辑器来探讨对话数据库

?默认的UI很简单。指定一个不同的对话界面预设的文件夹内的预制件/团结对话的对话管理器的用户界面显示设置对话界面性能。

?探讨样例场景

?一步一步的指示

?概述

--------------------------------------------------------------------------------

?下一步:示例场景

?安装前:

Introduction

Thispage describes how the Dialogue System for Unity works.

TheDialogue System makes it easy to add interactive conversations to yourprojects. Conversations can run between the player character (PC), non-playercharacter (NPCs), and objects (such as computer terminals, magic mirrors,etc.). The player can choose what to say, and NPCs repond interactively.Conversations can also occur solely between NPCs.

Conversationscan include text subtitles and cutscene sequences that can play animations,voice acting, camera work, Quick Time Events, and more.

TheDialogue System supports conditions, variables, and Lua scripts to control theflow of conversations and track information such as character relationships andthe states of quests. For example, an NPC may become hostile if the PC choosesaggressive dialogue choices, or the PC may complete a quest by talking with anNPC.

TheDialogue System was designed to:

LookGreat: TheDialogue System looks great right out of the box and gives you complete controlover appearance, with built-in support for Unity GUI, Tasharen Entertainment'sNGUI,Daikon Forge GUI, and Unikron's2D Toolkit UI. The interface is fullycustomizable, offering features such as animated text effects and characterportrait graphics.

TrackState: TheDialogue System tracks the state of the game and the player's choices todetermine what dialogue branches to follow and what responses to offer theplayer. You have direct control of the state through components and a built-inLua scripting environment, although no scripting is required in Unity or in Luato produce deep conversations. As an added benefit, you get a save/load gamesystem, persistence between level changes, and a quest tracking system.

PlayCutscenes: Ascharacters choose lines of dialogue, you can play cutscenes such as lip sync,body gesture animation, audio, and camera movement. The Dialogue System's built-incutscene sequencer is full featured and extensible, including extensions tosupport Well Fired'suSequencer andFaceFX for lip sync and facial animation,and a simple template to integrate your own sequencer commands.

MakeDevelopment Easy:Branching dialogue trees can get very complex. Your designers need the righttools. The Dialogue System was built from the start to support the industrystandardChat Mapper andarticy:draft, as well as a Neverwinter NightsAurora Toolset importer. It also includes a powerful, full-featured Mecanim-stylenode-based conversation editor and Dragon Age Toolset-style outline editorwithin Unity. (Dragon Age (c) Electronic Arts Int'l Ltd.)

You canaccess the full functionality of the Dialogue System without writing a singleline of code. However, your purchase includes complete source code, andtemplates for replacing the built-in user interface options and adding your ownsequencer commands. All code is contained within its own namespace to preventconflicts with any other asset store products.

TheMain Parts

景区简介

本页描述如何团结的对话系统。

对话系统可以很容易地添加到你的项目互动的对话。对话可以运行玩家角色之间(PC),非玩家角色(NPC),和对象(如计算机终端,神奇的镜子,等)。玩家可以选择说什么,和交互NPC法。对话还可以完全与NPC的发生。

对话可以包括文本字幕和动画序列可以播放动画,声音表演,相机的工作,时间,和更多的。

对话系统支持的情况下,变量,和Lua脚本控制谈话和跟踪信息如人物关系和任务的状态流。例如,一个NPC可以选择积极的对话选择成为PC或PC的敌意,可能与NPC对话完成任务。

对话系统的设计:

?好:对话系统看起来不错吧,让你完全控制和统一的外观,GUI的内置支持,tasharen娱乐的深入,大熔炉的GUI,和unikron二维工具包的用户界面。接口是完全可定制的,提供诸如动画文本效果和人物肖像的图形特征。

 

?状态:对话系统跟踪状态的游戏和玩家的选择决定什么对话分支跟随并为玩家提供什么反应。你的国家的直接控制通过组件和一个内置的Lua脚本环境,虽然没有脚本需要在统一或Lua中产生深入的谈话。作为一个附加的好处是,你可以保存/加载游戏系统之间的水平变化,持久性,和任务跟踪系统。

?游戏过场动画:作为特征选择的对话,你可以玩游戏如唇同步,人体动作动画,音频,和摄像机运动。对话系统内置的动画序列是全功能的,可扩展的,包括支持解雇的usequencer和FaceFX唇同步和面部动画的扩展,和一个简单的模板整合自己的音序器的命令。

?使开发变得容易:分支对话树变得很复杂。你的设计师需要合适的工具。建立从开始支持业界标准的聊天映射和articy是对话系统:草案,以及无冬之夜极光工具进口商。它还包括一个强大的,功能齐全的对话为基础的编辑器和工具集龙时代风格统一大纲编辑器内mecanim式节点。(龙时代(C)电子艺术公司)

你可以不用写一行代码访问的对话系统的全部功能。然而,您的购买,包括完整的源代码,并更换内置的用户界面选项,添加你自己的程序的命令模板。所有的代码都包含在自己的命名空间来防止冲突与其他任何资产存储产品。

Themain parts of the Dialogue System are:

DialogueDatabase: An assetin your project containing your conversations and related data such as cutscenesequences and information about actors

DialogueManager: Theunderlying engine that runs between the dialogue database and the dialogue UI

DialogueUI: Displayssubtitles and player response menus

Triggers: Start conversations when theplayer enters a trigger collider, uses an object, etc., and also let you dospecial processing before and after conversations

Sequencer: Runs cutscene sequences (such asanimation, lip sync, and audio) for each line of dialogue

对话系统的主要部件:

?对话:一个资产数据库项目中包含您的会话和相关的数据,如关于演员的动画序列和信息

?对话管理器:基本的引擎,对话和对话界面之间运行数据库

?对话的界面:显示字幕和球员响应菜单

?触发:开始谈话,当玩家进入一个触发对撞机,使用对象,等,也让你之前和之后的谈话做特殊处理

?序:运行动画序列(如动画,唇同步,和音频)的每一行的对话

Concepts

What isBranching Dialogue?

Branchingdialogue is a key feature of interactive entertainment. As opposed to static,linear dialogue, branching dialogue allows the participants (player and NPCs)to choose their responses from a list of selections. The list can change basedon the state of the game, and the player's choices can further affect the stateof the game and the direction of the conversation.

Branchingdialogue gives the player freedom to express his character's personality whilepreserving artistic control for the game author.

Anexample of branching dialogue is below:

概念

什么是分支对话?

分支对话是一个互动娱乐的关键特征。而不是静态的,线性的对话,对话的参与者(分支允许玩家和NPC)从列表选择,选择他们的反应。这个列表可以基于游戏状态的变化,和球员的选择可以进一步影响比赛的状态和会话的方向。

分支的对话会让玩家自由地表达自己的个性品格,而游戏作者保留艺术控制。

分支对话是下面的例子:

Terms

In theDialogue System, the participants are called Actors.A conversation generally occurs between two Actors. However, using triggers andcutscene sequences (described below), you can involve additional characters.

A Conversation is a collection of Dialogue Entries, where eachDialogue Entry represents a line spoken by one of the Actors.

A DialogueEntry also contains Linksto other Dialogue Entries. Links tie Dialogue Entries together and direct theflow of the conversation.

You canassign an optional Conditionand/or User Script toany Dialogue Entry. The Dialogue System will only follow a link if thedestination's Condition is true. When the Dialogue System chooses a DialogueEntry, it will run its User Script. Conditions and user scripts are written in Lua.

Barks are single lines of dialogue that an NPC canspeak without engaging in a full conversation. Barks are frequently used duringgameplay to add life to the scene. For example, NPCs can greet each with barksto make them appear autonomous.

All ofthis information is stored in a DialogueDatabase.

条款

在对话系统中,参与者被称为演员。谈话通常发生在两个演员。然而,使用触发器和动画序列(如下所述),你可以有额外的字符。

谈话是一个对话的条目,每个条目代表对话一行,一个演员说。

对话还包含其他条目链接对话。链接的领带对话项目合作和直接对话的流动。

你可以指定一个可选的条件和/或用户脚本的任何对话进入。对话系统只会如果目的地的条件是真的链接。当对话系统选择对话项,它将运行它的用户脚本。条件和用户脚本编写的函数。

树皮的对话,一个NPC可以说没有进行完整的对话单系。树皮是常用的在游戏中添加到场景的生活。例如,NPC可以迎接每皮使它们看起来自治。

所有这些信息都存储在数据库的一个对话。

Workflow

Thissection describes the general process of putting dialogue into your project.

Theworkflow to add conversations to your project is:

Writethe dialogue using Chat Mapper, articy:draft, Aurora, or the built-in dialoguedatabase editor.

Use theChat Mapper Converter to convert your Chat Mapper project into a dialoguedatabase, or the equivalent for articy:draft or Aurora (Neverwinter Nights).

Configurea Dialogue Manager object in your scene and assign the database.

Configuretriggers to start conversations. You can use the interactive NPC Setup Wizardavailable inWindow > Dialogue System > Tools > Wizards.

 

工作流添加到您的项目的对话:

1。用聊天制图,对话articy:草案,极光,或内置对话数据库编辑器。

2。使用聊天映射转换器转换成你的聊天制图项目到一个对话的数据库,或相当于articy:汇票或极光(无冬之夜)。

3。在你的场景配置对话管理器对象和指定数据库。

4配置触发器开始对话。你可以使用交互式NPC安装向导窗口>对话系统>工具>向导提供。

DialogueCreation Overview

Designedas a professional development tool, the Dialogue System includes afull-featuredDialogue Editor, and also supports authoring inUrban Brain Studio'sChat Mapper, articy:draft, and Neverwinter Nights Aurora Toolset.

Formore information: Dialogue Creation

对话的创作概况

设计作为一个专业的开发工具,包括一个全功能的对话系统的对话编辑器,并且支持城市脑工作室的聊天器,制作articy:草案,和无冬之夜的极光的工具。

更多信息:对话创造

DialogueManager Overview

"DialogueManager" has two meanings:

Thegame object that has the main dialogue system component, and

TheDialogueManager script interface for accessing dialogue system features in yourown scripts.

On theDialogue Manager game object, the Dialogue System Controller is the componentthat actually runs conversations. It reads content from your dialogue database,maintains the Lua environment, and controls the dialogue UI and cutscenesequencer.

To adda Dialogue Manager to your scene, drag the Dialogue Manager prefab from the Prefabs folderinto your scene, or select the menu itemWindow > Dialogue System >GameObject > Create Dialogue Manager. This will add a game objectcontaining a Dialogue System Controller. If you have NGUI or Daikon Forge GUI,you can use versions for those GUI systems located inThird PartySupport.

Forprogrammers, PixelCrushers.DialogueSystem.DialogueManager is a static class that manages asingleton instance ofPixelCrushers.DialogueSystem.DialogueSystemController. Your scripts can access severaluseful properties and methods in DialogueManager to manage the database andcontrol conversations, barks, alerts, and sequences.

Formore information: Script Overview

对话管理概述

“对话者”有两个意思:

1。游戏对象有对话的主要系统组件,和

2。在你自己的脚本访问对话系统的特点dialoguemanager脚本接口。

在对话管理游戏对象,对话系统控制器实际运行时组件。它读取你的对话数据库内容,保持Lua环境,并控制对话UI和动画序列。

添加一个对话管理你的场景,对话管理器拖动预置从prefabs文件夹到你的场景,或选择菜单项窗口> > >游戏对象创建对话系统的对话管理器。这将添加一个包含对话系统控制器游戏对象。如果你深入或萝卜伪造的图形用户界面,您可以使用版本的GUI系统位于第三方的支持。

对于程序员来说,pixelcrushers.dialoguesystem.dialoguemanager是一个静态类管理实例的pixelcrushers.dialoguesystem.dialoguesystemcontroller。你的脚本可以访问在dialoguemanager几个有用的属性和方法来管理数据库和控制会话,树皮,警报,和序列。

更多信息:脚本概述

TriggerOverview

Triggersstart conversations, barks, and sequences. To configure a trigger, add atrigger component to a game object. For example, say you want an NPC to start aconversation when the player approaches him. To do this, simply add a ConversationTrigger component to the NPC.

TheDialogue System provides a variety of triggers for starting conversations,barks, and sequences, as well as handling actions at the beginning and end ofconversations.

To addtriggers, select them from the Window > Dialogue System > Componentmenu.

Formore information: Triggers

触发器概述

触发器开始交谈,树皮,和序列。配置一个触发器,触发器组件添加到一个游戏物体。例如,假设您想要一个NPC交谈,当玩家接近他。要做到这一点,只需添加一个对话触发元件的全国人民代表大会。

对话系统的开始交谈,树皮和序列,提供各种各样的触发器,以及在开始和结束的对话处理措施。

添加触发器,从窗口>对话系统>组件菜单选择。

更多信息:触发器

DialogueUI Overview

TheDialogue System UI is modular and highly customizable. You can use the defaultUnity GUI-based UI system or replace it with the provided NGUI system, DaikonForge GUI system, 2D Toolkit UI system, or your own custom UI system.

Thedefault Unity GUI-based UI features a fully-customizable layout. You can createlayouts for Mass Effect-style dialogue wheels, JRPG dialogue windows, and more.(Mass Effect is a trademark of Electronic Arts, Inc. Dialogue wheel design ispatented by BioWare Corp.)

Severalprefab layouts using Unity GUI, NGUI, TK2D, and Daikon Forge GUI are included.Just assign the one you want to use to the Dialogue Manager's Display Settings.

For moreinformation: Dialogue UI

对话UI的概述

对话系统的模块化和高度可定制的用户界面。你可以使用基于UI系统默认的统一的GUI或取代它与提供NGUI系统,萝卜伪造的GUI系统,二维工具包的UI系统,或您自己的自定义用户界面系统。

默认情况下,统一的基于GUI的UI功能完全可定制的布局。您可以创建质量效应式对话轮JRPG对话窗口,布局,和更多。(质量效应是一个商标的电子艺术公司,对话轮设计是由BioWare公司的专利)

几个预置布局使用统一的GUI,NGUI,tk2d,和萝卜的GUI包括伪造。只要指定要使用的对话管理器的显示设置一个。

更多信息:对话界面

SequencerOverview

In theDialogue System, each line of dialogue can be tied to a cutscene sequence – forexample, to play animations, audio files, and/or move the camera. Thesesequences are defined with simple commands inside the dialogue entry such as:Camera(Closeup);Animation(Shrug).

You canalso play sequences outside of conversations, any time you need a cutscene inyour game.

Sequencesalso support Quick Time Events (QTEs).

Formore information: Sequencer

音序器概述

在对话系统,每一行的对话可以被连接到一个例如动画序列–,播放动画,音频文件,和/或移动摄像机。这些序列是使用简单的命令在对话输入如定义:相机(特写);动画(耸肩)。

您也可以发挥序列以外的对话,任何时候你需要在你的游戏中的过场。

序列也支持快速时间事件(QTES)。

更多信息:音序器

ComponentOverview

Thefigure below is a high-level representation the relationship between thecomponents in the Dialogue System.

Tocustomize the Dialogue System, you can create a new game object and add thenecessary components or use a prefab from the Prefabs folder and simply swapout the UI component and choose your the display settings.

TheBarkUI component allows an NPC to display bark text. Add a BarkUI component toany game object that barks (e.g., NPCs).

Addtriggers to any game objects that need to start conversations or handle actionsbefore or after conversations.

TheQuest Log and Game Saver components are add-on subsystems that leverage thepower of the Dialogue System. For more information, see: Quest Log System andSave/Load System.

Formore information: Script Overview

自定义对话系统,你可以创建一个新的游戏对象,添加必要的部件或使用从预设的文件夹,只是把UI部件并选择您的显示设置预置。

该barkui组件允许NPC树皮文本显示。添加一个barkui部件的任何游戏对象,树皮(例如,NPC)。

添加触发任何游戏对象需要交谈或处理之前或之后,对话的行为。

任务日志和游戏程序组件附加的子系统,杠杆的对话系统的功率。更多信息,见:任务日志系统保存/加载系统。

更多信息:脚本概述

NextSteps:Example Scenes :Quick Start:Step-by-Step Instructions

Next: Installation

Installation

Buyingthe Dialogue System

To buythe Dialogue System for Unity:

InUnity, select Window > Asset Store to open the Unity Asset Store.

Searchfor "Dialogue System", and click the Buy button on PixelCrushers'Dialogue System for Unity.

Afterpurchase, import the Dialogue System into your project.

InstallationLocation

TheDialogue System installs entirely to Assets/Dialogue System/.

Thefolder structure is:

DLLs: Precompiled DLLs to speed up yourbuild times

Examples: Example scenes demonstrating thesystem's features

Prefabs: Preconfigured assets to use inyour projects

Scripts: Complete source code

ThirdParty Support:

2DAction RPG Starter Kit: 2D Action RPG Starter Kit integration

AdventureCreator: AdventureCreator integration

BehaviorDesigner: BehaviorDesigner integration (note: Behavior Designer also includes a correspondingpackage for the Dialogue System)

CoreGameKit: CoreGameKit integration (formerly Killer Waves)

DaikonForge GUI: UIimplementations using Daikon Forge GUI

FaceFX: Support for FaceFX facialanimation and lip sync software

KGFMapSystem: KGFMapSystem integration

NGUI: UI implementations using NGUI

NGUIHUD Text: BarkUIimplementation using NGUI HUD Text

PlayMaker: PlayMaker integration

plyGame: plyGame integration

RealisticFPS Prefab: Gameplayintegration support for Realistic FPS Prefab

TK2D: UI implementations using 2DToolkit UI

UFPS: Gameplay integration support forUltimate FPS

uSequencer: Cutscene sequencer command tointerface with uSequencer

Unpackingthe Source Code (Optional)

TheDialogue System provides precompiled DLLs so Unity doesn't have to compilesource code. This can significantly speed up your build times.

Ingeneral, when implementing additional functionality, it's strongly recommendedto create subclasses rather than unpacking and directly modifying the sourcecode. First, you won't have to fix up prefab references. Second, if you importan updated version of the Dialogue System, you risk overwriting yourcustomizations.

However,complete source code is provided. To unpack it, import the package Assets/DialogueSystem/Scripts/Source Code.unitypackage. Note that the included prefabs, such aspre-built UIs, reference the DLLs. If you replace the DLLs with the sourcescripts, you'll have to reassign the prefabs' script references to point to thesource scripts.

Theeasiest way to do this is to open two projects: one with the DLLS and one withthe source code. In the DLL project, select each prefab and/or scene objectthat your project uses. In the source code project, select the sameprefab/object and drag the corresponding script to each missing reference.

Scriptableobjects such as dialogue databases need to be handled differently. In the DLLproject, open the dialogue database in Dialogue Editor and, on the Database tab,export it as Chat Mapper XML. In the source project, assign theDialogueDatabase.cs script to the dialogue databaseasset. If the database appears empty, import it from the XML using theChat Mapper Converter.

Example Scenes

Art

The Art folder contains assets and prefabsused by the example scenes.

Yourpurchase also includes:

Arteria3D's Recon Trooper model, a $30 USD value

Custom3D sci-fi environment assets

Yourlicense includes use of these assets for commercial and non-commercialprojects.

艺术

艺术文件夹包含的示例场景使用资产和预制件。

您的购买,还包括:

?动脉3D的侦察兵的模型,一个30美元的价值

?定制的3D科幻环境资产

您的许可证包括商业和非商业项目的这些资产的使用。

QuickStart

The Quick Start folder contains files for use inthe Quick Start tutorial.

FeatureDemo

快速启动

快速启动文件夹包含用于快速入门教程文件。

功能演示

TheFeature Demo folder contains a playable scene that demonstrates several majorfeatures, including:

Conversations

Barks

Quests,including quest tracking

Triggers

QuickTime Events

Textinput

Save& Load System

 

In thisscience fiction scene, you play a lieutenant commanding a squad sent toassassinate the evil Emperor on his star carrier.

 

•Conversations with the NPC Private Hartdemonstrate branching dialogue, quest updates, quick time events (QTEs), andcutscene sequences.

•The NPC Sergeant Graves demonstrates barkswith and without cutscene sequences. The selection of barks varies depending onthe state of the quest.

•The Terminal demonstrates conversations usinga different, computer-themed UI, as well as freeform text input.

•The Dead Guard demonstrates using aconversation to interact with an inanimate object – in this case, a corpse thatcan be searched for the terminal password.

Internally,Private Hart demonstrates how to offload the Dialogue System components onto achild GameObject named "AI". You can use this technique if you wantto minimize the number of components on an NPC's main GameObject.

 

Thesubfolder Dialogue Database contains the source Chat Mapper project, theexported XML version of the project, and the dialogue database asset used inthe scene.

在科幻小说中的场景,你扮演一个中尉指挥派人暗杀的邪恶的皇帝星载。

?与NPC对话表明私人哈特分支对话,寻求更新,快速时间事件(QTES),和动画序列。

?全国人大军士坟墓表明并没有动画序列的树皮。树皮的选择取决于任务的状态。

?终端显示会话使用一个不同的主题,计算机用户界面,以及自由的文本输入。

?死亡守卫演示使用会话与在这种情况下,一个没有生命的物体–互动,一具尸体,可以搜索终端密码。

在内部,私人哈特演示如何卸载对话系统组件到子游戏对象命名为“人工智能”。如果你愿意的话可以减少对NPC的主要游戏对象的组件的数量,使用这种技术。

该文件夹包含源聊天对话数据库映射方案,导出的XML版本的项目,和对话的资产在场景中使用的数据库。

articy:draftVersion

Thesubfolder Articy Feature Demo contains the same demo built from an articy:draft project.

articy:草案

子文件夹articy功能演示包含相同的演示了从一个articy:起草项目。

TopDown Demo

Thesubfolder Top Down contains a variation using a three-quarters view and aproximity selector instead of mouse look selector.

自上而下的演示

该文件夹包含使用自上而下的变化的四分之三的看法,而不是鼠标看起来接近选择器选择器。

MenuText + Dialogue Text Demo

Thesubfolder Menu Text Demo contains a variation that uses shorter, paraphrased text for the playerresponse menu, and longer text when the PC actually delivers a selected line ofdialogue.

菜单文本+对话文本演示

子菜单文本演示包含一个变化,使用较短的文本,释义为玩家响应菜单,和较长的文本时,PC实际上提供的选择线对话。

FeatureDemo with Continue Button

Thesubfolder Feature Demo with Continue Button contains a variation that requires the playerto click a Continue progress to progress past each line of dialogue.

功能演示继续按钮

子文件夹功能演示继续按钮包含一个变化,需要玩家点击继续进步,进展过去的每一行对话。

MultipleDatabase Example

Thissubfolder Multiple Database Example contains a variation on the Feature Demo thatdemonstrates how to add and remove additional dialogue databases. You may wantto familiarize yourself with the original Feature Demo scene first, which usesone database named 'Feature Demo'.

Thisversion uses two databases: DialogueDatabase and DialogueDatabase.DialogueDatabase 2 contains the dialogue database assets for SergeantGraves (his actor definition and bark conversation).Dialogue Database 1 containseverything else and is the initial database loaded when the scene starts.

SergeantGraves has been moved to the far end of the room. A script on a triggercollider namedAdd Remove DB Triggeradds his database when entered and removes his database when exited.

Note: When using multiple databases,you will probably need to use theUnique ID Tool to make sure assets' internal IDnumbers are unique across the databases.

多个数据库实例

这个文件夹包含多个数据库实例的变化特征的演示,演示如何添加和删除额外的对话数据库。你可能想熟悉原始特征的演示现场第一,它使用一个数据库,命名为“演示”特征。

 

这个版本使用两个数据库:数据库和数据库对话的对话。对话2数据库包含中士墓对话数据库资产(他当演员的定义和树皮的谈话)。对话1数据库包含一切,是最初的数据库加载时,现场开始。

中士的坟墓已经被移到房间的尽头。在触发对撞机命名的脚本添加删除数据库触发器添加自己的数据库时,进入并消除他的数据库时退出。

注意:当使用多个数据库,你可能需要使用独特的ID工具来确保资产内部身份证号码是唯一的数据库。


the barks folder contains a scene betweentwo NPCs who bark at each other.

It demonstrates how NPCs can trigger each other to bark, forming aconversation that the player can overhear.

Three NPCs Bark

The subfolder Three NPCs Bark contains a scene that demonstratesanother method of making multiple NPCs engage in a series of barks.

树皮树皮文件夹包含两个NPC谁在彼此之间的一个场景。

它演示了如何的NPC可以引发对方的树皮,形成一个对话,玩家可以听到。

三个NPC树皮

子文件夹三个NPC树皮中含有现场演示让多个NPC的另一种方法进行了一系列的树皮。


The Sequence folder contains a scene that playsa cutscene sequence.

序列文件夹包含一个场景,扮演一个动画序列

TheCamera Angle Studio folder contains a scene that you might find helpful whendesigning camera angles. It contains a subject in a three-point light setup. Todesign camera angles, open the scene and select the menu item Window >Dialogue System > Tools > Camera Angle Editor.

Formore instructions, see Camera Angle Editor

摄像机的角度工作室文件夹包含一个场景,你可能会发现当设计的镜头角度。它包含一个主题在一个三分光装置。设计的镜头角度,打开场景并选择菜单项窗口>对话系统>工具>相机角度编辑。

更多说明,看看相机的角度编辑



the Lua Example folder contains a scene that actsas a command line Lua interpreter. When you play the scene, you can enter Luacommands and see the return values.

Lua的例子文件夹包含一个场景,作为一个命令行的Lua解释器。当你玩的情景,你可以输入lua命令和看到的返回值。


TheSave Load Example folder contains a scene that demonstrates the Save/LoadSystem, including how to load games back to the player's current level.

保存加载示例文件夹中包含一个场景,展示了保存/加载系统,包括如何加载游戏回的球员目前的水平。



the quest Example folder contains a scene thatdemonstrates more quests than theFeature Demo, including abandonable andtrackable quests, and more features of theQuest Log System.

Other Examples

The Third Party Support packages each contain their own example scenes.

任务示例文件夹中包含一个场景,展示了比功能演示更多的任务,包括放弃和跟踪的任务,和更多的任务日志系统的特点。

其他的例子

第三方支持,每个包含有自己的示例场景。

Step-by-Step Instructions

Write the Dialogue

The first step is to create your dialogue. You can use the Dialogue Editor or one of the converters, such asthe Using Chat Mapper converter.

Writing in the Dialogue Editor

Right-click in the Project view and select Dialogue System >Create > Dialogue Database.

Double-click the dialogue database.

On the Actors tab, define at least two actors: a player characterand an NPC.

On the Conversation tab, click the "+" button in theupper left to create a new conversation.

Right-click the START node to create a child node. Continue definingnodes to build your conversation(s).

See the Dialogue Editor page for more details.

写对话

第一步是创建你的对话。你可以使用对话编辑器或一个转换器,如使用聊天映射变换器。

在对话的编辑写作

在项目视图中点击右键并选择对话系统> >对话创建数据库。

双击对话数据库。

在演员表,定义至少两个角色:一个玩家与NPC。

在会话”选项卡上,单击“+”按钮在左上创建一个新的对话。

右键单击开始节点创建一个子节点。继续定义节点建立你的谈话(的)。

看到对话编辑页面的更多细节。

Using aConverter

If youwrite in an external application, you can use a converter to create a dialoguedatabase. The following instructions detail how to use convert Chat Mapperprojects. All folder locations are inside theAssets/Dialogue System/ folder. Other alternatives arearticy:draft or the Neverwinter Nights Aurora Toolset.

In ChatMapper, create a new project or make a copy of Prefabs/Template.cmp.

Writeyour dialogue.

At aminimum, you should create two actors (e.g., Player and NPC) and oneconversation.

It'seasiest if your Chat Mapper actors have the same names as the correspondingcharacter game objects in Unity.

Make anote of the names of your conversations. You'll use these to set up triggers.

Putsequencer commands in the Sequencer field of your dialogue entries. SeeSequencer and Sequencer Command Reference.

Formore information, see Dialogue Creation.

Ifyou're using Chat Mapper Indie, export the project to an XML file somewhere inyour Assets folder hierachy. If you're using Chat Mapper Commercial, theChat Mapper Converter can process the .CMP filedirectly, so you don't need to export it to XML.

Selectthe menu option Window > Dialogue System > Tools > Converters >Chat Mapper Converter.

Ifyou're using Chat Mapper Commercial, then for Path to ChatMapper.exe setthe path toChatMapper.exe. You only need to specify the path to ChatMapper.exe if you have a Commercial Licenseand want to convert directly from the Chat Mapper project file (.CMP) insteadof manually exporting to XML.

For ChatMapper Project, select your XML file. If you have a Commercial License,selectcmp from thedrop-down and select your .CMP file.

(Optional)For Portrait Folder, specify the folder containing the the actorportrait images defined in your Chat Mapper project. If you didn't specifyactor portrait images, or if you don't want to display character portraitsbeside subtitles, you can leave this blank.

For Pathto Save Assets, select the folder where you want the dialogue database tobe created.

Tick Overwriteif you want to overwrite an existing dialogue database (if one exists). Notethat, if you overwrite, the new dialogue database will still be a new asset, soyou'll have to reassign it to the Dialogue Manager in your scene.

Click Convert.This will create a dialogue database. If you need to run it again, you may wantto delete the old asset first. Otherwise the new database will be created witha slightly different name, usually by appending a number to the end.

Theimage below shows settings for converting an XML-exported Chat Mapper project:

使用一个转换器

如果你写在一个外部应用程序,您可以使用一个转换器来创造一个对话的数据库。以下说明了如何使用转换聊天制图项目。所有文件夹的位置是在资产/对话系统/文件夹。其他的替代品articy:汇票或无冬之夜的极光的工具。

1。在聊天的映射,创建一个新项目或复制预设/ template.cmp。

2写你的对话。

?至少,你应该创建两个演员(例如,玩家和NPC)和一个会话。

?最简单的方法就是如果你的聊天映射演员具有相同的名称作为统一的相应字符的游戏对象。

?使您的会话名称的注。你会使用这些设置触发器。

?把你的音序器命令条目音序器领域的对话。看到音序器和音序器命令参考。

?更多信息,见创建对话。

3。如果你使用聊天映射独立,出口项目在你的资源文件夹层次结构的XML文件。如果你使用聊天制图商业,聊天映射转换器可以处理。CMP文件直接,所以你不需要导出到XML。

4。选择菜单选项窗口>系统>工具>变换>对话聊天映射变换器。

5。如果你使用聊天制图商业,然后对chatmapper.exe设置路径chatmapper.exe路径。你只需要指定chatmapper.exe如果你有一个商业许可证和要转换直接从聊天制图项目文件的路径(。CMP)代替手动导出到XML。

6。聊天制图项目,选择你的XML文件。如果你有一个商业许可证,选择从下拉列表中选择您的CMP和CMP文件。

7。(可选)的肖像文件夹,指定包含的演员的肖像图像在您的聊天制图项目定义的文件夹。如果你不指定演员的形象,或者如果您不想显示字幕的人物肖像旁边,你就可以离开这个空白。

8。为拯救资产路径,选择你想对话数据库创建的文件夹。

9蜱覆盖。如果你想覆盖现有的对话数据库(如果存在)。注意,如果你改写,新的对话数据库仍然是一个新的资产,你必须将它赋给你场景中的对话管理器。

10单击“转换”。这将创建一个对话的数据库。如果您需要再次运行它,你可能想删除旧的资产第一。否则,新的数据库将与一个稍微不同的名称创建,通常通过附加一个数字时。

下面的图片显示设置用于转换XML输出聊天制图项目:

注:chat mapper这个工具需要自己下载,如果没有可以直接使用插件自带的编辑器(简雨注)

Formore information: Dialogue Creation

Set upthe Dialogue Manager GameObject

Add aDialogue Manager game object to your scene by selecting the menu item Window> Dialogue System > Create > GameObject > Dialogue Manager. Thiswill add a game object containing a Dialogue System Controller component.

Alternatively,you can use the menu item Window > Dialogue System > Component >Dialogue System Controller to add a Dialogue System Controller to an existingobject.

Or youcan use the menu item Window > Dialogue System > Tools > Wizards >Dialogue Manager Wizard to use a wizard that steps you through the entireprocess described below.

Yourgame object should have a component similar to the screenshot below.

建立对话管理器对象

添加一个对话经理游戏对象到你的场景中选择菜单项窗口> > > >游戏对象创建对话系统的对话管理器。这将添加一个包含对话系统控制器组件的游戏对象。

或者,您可以使用该菜单项对话窗口>系统>组件>对话系统控制器添加对话系统控制器到现有对象。

或者你可以使用菜单项对话窗口>系统>工具>巫师>对话管理器向导使用向导的步骤你通过下面描述的整个过程。

你的游戏对象应该有一个成分类似于下面的截图。


DisplaySettings

TheDialogue System Controller component contains a foldout named DisplaySettings similar to the one below.

显示设置

对话系统的控制器组件包含一个折页命名显示类似下面的设置。


DialogueUI: By default, noUI is assigned. In this case, it will use a very generic, default UnityGUI-based UI located in Prefabs/Unity Dialogue UIs/Default/Resources. You can assign a different UI tothe Dialogue UI property. There are a selection of predefined layouts in Prefabs/UnityDialogue UIs.To define your own layout, see the Dialogue UI page. You can also assign an NGUI UI if youown NGUI and have imported NGUI and the third party support package into yourproject.

?对话的界面:默认情况下,没有UI分配。在这种情况下,它将用一个非常通用的,统一的基于GUI的界面位于默认预设/团结对话UI /默认/资源。您可以指定一个不同的用户界面的UI属性对话。有一个选择预定义的布局预设/团结对话界面。定义您自己的布局,看到对话UI页。你还可以指定一个NGUI UI如果你自己的深入和有进口的深入和第三方支持包到您的项目。

LocalizationSettings:

Language: The language code to use forlocalization (e.g., "fr" for French); blank for none.

UseSystem Language: Tick to override localizationwith the system language.

Formore on localization, see Localization.

?本地化设置:

?语言:语言代码用于定位(例如,“神父”法国);空白不。

?使用的系统语言:蜱与系统语言重写定位。

?更多关于定位,看到定位。

SubtitleSettings:

ShowNPCSubtitles During Line: Tick to show NPC subtitles while the NPC is speaking its lines.

ShowNPCSubtitles With Responses: Tick to show NPC subtitles while the PC response menu is showing. Thisis usually ticked to remind the player what the NPC just said.

ShowPCSubtitles During Line: Tick to show PC subtitles while the PC is speaking its lines.

AllowPCSubtitle Reminders:(Not shown in screenshot) Tick to allow the PC's last line to be used as thereminder line when showing the response menu. Normally only the NPC's last lineis shown as a reminder.

SubtitleChars Per Second:Specified how long subtitles are displayed if no cutscene sequence is definedfor the line. If a sequence is defined, these parameters are ignored, since thesequence will determine the duration.

MinSubtitle Seconds:If no sequence is defined, subtitles will be shown at least this long.

ContinueButton:

Never: Never wait for the player to click the UI's"continue" button, or otherwise receive an OnConversationContinuemessage, before progressing. (See Subtitle Continue Button).

Always: Always wait for the continue button afterevery subtitle (if a continue button is assigned in the dialogue UI for thetype of subtitle – PC or NPC).

Optional Before Response Menu: Works like Always, except when the playerresponse menu is next. In this case, the Dialogue System waits until thesubtitle is done and then immediately progresses to the response menu withoutwaiting for the continue button.

Not Before Response Menu: Works like Always, except when the playerresponse menu is next. In this case, the continue button isn't even shown. Whenthe subtitle is done, it immediately progresses to the response menu.

RichText Emphases: Bydefault, the built-in dialogue UIs apply the first emphasis tag to the entireline. If you want to use multiple tags in a single line, or have tags affectonly a subset of the line, you can tell the Dialogue Manager to convertemphasis tags to rich text codes. To do this, tick Rich Text Emphases in theDialogue Manager's Display Settings. Your dialogue UI must supportrich text. The provided Unity GUI prefabs all support rich text.

InformSequence Start And End: To reduce the number of messages being sent, conversations by defaultsuppress OnSequenceStart and OnSequenceEnd messages associated with dialogueentries' sequences. To enable these messages, tick this checkbox.

?字幕设置:

?在npcsubtitles线显示:蜱显示NPC字幕而NPC说话的线。

?显示npcsubtitles反应:蜱显示NPC字幕而PC响应菜单显示。这通常是在提醒球员什么人大刚刚说的。

?在pcsubtitles线显示:蜱显示电脑字幕而PC说线。

?让pcsubtitle提醒:(不显示截图)蜱允许PC的最后一行作为提示行显示响应菜单时。通常只有人大的最后一行显示一个提醒。

?字幕字符/秒:指定字幕如果没有多久动画序列的定义线显示。如果一个序列的定义,这些参数被忽略,因为序列将确定的时间。

?民字幕秒:如果没有序列的定义,字幕将至少长出。

?继续按钮:

■从不:从不等待玩家点击界面的“继续”按钮,或者收到一onconversationcontinue消息,之前取得进展。(看字幕继续按钮)。

■总是总是等待继续在每个字幕按钮(如果继续按钮分配在对话UI字幕–PC或NPC型)。

■可选在响应菜单:作品一样,除了球员的反应是当菜单下。在这种情况下,对话系统等到字幕完成后立即进入响应菜单没有等待继续按钮。

■之前没有响应菜单:作品一样,除了球员的反应是当菜单下。在这种情况下,继续按钮没有显示。当字幕了,它立即进入响应菜单。

?丰富文本的重点:默认情况下,内置的对话UI应用首先强调标签对全行。如果你想在一个单一的线使用多个标签,或标签只影响线的一个子集,你可以告诉经理的对话将重点标记到富文本代码。为此,剔丰富文本的重点在对话管理器的显示设置。你的对话界面必须支持丰富的文本。提供统一的GUI预设都支持丰富的文本。

?通知序列的开始和结束:减少发送的消息数量,默认情况下抑制onsequencestart和对话onsequenceend信息与对话内容的序列。为了使这些信息,勾选这个复选框。

CameraSettings:

SequencerCamera: A camerato use when playing sequences. If unassigned, the Dialogue System will use thecurrent main camera. However, you may want to use a different camera withadditional settings such as depth of field to blur the background behind theactors. If so, assign it here.

CameraAngles: A cameraangle object prefab that defines camera angles for the sequencer. See Sequencer Camera & Angles. If unassigned, the DialogueSystem will use a default set of camera angles.

DefaultSequence:Specifies a cutscene sequence to use when a dialogue entry doesn't have asequence defined in its Sequence field. The string "{{end}}" will bereplaced by the default subtitle duration for each subtitle. If your projectuses a body-less first person controller, you'll want to change the defaultbecause a closeup of the player won't look right. See Dialogue Creation and Sequencer. (Note: If you want to use a differentdefault sequence for a specific conversation, add an Override DisplaySettings component to the conversant and specify its default sequence.

DisableInternal Sequencer Commands: (Not shown in screenshot) If you want to disable theinternally-handled sequencer commands (for example to replace them with yourown), tick this checkbox. In all other cases, you should leave it unticked.

?相机设置:

?音序器相机:相机时要使用播放序列。如果未指定,对话系统将使用当前的主相机。然而,你可能想使用一个不同的相机与额外的设置如场模糊演员背后的背景深度。如果是这样的话,它指定在这里。

?摄像机的角度:拍摄角度,定义了对象的预制音序器拍摄角度。看到音序器相机角度。如果未指定,对话系统将使用默认设置相机的角度。

?默认序列:指定一个动画序列时使用的对话进入没有在其序列字段定义的顺序。字符串“{ } { }结束”将取代默认的字幕时间为每个字幕。如果您的项目使用一个身体不第一人称控制器,您要更改默认因为特写的球员不看的权利。看到对话创造和音序器。(注:如果你想为一个特定的会话,使用不同的默认顺序添加重写显示设置组件的熟悉和指定默认序列。

?禁用内部音序器的命令:(不显示截图)如果你想禁用内部处理程序的命令(例如来取代他们自己的),勾选这个复选框。在所有其他情况下,你应该把它unticked。

•Input Settings:

◦AlwaysForce Response Menu: If ticked (the default), the player response menu isalways shown, even if there's only one choice. If unticked, it auto-selects thechoice if it's the only one; this is the default behavior in Chat Mapper. Youcan also override this on a line-by-line basis by using the [f] tag.

◦ResponseTimeout: Specifies a countdown time. If the player doesn't select a responsebefore the timeout period, a response will automatically be selected for him.If this property is 0, there is no timeout.

◦QteButtons: The names of buttons defined in UnityEngine.InputManager that will beassociated with specific Quick Time Event (QTE) indicators. (See QTE())

◦Cancel:A key and/or button that the player can use to cancel a dialogue sequence orescape out of the conversation.

?输入设置:

?总是强迫响应菜单:如果勾选(默认),他响应菜单总是显示,即使只有一个选择。如果unticked,它自动选择的选择,如果它是唯一的;这是在聊天映射默认行为。你也可以忽略这一对线的基础上,利用[F]标记线。

?响应超时:指定一个倒计时的时间。如果玩家不选择一个响应之前超时时间,响应将被自动选择为他。如果此属性是0,没有超时。

?QTE按钮:定义unityengine.inputmanager按钮的名称将与特定的快速时间事件相关的指标(QTE)。(见qte())

?取消:一个关键的和/或按钮,玩家可以使用取消对话序列或脱离谈话。

•Alert Settings:

◦AllowAlerts During Conversations: Tick to allow the Dialogue UI to display alertmessages during conversations. This is unticked by default, which causes alertmessages to wait until the conversation is done.

◦AlertCheck Frequency: The frequency in seconds that the Dialogue System will checkthe value of the Lua variable Variable["Alert"]. The default value of0 disables the check. If you want to enable the check, 2 is a good value. Forperformance reasons, you probably don't want to set this value too low becauseit has to query the Lua environment every time, which involves a little bit ofoverhead. Note that you can make the Dialogue System manually check by callingDialogueManager.CheckAlerts(). If the variable is set to a non-blank string,the Dialogue System will display the string as a gameplay alert message andreset the variable to a blank string.

?提醒设置:

?在谈话中让警报:蜱让对话UI的谈话中,显示警报消息。这是unticked默认情况下,使报警信息等的谈话了。

?警报检查频率:频率在几秒钟内,对话系统将检查该值的Lua变量[“警报”]。默认值0禁用检查。如果你想使检查,2是一个很好的价值。出于性能原因,你可能不想设置此值太低,因为要查询的Lua环境的每一次,这涉及到一个点的开销。请注意,你可以手动检查对话系统通过调用dialoguemanager checkalerts()。如果变量设置为一个非空的字符串,对话系统将显示的字符串作为一个游戏的警告消息并重置变量为空字符串。

IncludeSim Status: (Notshown in screenshot) Specifies whether to record SimStatus in the Luaenvironment. SimStatus comes from Chat Mapper, and is a way to remember whethera dialogue entry has been offered to the player ('WasOffered'), spoken by anactor ('WasDisplayed'), or neither ('Untouched'). If this information isn'tuseful in your project, you can disable it to save memory.

DebugLevel: Specifieshow much detail to log to the console. By default, only warnings and errors arelogged. If you want to trace through your dialogue tree, it can be very helpfulto change this to Info.

DontDestroy On Load:Specifies that this game object should stick around when loading new levels.It's ticked by default.

AllowOnly One Instance:If ticked (the default), new DialogueSystemController objects will destroythemselves if one already exists in the scene. Otherwise, if you reload a leveland Dont Destroy On Load is ticked, you'll end up with a second object.

?包括SIM卡状态:(不显示截图)指定是否在Lua环境simstatus记录。simstatus来自聊天器,是一种方式来记住对话是否进入已提供给玩家('wasoffered”),由一个演员说('wasdisplayed”),或没有('untouched’)。如果这不是你的项目的有用的信息,您可以禁用它节省内存。

?调试级别:指定登录到控制台的详细程度。默认情况下,唯一的警告和错误的记录。如果你想通过跟踪你的对话树,它可以改变这个信息很有帮助。

?不要破坏荷载:指定该游戏对象应坚持在加载新的关卡时。这是在默认情况下。

?只允许一个实例:如果勾选(默认),新的dialoguesystemcontroller对象将破坏自己如果一个已经存在的场景。否则,如果你加载一个水平,不要破坏载荷被打勾,你就会有一个对象。

Assigna Dialogue Database

In theInspector panel for the Dialogue System Controller, assign your dialoguedatabase to the Database field. The Dialogue System can't start conversationsor barks without an assigned database.

Notethat your scripts can add or remove additional databases usingPixelCrushers.DialogueSystem.DialogueManager methods.

指定一个对话的数据库

在检视面板的对话系统的控制器,把你的数据库,数据库领域的对话。对话系统可以不指定数据库开始交谈或树皮。

请注意,您的脚本,可以添加或移除附加数据库使用pixelcrushers.dialoguesystem.dialoguemanager方法。


Set upa Trigger

Selecta GameObject that will act as a trigger to start a conversation. For example,this could be an NPC or an interactive object such as a computer terminal.

Add atrigger component from the menu Window > Dialogue System > Component> Triggers.

Note: An easier way to set up triggersin general is to use the NPC Setup Wizard, available in Window >Dialogue System > Tools > Wizards.

Theimage below is an example Inspector panel for Conversation Trigger. The Conversation field is set to Sergeant Graves, which is the title of theconversation in the dialogue database. The Trigger is set to OnUse. When theplayer sends an "OnUse" message to the object, the Dialogue Systemwill start the conversation titled Sergeant Graves.


设置触发器

1。选择一个游戏对象,将作为一个触发器来开始谈话。例如,这可能是一个NPC或交互式对象如计算机终端。

2。添加的菜单窗口>对话系统>组件>触发组件触发。

注:一个更容易的方法一般是利用设置触发NPC安装向导,在对话窗口>系统>工具>向导提供。

下面的图片是对话触发例督察小组。会话字段设置为中士的坟墓,这是在对话的会话数据库名称。触发设置为onuse。玩家发送一个“onuse”消息的对象时,系统将开始对话的对话为中士的坟墓。

Hint:To test a conversation, add the Conversation Trigger component to a GameObjectand set the Trigger to OnStart. When you start the scene, the conversation willstart immediately.

At thispoint, you can play the scene and test your conversation!

提示:测试一个会话,会话触发组件添加到一个游戏对象和设置触发器之前。当你开始的场景,对话将立即开始。

在这一点上,你可以玩的场景和测试您的谈话!

第一篇先贴到这里,因为翻译的全文太长,需要分多次更新,

这篇关于Dialogue System for Unity文档中文对照版(简雨原创翻译)第一篇(我们开始仙剑demo的剧情)的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



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