Kleiner Anfang für Dialog system

This commit is contained in:
Dominik
2023-05-28 11:44:55 +02:00
parent 370380751b
commit 792c90a214
702 changed files with 109467 additions and 1 deletions

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[title=Cutscene_0_begin]
*PlayerName*:Nice! You can start a talk using a button. This dialog window is also a button, you can click it to pass the talk!
Girl:Exactly. This comportament is perfect for mobile games.
*PlayerName*:Those arrows above our heads... They are also auto-created, right?
Girl:Yes they are! RPGTalk smart pointer! Pretty useful for when you don't have the control to the exact character position.
*PlayerName*:Pretty cool. The arrow indicating that the talk continues and the ability to follow characters are now snippets too, right? What else can they do?
[save start=FollowUp_Cutscene_0_SaveNode_0_begin break=FollowUp_Cutscene_0_SaveNode_0_end data=FollowingSSQuestion mod=-1]
[save start=FollowUp_Cutscene_0_SaveNode_1_begin break=FollowUp_Cutscene_0_SaveNode_1_end data=FollowingSSQuestion mod=0]
[save start=FollowUp_Cutscene_0_SaveNode_2_begin break=FollowUp_Cutscene_0_SaveNode_2_end data=FollowingSSQuestion mod=1]
[title=Cutscene_0_end]
[title=FollowUp_Cutscene_0_SaveNode_0_begin]
Girl:Well... You haven't played this demo before, right? It has the ability to save your choices and change the conversation based on it.
*PlayerName*:Are you kidding!? That's why you know I haven't played this demo before! Come on! Make me a question so I can test it again!
Girl:[question=FollowingSSQuestion]Ok... Hum... Are you already following Seize Studios on social media?
[choice]Yes, I am![newtalk start=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_begin break=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_end]
[choice]No, I'm not...[newtalk start=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_begin break=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_end]
[title=FollowUp_Cutscene_0_SaveNode_0_end]
[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_begin]
Girl:Nice! This is the best way to show your support for such an amazing and free asset! Now Start the talk again and see my lines changing.
[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_end]
[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_begin]
Girl:Wow... Why not? They did their best to deliver this awesome and free asset. You should follow them! Either way, Start the talk again and see my lines changing.
[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_end]
[title=FollowUp_Cutscene_0_SaveNode_1_begin]
Girl:We already had this conversation today! And you said you were following Seize Studios on social media. I'm going to believe in you! That is very important.
[title=FollowUp_Cutscene_0_SaveNode_1_end]
[title=FollowUp_Cutscene_0_SaveNode_2_begin]
Girl:I won't talk to you anymore, you said you weren't following Seize Studios on social media =(
[title=FollowUp_Cutscene_0_SaveNode_2_end]
[title=TMPdemo_begin]
Text Mesh Pro is fully supported! They way it does sprites change a little bit, be sure to check the Documentation.
Also, with it you can use the [jitter=5 angle=1]jitter[/jitter] tag! a nice way of saying something [jitter=10 angle=5]spooky[/jitter]
[title=TMPdemo_end]

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[title=cutscene1-begin]
FunnyGuy: [dub=0]hum hum hummm... hum hum humm... \n hum hum huhum hum hummmm...
*PlayerName*: [dub=1]Cof, Cof
FunnyGuy: Oh, I'm sorry. I haven't seen you there. What can I help you?
*PlayerName*: I'm here to learn about tags in RPGTalk!
FunnyGuy: Well you have already used one! Using the <b>dub</b> tag, you can make a sound! Thanks to the [sprite=0] RPGTalkDubSounds Component.
*PlayerName*: [dub=1]Cof, Cof... \n Wow! It is true! And I just breaked a line!
FunnyGuy: Also, Rich text is fully supported now. You can make anything <b>bold</b>, <i>italic</i>, change text <size=30>Size</size> or even its <color=red>color</color>
*PlayerName*: <b><i><color=blue>NICE</color></i></b>
FunnyGuy: You can now change text speed during the text, so I can tell you something with quite an [speed=5]impact. [/speed] Looks important, right?
*PlayerName*: Yes! [sprite=1] RPGTalk is getting really amazing! Wait... Did i just used [speed=5]sprites[/speed] inside the text?
FunnyGuy: Sure! You can have an image occupying space inside the text using the <b>sprite</b> tag. Really cool.
FunnyGuy: Useful to show tutorial like "press [sprite=2]" or "get [sprite=3] to continue".
*PlayerName*: Really cool! And that balloon above our heads... It is changed by script?
FunnyGuy: Not at all! RPGTalk uses our names to define who the canvas should follow!
*PlayerName*: AWESOME! It would only be better if I could make choices or change the language...
FunnyGuy: Well... Why don't you talk to the girl on the other room?
*PlayerName*: You are joking?!?
FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm...
[title=cutscene1-end]
[title=cutscene2-begin]
*PlayerName*: So... I heard you can tell more about Choices or Languages?
Girl: Of course! You can now change language easily using [sprite=0] RPGTalkLocalization.
Girl: It doesn't even need to be something inside RPGTalk! You can use [sprite=1] RPGTalkLocalizationString to change any UI Text.
*PlayerName*: [expression=surprised] Looks amazing! How can I test it? Wait, my photo is action accordingly to my expression?
Girl: [question=0]You wanted to know about choices? So choose your language:
[choice]American English [newtalk start=choseEnglish_begin break=choseEnglish_end]
[choice]Brazilian Portuguese [newtalk start=chosePortuguese_begin break=chosePortuguese_end]
[title=cutscene2-end]
[title=languageUI]
Current Language: American English
[title=chosePortuguese_begin]
Girl: Portuguese? Ok! I can work with that. Bada-bin-bada-bum, when this talk ends, you have everything in the right language!
[title=chosePortuguese_end]
[title=choseEnglish_begin]
Girl: English? But you are already in english!
[title=choseEnglish_end]

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[title=cutscene1-begin]
FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm...
*PlayerName*: [dub=1]Cof, Cof
FunnyGuy: Oh, Me desculpe. Não vi você aí. No que posso te ajudar?
*PlayerName*: Estou aqui para aprender sobre tags no RPGTalk!
FunnyGuy: Bem, você já usou uma! Usando a tag <b>dub</b>, você consegue fazer um som! Graças ao componente [sprite=0] RPGTalkDubSounds.
*PlayerName*: [dub=1]Cof, Cof... Wow! É verdade!
FunnyGuy: Além disso, Rich text agora é totalmete suportado. Você pode fazer qualquer coisa <b>negrito</b>, <i>itálico</i>, mudar o <size=30>Tamanho</size> do texto ou até sua <color=red>cor</color>
*PlayerName*: <b><i><color=blue>LEGAL</color></i></b>
FunnyGuy: Você também pode mudar a velocidade durante o texto, assim eu posso te falar algo com algum [speed=5]impacto. [/speed] Parece importante, não é?
*PlayerName*: Sim! [sprite=1] RPGTalk está ficando realmente incrível! Espera... Eu acabei de usar [speed=5]sprites[/speed] dentro de um texto?
FunnyGuy: Com certeza! Você pode ter uma imagem ocupando espaço dentro do texto usando a tag <b>sprite</b>. Bem legal.
FunnyGuy: Útil para mostrar tutoriais como "pressione [sprite=2]" ou "pegue [sprite=3] para continuar".
*PlayerName*: Realmente ótimo! E esse balão nas nossas cabeças... É trocado por script?
FunnyGuy: Não mesmo! RPGTalk usa os nossos nomes para definir quem esse canvas deve seguir.
*PlayerName*: Incrível! Só seria melhor se eu pudesse fazer escolhas ou mudar a língua...
FunnyGuy: Bem... Por que você não fala com a garota na outra sala?
*PlayerName*: Tá falando sério!?
FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm...
[title=cutscene1-end]
[title=cutscene2-begin]
*PlayerName*: Então... Ouvi falar que você pode me dizer mais sobre Escolhas e Línguas?
Girl: Claro! Você pode mudar de língua fácil usando [sprite=0] RPGTalkLocalization.
Girl: Não precisa nem ser algo dentro do RPGTalk! você pode usar [sprite=1] RPGTalkLocalizationString para mudar qualquer texto de UI.
*PlayerName*: [expression=surprised] Parece ótimo! Como eu testo isso? Espera, eu estou com a foto reagindo a minha expressão?
Girl: [question=0]Você queria saber sobre escolhas? Escolha sua língua:
[choice]Inglês Americano [newtalk start=choseEnglish_begin break=choseEnglish_end]
[choice]Português Brasileiro [newtalk start=chosePortuguese_begin break=chosePortuguese_end]
[title=cutscene2-end]
[title=languageUI]
Língua Atual: Português Brasileiro
[title=chosePortuguese_begin]
Girl: Português? Você já está em português!
[title=chosePortuguese_end]
[title=choseEnglish_begin]
Girl: Inglês? Ok! Bada-bin-bada-bum, quando a conversa acabar, tudo vai estar assim!
[title=choseEnglish_end]

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Unity-chan...? What are you doing here?
I'm here to learn more about Timeline in Unity and RPGTalk!
Well, RPGTalk is now integrated with Timeline, so you can build your cutscenes easily!
Really? Awesome!
I guess that the sounds can be played used te Timeline itself or using the RPGTalkDubSounds, so we can have something like different sounds for different languages.
That's right. These talks can be scripted but RPGTalk can also pause the timeline while waiting the player to finish the talk.
Really? Let me test it!
[dub=0]3... 2... 1...
[dub=1]Start!
It is true!
Yes it is! Now is even easier to build your own cutscenes!
I see! Thank you! Unity-chan is out!

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Frank: Dieser Text steht in der DemosText datei. Das ist der Standardtext der dem RPGTalk-Holder gegeben wird

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