Thads-Nifty-Branching-Dialogue

所属分类:自然语言处理
开发工具:C#
文件大小:136KB
下载次数:0
上传日期:2023-01-28 22:01:35
上 传 者sh-1993
说明:  no intro
(System for unity projects for branching dialogue similar to games like Fallout New Vegas or Disco Elysium)

文件列表:
AlternateCharacterDialogue.cs (257, 2023-01-29)
CoreNode.cs (815, 2023-01-29)
Dialogue.cs (565, 2023-01-29)
DialogueBranch.cs (436, 2023-01-29)
DialogueExit.cs (214, 2023-01-29)
DialogueGraph.cs (196, 2023-01-29)
DialogueManager.cs (10512, 2023-01-29)
DialogueTrigger.cs (704, 2023-01-29)
InteractableObject.cs (241, 2023-01-29)
QuestBranch.cs (363, 2023-01-29)
ShopNode.cs (334, 2023-01-29)
xnode junk (0, 2023-01-29)
meta (172, 2023-01-29)
.editorconfig (137, 2023-01-29)
CONTRIBUTING.md (1718, 2023-01-29)
CONTRIBUTING.md.meta (158, 2023-01-29)
LICENSE.md (1070, 2023-01-29)
LICENSE.md.meta (158, 2023-01-29)
Scripts.meta (192, 2023-01-29)
Scripts (0, 2023-01-29)
Scripts\Attributes.meta (214, 2023-01-29)
Scripts\Attributes (0, 2023-01-29)
Scripts\Attributes\NodeEnum.cs (312, 2023-01-29)
Scripts\Attributes\NodeEnum.cs.meta (285, 2023-01-29)
Scripts\Editor.meta (192, 2023-01-29)
Scripts\Editor (0, 2023-01-29)
Scripts\Editor\Drawers.meta (214, 2023-01-29)
Scripts\Editor\Drawers (0, 2023-01-29)
Scripts\Editor\Drawers\NodeEnumDrawer.cs (2517, 2023-01-29)
Scripts\Editor\Drawers\NodeEnumDrawer.cs.meta (285, 2023-01-29)
Scripts\Editor\Drawers\Odin.meta (172, 2023-01-29)
... ...

# Thads-Nifty-Branching-Dialogue Have fun with my lovely dialogue system! The objective of this dialogue system is to create a branching dialogue system similar to cRPG type games that allow for more flexibility and freedom in dialogue. This dialogue system would be able to emulate games like Fallout New Vegas or Disco Elysium. xnode junk stores all the xnode stuff you need to use nodes. You will absolutely need: CoreNode.cs Dialogue.cs DialogueBranch.cs DialogueExit.cs DialogueGraph.cs DialogueManager.cs Dialogue.cs is a node that is used to start dialogue DialogueBranches.cs will be used to give the player options with dialogue, and are probably the most common node you'll be working with. DialogueExit.cs is a node that exits dialogue. Use them at the end of dialogue trees. DialogueGraph.cs holds the dialogue tree. DialogueManager.cs does all the heavy lifting with making the dialogue nodes work with the actual game and the UI. Other classes like QuestBranch.cs or AlternateCharacterDialogue.cs are optional and can be used for things like starting or finishing quests, or shifting perspective to a third or fourth (or technically infinite amount) member in the conversation.

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