Dialogue System for Unity文档中英对照版(简雨原创翻译)第六篇(音序器相关,语音同步)
AddingVoiceovers to Alert Messages
To addextra handling, such as a voiceover (VO), to Alerts, add a Lua observer toVariable["Alert"]:
添加畫外音警報消息
添加額外的處理,如畫外音(VO),警報,添加一個Lua觀測變量[“警報”]:
If youuse the value of Variable['Alert'], you'll only be notified if the value haschanged between the end of one conversation and the end of another. If thevalue doesn't change – for example, if you set Alert to the same value again –you won't get another notification.
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Thefirst parameter passed to your observer is a LuaWatchItem:
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如果你使用變量[ 'alert ]的價值,你只會如果價值具有一個會話的結束和另一個端之間變化通知。如果該值不改變–例如,如果設置為相同的值–再次提醒你不會得到另一個通知。
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第一個參數傳遞給你的觀察者是一個luawatchitem:
Youcould also run the message as a bark instead of an alert by usingBarkOnDialogueEvent set to trigger OnConversationEnd. In the bark dialogueentry's sequence, you can use the Audio() sequencer command.
你也可以運行消息作為樹皮而不是使用barkondialogueevent設置觸發onconversationend警報。樹皮中的對話輸入的序列,可以使用audio()音序器命令。
AdditionalQTE Features
?To trigger a QTE "outside aconversation," run an empty conversation with a QTE. This conversationshould do nothing except present the QTE option.
?You can also implement your own additional QTEoptions. Depending on your needs, you can:
?Createa simple subclass of the dialogue UI class that overrides theShowQTEIndicator() method, or
?Createa custom QTE sequencer command.
額外的環境特征
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?觸發外面談話”,“跑QTE和QTE空會話。這段對話應該什么也不做,除了目前QTE的選項。
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?你也可以實現自己的額外的QTE的選項。根據您的需要,您可以:
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?創建對話UI類重寫showqteindicator()方法一個簡單的類,或
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?創建一個自定義QTE音序器命令。
AdditionalConversation Checks
If youwant to perform additional checks on dialogue entries as a conversationprogresses, you can use an IsDialogueEntryValid Delegate.
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Forexample, conversations can involve other NPCs in addition to the main actor andconversant. You may want to verify that the other NPCs are close enough to thePC before allowing the line to be spoken.
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If youhaven't stored this information in the Dialogue System's Lua environment, itwon't be available to the dialogue entry's Condition script. In this case, seta delegate that checks the proximity of the entry's speaker to the player.
檢查附加的談話
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如果你想執行額外的檢查,在對話的條目在交談過程中,你可以使用一個isdialogueentryvalid代表。
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例如,會話可以包含除了主要演員和熟悉的其他NPC。你可能想要確認其他NPC足夠接近于電腦前,允許線要說。
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如果你沒有保存此信息在對話系統的Lua環境,也不可進入的條件的對話腳本。在這種情況下,建立一個代表檢查項的揚聲器靠近球員。
GetElement from String in Lua
TheDialogue System registers a function RandomElement(string) with Lua. Thisreturns a random element in a string of elements separated by horizontal barcharacters (|).
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You canadd the LuaGetElement.cs script below to the Dialogue Manager to register a newfunction GetElement(index, string). This function returns the element at thespecified index, which starts at 1.
從字符串在Lua中的元素
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對話系統寄存器的功能randomelement(字符串)和Lua。返回字符串中的字符的水平桿分離元素的隨機元素(|)。
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你可以添加luagetelement.cs腳本下面的對話管理器注冊一個新的功能getelement(指數,字符串)。這個函數返回指定索引的元素,它從1開始。
Forexample, the Dialogue Text below will display "Such a lovelytoddler!"
?Dialogue Text: Such a lovely[lua(GetElement(2, "baby|toddler|teenager"))]!
例如,下面的對話文本將顯示“這樣一個可愛的孩子!”
?對話的文字:這樣一個可愛的[ lua(getelement(2,“嬰兒|蹣跚學步的|少年”))]!
WatchLua Value
Thescript below (WatchLuaValue.cs) logs a message to the console whenever aspecified Lua expression changes. You can use it to watch the values ofvariables, quest states, etc. To use it, add it to the Dialogue Manager objectand set Lua Expression. The default frequency is EveryUpdate, which may cause asome overhead depending on the complexity of your Lua expression. If you onlyneed to check the value every dialogue entry or at the end of conversations,change the frequency.
Lua值表
下面的腳本(watchluavalue。CS)日志消息到控制臺時,指定的Lua表達的變化。你可以用它來查看變量的值,任務狀態,等。使用它,將它添加到對話管理器對象并設置Lua表達。默認的頻率是everyupdate,這可能會導致一些開銷取決于你的Lua表達的復雜性。如果你只需要檢查該值,每個對話進入或在談話結束時,改變頻率。
Questsand HUD Tracking
TheDialogue System provides several options for integrating HUD systems with theQuest Log System. In addition to the methods described in the Quest Log System,you can use these techniques to run external code when quests change:
任務和HUD跟蹤
對話系統提供平顯系統的日志系統集成的幾個選項。除了在日志系統中所描述的方法,您可以使用這些技術來運行外部代碼時,任務的變化:
AcceptingQuests:
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Playersusually accept quests in conversations. This is described in Working withQuests in Conversations and, in this case, you either use the User Script fieldor the Sequence field.
TheUser Script field runs Lua statements. To use it, you need to register your C#or UnityScript function with the Lua environment. You can examineScripts/Supplemental/Aurora/TemplateNWScript.cs for an example that registers afunction named "NWScript()" with the Lua environment.
TheSequence field runs sequencer commands. It's very easy to add your own CustomSequencer Commands. You can add a Sequencer command that runs your externalfunction.
If theplayer can accept quests outside of conversations, you can add a Quest StateObserver that will call a function if the quest state changes. See: SettingQuest State Observers
接受任務:
通常玩家接受任務的對話。這是在工作與任務的對話和描述,在這種情況下,你可以使用用戶腳本的領域或序列字段。
用戶腳本運行Lua語句。使用它,你需要用Lua環境注冊您的C #或UnityScript功能。你可以檢查腳本/補充/極光/templatenwscript.cs為例,注冊一個函數名為“Lua環境nwscript()”。
現場運行程序的命令序列。這是添加您自己的自定義排序命令很容易。您可以添加一個音序器運行的命令,你的外部函數。
如果玩家可以接受的任務以外的談話,你可以添加一個任務的狀態觀測器,將調用一個函數如果任務狀態的變化。參見:設置任務的狀態觀測器
AbandoningQuests:
Ifyou're using the built-in quest log window system, the player can use the questlog window to abandon quests (if the quest is marked as Abandonable). When aquest is abandoned, it sends an OnQuestTrackingDisabled() message to theDialogue Manager GameObject. To see an example of how this message is used,examine Scripts/Supplemental/QuestTracker.cs. If the player has other ways toabandon a quest, add a Quest State Observer.
Ifyou're using KGFMapSystem, it already includes HUD integration in the form ofKGFMapIcon().
放棄任務:
如果你使用內置的任務日志窗口系統,玩家可以使用日志窗口放棄任務(如果任務標記為放棄)。當一個任務是被遺棄的,它發送一個消息給onquesttrackingdisabled()對話管理對象。看一個例子,這個信息是如何使用的,檢查腳本/補充/ questtracker.cs。如果玩家有其他方式放棄追求,添加一個任務的狀態觀測器。
如果你使用的kgfmapsystem,它既包括HUD集成在kgfmapicon()形式。
ScaleFont Size in Unity GUI
UnityGUI doesn't provide an easy way to scale fonts to the current resolution. Youcan attach this script to your GUIRoot to handle scaling. Add each style whosefont you want to scale to the Styles list.
在統一的GUI尺度的字體大小
UnityGUI不提供對當前的分辨率規模字體的簡單方法。你可以把這個腳本,你的guiroot處理縮放。添加的每個風格你想表樣式列表中的字體。
UnityUI with Response Button Template in Scrolling Response Panel
在滾動響應面板響應按鈕模板統一的用戶界面
DF-GUIUI with Intro & Outro Tweens
Thefollowing subclass of DiakonForgeDialogueUI allows you to add a list ofdfTweens to your NPC subtitle and response menu panels. For example, you couldadd tweens that grow the panel when showing it (the intro), and shrink thepanel away when hiding it (the outro).
df-guiUI導語和結尾的青少年
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下面的類diakonforgedialogueui允許你添加列表dftweens你的NPC字幕和響應菜單面板。例如,您可以添加吐溫長板時顯示它(介紹),并縮小面板時隱藏(其他)。
SavingCustom Data (Inventory Table)
Thisrecipe shows how to add a custom table to the Lua environment and include it insaved game data.
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Sayyour player has an inventory, and you want to keep track of which item is ineach slot. You can define a Lua table named Inventory[] in your dialoguedatabase's Global User Script field, available on the Dialogue Editor'sDatabase tab:
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?Global User Script: Inventory = {}
For thesake of this example, say it has three fields: Slot1, Slot2, and Slot3. Eachfield will point to an element in the Item[] table. For example, you couldassign a sword item to Slot1:
保存自定義數據(量表)
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這個配方顯示如何添加自定義表Lua環境包括保存游戲數據。
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說你的球員有一個清單,你要跟蹤哪個項目是在每個插槽。你可以定義一個Lua表你在對話中數據庫的全局用戶腳本領域命名庫存[ ],可在對話編輯的數據庫表:
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?全球用戶腳本:庫存= { }
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在這個例子中,說它有三個領域:有,slot2,和slot3。每一場都會指向項目[ ]表元素。例如,您可以指定一個劍的項目有:
This might,for example, return a string such as:
這可能,例如,返回一個字符串,如:
Now,whenever the PersistentDataManager gathers data to save a game, it will alsoappend the string returned by GetInventorySaveData().
現在,每當persistentdatamanager收集數據保存的游戲,它還將追加字符串返回getinventorysavedata()。
How doI do <X>?
1.Searchfor the topic using the search bar in the upper right area of this manual.
2.Checkthe questions on this FAQ page.
3.Checkthe Recipes page for prewritten solutions.
4.Postyour question on the forum thread:http://forum.unity3d.com/threads/204752-Dialogue-System-for-Unity
5.Contactus any time for support: http://www.pixelcrushers.com/support-form/
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我怎么<X>?
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1。本手冊中的右上區域搜索使用的搜索欄的主題。
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2。檢查此FAQ頁問題。
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3。檢查事先寫好的解的食譜的網頁。
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4。將你的問題上:http://forum.unity3d.com/threads/204752-dialogue-system-for-unity論壇
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5。為支持任何時間聯系我們:http://www.pixelcrushers.com/support-form/
WritingDialogue
How doI make text change dynamically during gameplay?
In yourmenu text and dialogue text, use the [var=varName] or [lua(code)] tag. Duringconversations, the [var=varName] tag will be replaced with the value of thenamed variable. The [lua(code)] tag will be replaced by the return value of thelua code. For example, to reference the player's age, you could use thisDialogue Text:
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You're[lua(Actor["Player"].Age)]? You don't look a day over[lua(Actor["Player"].Age - 1)]!
寫對話
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我如何使文本的過程中動態改變的游戲?
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在你的菜單和對話的文字,使用【var = varname ]或[ lua(代碼)】標簽。在談話中,var= varname ]的[標簽將與指定變量的值替換。Lua的[(代碼)】標簽將由Lua代碼返回值代替。例如,參考該球員的年齡,你可以使用這個對話文本:
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你[ lua(演員[“玩家”]。年齡)]?你看起來不超過[ lua(演員[“玩家”]。年齡1)]!
Whathappened to the Video File field?
Version1.0.5 and earlier repurposed Chat Mapper's built-in Video File field forcutscene sequences. Chat Mapper 1.6 introduced validation, which fails on theVideo File field unless it's an actual video file, so the Dialogue System nowuses a custom field called "Sequence".
對視頻文件領域發生了什么事?
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版本1.0.5和早期使用聊天器內置的視頻文件的字段的動畫序列。聊天制圖1.6推出的驗證,未對視頻文件領域除非它是一個實際的視頻文件,所以對話系統現在使用一個自定義字段稱為“序列”。
Is itpossible to make the player have a conversation with himself/herself?
Yes.Tick Show PCSubtitles During Line in the Dialogue Manager's Display Settings.If only one dialogue entry is valid each turn and it has no force tag ([f]),then the Dialogue System will go through them without displaying the menu.
這可能使玩家有一個與自己?
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是的。勾選顯示pcsubtitles在線在對話管理器的顯示設置。如果只有一個條目是有效的對話每回合,它沒有力量標簽([F])對話,然后系統將通過他們不顯示菜單。
Whathappens if a dialogue entry links to NPC entries and PC response entries?
In thiscase, the Dialogue System automatically selects the first valid NPC entry anddoes not display a PC response menu.
如果一個對話的入口鏈接到NPC條目和PC響應的條目,會發生什么?
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在這種情況下,對話系統自動選擇第一個有效的NPC進入和不顯示PC響應菜單。
Can Iplace emphasis tags on a subset of text?
Bydefault, the Unity GUI implementation of IDialogueUI applies the first emphasistag to the entire line. If you want to use multiple tags in a single line, orhave tags affect only a subset of the line, you can tell the Dialogue Managerto convert emphasis tags to rich text codes. To do this, tick Rich TextEmphases in the Dialogue Manager's Display Settings. Your dialogue UI mustsupport rich text. (The provided Unity GUI prefabs all support rich text.)
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我可以把重點放在文本標簽的一個子集?
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默認情況下,統一的idialogueui GUI實現應用第一次強調標簽對全行。如果你想在一個單一的線使用多個標簽,或標簽只影響線的一個子集,你可以告訴對話經理將重點標記到富文本代碼。為此,剔豐富文本的重點在對話管理器的顯示設置。你的對話界面必須支持豐富的文本。(提供統一的GUI預設都支持豐富的文本。)
Doesthe Dialogue System support voice-acted lines?
Yes.See How do I add voice acting?.
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How doI update the response menu while it's being shown?
CallDialogueManager.UpdateResponses() or use the equivalent PlayMaker or plyGameaction. This updates the responses for the current state of the activeconversation. If the response menu entries' conditions have changed while theresponse menu is being shown, you can call this method to update the responsemenu.
做對話系統支持聲音行動線?
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是的??次以趺刺砑优湟?#xff1f;。
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我如何在它的顯示更新響應菜單?
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呼叫dialoguemanager。updateresponses()或使用等效的組織者或plygame行動。此更新的活動會話的當前狀態的反應。如果響應菜單項的條件,而響應菜單被顯示的改變,你可以調用這個方法來更新響應菜單。
AreChat Mapper or articy:draft required?
No. Youcan use the Dialogue System's Dialogue Editor inside Unity. This built-ineditor can create the exact same dialogue databases that you can with ChatMapper, and in fact is easier for editing quest data. However, Chat Mapper is aprofessional grade tool and very good for serious dialogue authoring. Itprovides a simulator, a powerful validation tool, and much more to makeauthoring very easy.
聊天器或articy:草案的要求?
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你可以使用對話系統的對話編輯器內統一。這個內置的編輯器可以創建相同的數據庫,你可以用聊天對話法,實際上是追求更容易編輯數據。然而,聊天的映射是一個專業級的工具和嚴肅的對話寫作很好。它提供了一個模擬器,一個強大的驗證工具,和更多的制作非常簡單。
Whydoes the Chat Mapper Converter fail?
You maybe using Chat Mapper 1.6.0 - 1.6.1.0, which contains a bug in its XML exporter.Please upgrade Chat Mapper: http://www.chat-mapper.com/download
為什么聊天映射轉換失敗嗎?
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你可以使用聊天制圖1.6.0 - 1.6.1.0,其中包含在XML輸出錯誤。請升級聊天映射:http://www.chat-mapper.com/download
CanNPCs bark during conversations?
How canI make multiple NPCs bark at each other?
See theexamples in Examples/Bark Example/Three NPCs Bark. In brief: In each NPC's barkentry, set the Sequence field to SendMessage(OnUse,,NPC), where "NPC"is the name of the next NPC to bark. (Note the two commas; the second parameteris empty.) You can also set a Lua variable in the Sequence so the next NPCknows what line to bark.
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CanNPCs bark during conversations?
Yes. Onthe Bark Trigger, tick Allow During Conversations.
樹皮可以NPC交談?
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我如何能讓多個NPC的樹皮在對方?
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看到的例子例子/例子/三個NPC樹皮樹皮。簡介:在每個人大樹皮入口,設置序列字段發送消息(onuse,,NPC),其中“人大”是樹皮下NPC名字。(注意百萬富翁;第二個參數是空的。)你也可以設置一個Lua變量序列中的第二人大知道線皮。
樹皮可以NPC交談?
是的。在樹皮的觸發,點選“允許在談話。
UserInterfaces
Can Iuse the same GUI control for NPC subtitle and NPC subtitle reminder?
Yes.When switching from subtitles to response menu, the Dialogue System willdeactivate the control and reactivate it in case you've attached any specialeffects that trigger when the game object is activated (e.g., fade in,typewriter animation, etc.).
用戶界面
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我可以使用相同的GUI控制NPC字幕和NPC字幕提醒嗎?
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是的。從字幕切換到響應菜單時,對話系統將停用的控制和恢復它的情況下,你附加任何特殊效果觸發,當游戲對象被激活(例如,淡入,打字機的動畫,等)。
How doI slow down or speed up how long the NPC's subtitles stay on screen?
You canchoose from a few ways:
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1.Inthe Dialogue Manager's Display Settings, set "Subtitle Chars Per Second"to a lower number. It defaults to 30 characters per second. If you set it to10, subtitles will display three times longer. (See Display Settings)
2.InDisplay Settings, change the Default Sequence to something that runs longer. Bydefault it does an immediate closeup on the speaker, then after"{{end}}" seconds it does a closeup on the listener. The string"{{end}}" is an alias for the duration of the subtitle based onSubtitle Chars Per Second. You could replace this with, say, 10 seconds, toalways make all subtitles display for 10 seconds.
3.Definea custom sequence for any dialogue entry that you want to last longer. Thesubtitle won't go away until the sequence is done.
我如何放慢或加快多久人大字幕在屏幕上?
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你可以選擇從幾個方面:
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1。在對話管理器的顯示設置,設置“字幕字符每秒”到一個較低的數字。缺省為30字符/秒。如果你將它設置為10,字幕顯示的三倍長。(見顯示設置)
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2。在顯示設置,更改默認的順序運行更長的東西。默認情況下它在揚聲器立即特寫,然后在“{ } { }結束“秒它對聽者的特寫。字符串“{ } { }結束”是一個別名為期限的字幕基于字幕的字符/秒。你可以代替這,說,10秒,10秒,使總的字幕。
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3。定義任何對話輸入你想最后再自定義序列。字幕不會離開直到序列做。
How doI set up keyboard/gamepad navigation?
Ifyou're using Unity GUI, inspect the Response Panel in your UI object/prefab. Inthe Navigation section, tick Enabled. This will let you navigate with keys andgamepads. You can customize the behavior using the other options available inthe Navigation section. If you're using NGUI, DFGUI, or TK2D, you can just usethe functionality provided in those systems. The DFGUI integration package alsocontains a script DaikonForgeButtonKeyTrigger.cs and example scenedemonstrating key and button binding.
我該如何設置鍵盤/鍵盤導航?
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如果你使用Unity GUI,檢查你的UI對象/預置面板的響應。在導航部分,勾選啟用。這會讓你有按鍵和游戲板導航。你可以利用在導航部分其他可用選項自定義行為。如果你使用NGUI,dfgui,或tk2d,你可以使用這些系統提供的功能。該dfgui集成軟件包還包含一個腳本daikonforgebuttonkeytrigger.cs和例子場景展示的關鍵和按鍵綁定。
Whydoes my conversation skip the player response menu / exit immediately?
TheDialogue System uses the behavior established in Chat Mapper: if there's onlyone player line, it automatically plays that line instead of presenting aresponse menu. You can force the response menu by ticking the DialogueManager's Always Force Response Menu checkbox or by adding [f] to the text(e.g., "[f]Goodbye, friend.").
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Inaddition, the Show PC Subtitles During Line checkbox is unticked by default.This means the Dialogue System doesn't display the PC's line onscreen. Itimmediately goes to the next line in the conversation. If there are no morelines along the current path of the conversation tree, the conversation willend immediately.
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Alsomake sure that "Is Player" is true for the player actor.
為什么我的談話跳過玩家響應菜單/立即退出?
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對話系統使用聊天映射建立行為:如果只有一個球員的線,它會自動播放,行而不是一個響應菜單提示。你可以在這對話經理總是力響應菜單復選框或加入[F]到文本的力響應菜單(例如,“[的]再見,朋友。”)。
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此外,在線”復選框,顯示電腦字幕unticked默認。這意味著對話系統不顯示PC屏幕上的線。它立即進入下一行的談話。如果沒有更多的線沿的對話樹的電流路徑,將立即停止談話。
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也要確?!巴婕摇笔钦嬲那騿T的演員。
How doI control what name is shown in the NPC/PC Portrait Name?
If theNPC or PC has an Override Actor Name component (accessible through Window >Dialogue System > Component > Supplemental), the override name is used.Otherwise, if the NPC or PC is associated with a GameObject (the default unlessyou manually call DialogueManager.StartConversation() from code withoutproviding GameObjects), it will use the GameObject's name. If no GameObject isassociated, it will use the name defined in the dialogue database.
我怎能控制我的名字是什么在NPC / PC肖像的名字?
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如果全國人民代表大會或者電腦有一個替代演員的名字成分(可以通過對話窗口>系統>組件>補充),覆蓋用的名字。否則,如果全國人民代表大會或PC是一個游戲對象關聯的(默認除非dialoguemanager。手動調用你startconversation()代碼不提供對象),它將使用的游戲對象的名字。如果沒有游戲對象是相關的,它會用在對話中定義的數據庫名稱。
Whyisn't the continue button showing?
Ifyou've set Dialogue Manager > Continue Button to anything but Never, thedialogue UI will look for a continue button control. Most of the provided UIprefabs do not define a continue button; you'll need to add one yourself. Youcan examine any of the prefabs that end in "With Continue Button" tosee how they're set up.
為什么不繼續按鈕顯示?
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如果你已經設置對話經理>繼續按鈕,什么不,對話界面會繼續按鈕控制。大部分的UI問題不定義一個繼續按鈕;你需要添加一個自己。你可以檢查任何的問題,最終在“繼續”按鈕來看看他們是怎么設置。
How canI make the continue button fast forward the typewriter effect?
Ifyou're using Unity GUI Controls with a typewriter effect and a continue button,use the Continue Button Fast Forward component to change the behaviour. Pleaseread the Continue Button Fast Forward documentation to configure it properly.
我怎樣才能使繼續按鈕快進打字機的效果?
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如果你使用Unity GUI控件用打字機效果、繼續按鈕,使用繼續按鈕快進成分改變的行為。請繼續按鈕快進文件并正確配置。
(2DToolkit) Why is my subtitle and/or response text cut off?
2DToolkit uses tk2dTextMeshes to display text. You must specify a maximum numberof characters for each one. If your text is getting cut off, increase the valueon your tk2dTextMesh.
(2D工具包)為什么我的字幕和/或響應文本切斷?
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二維工具包使用tk2dtextmeshes顯示文本。你必須為每一個指定的最大字符數。如果你的文本被截斷,增加您的tk2dtextmesh價值。
(2DToolkit) Why are my UI controls too big/small?
If youbased your UI design off the included TK2D UI prefab, check the dimensions ofthe ButtonGraphics' tk2dSlicedSprite components. These are set to values thatprobably aren't the same as your UI images.
(2D工具包)為什么我的UI控件太大/小?
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如果你通過你的UI設計了包括tk2d UI預制,檢查的buttongraphics”tk2dslicedsprite組件尺寸。這些設置的值可能不一樣,你的用戶界面的圖像。
How canI add additional functionality to dialogue UIs?
TheUnity, DFGUI, and TK2D dialogue UIs all derive from AbstractDialogueUI. You cancreate a subclass of the dialogue UI (e.g., public classExtendedDaikonForgeDialogueUI : DaikonForgeDialogueUI {}) and override methodssuch as ShowSubtitle() and ShowResponses() to do extra things. See SubclassingAn Existing Dialogue UI System for more details.
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Ifthat's not enough, you can always write your own UI that implementsIDialogueUI. In the Dialogue System, UIs are decoupled from data and logic;you're not tied to any specific UI implementation. See Creating Your OwnDialogue UI for more details.
我怎樣才能到對話界面添加額外的功能?
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團結,dfgui,和tk2d對話界面都源自abstractdialogueui。您可以創建對話UI類(例如,公共課extendeddaikonforgedialogueui:daikonforgedialogueui{ })和覆蓋方法,如showsubtitle()和showresponses()做額外的事情。看子類化現有的對話界面系統的更多細節。
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如果這還不夠的話,你可以寫你自己的用戶界面,實現了idialogueui。在對話系統,用戶界面和數據的邏輯解耦;你不依賴于任何特定的用戶界面的實現。詳情請參閱創建你自己的對話界面。
Whydoes my UI only show up in the left camera of my Oculus VR headset?
UnityGUI renders to screen space, not world space. If you use a different GUI systemsuch as NGUI, DF-GUI, or TK2D that renders to world space, the GUI will workwith Oculus VR. If you want to stick with Unity GUI, you can do whatOVRMainMenu.cs does and render to a RenderTexture that's visible in world space(e.g., on a quad in front of the camera).
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為什么我的UI只出現在我的眼VR耳機左攝像頭?
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UnityGUI渲染到屏幕空間,而不是世界空間。如果你使用一個不同的GUI系統如NGUI,df-gui,或tk2d呈現到世界空間,GUI將與眼VR工作。如果你想堅持統一的圖形用戶界面,你可以做ovrmainmenu.cs并提供一個RenderTexture,在世界空間中是可見的(例如,在鏡頭前的四)。
CutsceneSequences & Delivering Dialogue Lines
Why isthere a two second delay at the beginning of the conversation?
Everyconversation starts with dialogue entry titled START. This entry has a Sequencejust like all other entries. If the Sequence is blank, it uses the defaultsequence, which includes a 2+ second delay. To immediate progress past theSTART entry, set its Sequence to "None()". Since version 1.1.3, thedialogue database editor now sets the START entry's Sequence to"None()" for new conversations by default.
動畫序列和傳達的對話
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為什么會有一二秒的延遲在談話開始的呢?
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每個會話開始對話條目標題開始。這項都有一個序列,就像其他所有的條目。如果序列為空,它使用默認的序列,其中包括一個2 +秒的延遲。立即進步過去開始輸入,設置其序列”none()”。自從版本1.1.3,對話數據庫編輯器現在將開始進入的序列”默認情況下新的對話none()”。
Whyaren't Camera() commands working?
If thecamera moves into the specified position then immediately swings back to"gameplay mode," your gameplay camera controller is probably takingcontrol of the camera. For the solution, see How do I stop gameplay activityduring conversations?.
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If thecamera doesn't move to the specified camera angle at all, make sure the cameraangle is defined in the Camera Angles object/prefab assigned to your displaysettings. The angle might be missing the angle or you could have a typo. (SeeSequencer Camera & Angles)
為什么不camera()命令工作?
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如果相機移動到指定的位置,然后立即轉移回”的游戲模式,“你的游戲的相機控制器可能是以相機控制。為解決方案,看我怎么在談話停止游戲活動?。
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如果照相機不移動到指定的攝像機角度時,確保相機角度是攝像機的角度的對象/預分配給您的顯示設置定義。角可能丟失的角度或你可以有一個錯字。(見音序器相機角度)
How doI prevent the Dialogue System from controlling the camera?
On theDialogue Manager object, change Display Settings > Camera Settings >Default Sequence to Delay({{end}}) to make each line delay before proceeding,or None() to show the line and proceed immediately to the next line or responsemenu.
我如何防止對話系統從控制相機的?
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在對話管理器對象,改變顯示設置>相機設置>默認序列的延遲({ { } }結束)繼續前讓每一行延遲,或none()顯示線和立即進行下一行或響應菜單。
Whydoes the screen immediately immediately visible right after Fade(out) finishes?
Fadingworks by covering the screen with a GUITexture (black by default). Fade(in)changes the alpha value from 1 (opaque) to 0 (invisible). Fade(out) does theopposite. At the end of the command, the GUITexture is destroyed as asafeguard. Otherwise you could leave the player with a black screen. If youneed to do a set change, try to fade out and back in during the same sequence,starting the fade-in just before fade-out is done. If this isn't possible, thencreate a black GUITexture in the scene. Leave it inactive. In the firstsequence, use SetActive() to activate it. In the second sequence, useSetActive() to deactivate it. However, in this case, you really need to be surethat the second sequence runs; otherwise you'll be stuck with a black screen.
為什么屏幕上立即立即可見右后褪色(出)完成?
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衰落的作品,與guitexture覆蓋屏幕(默認的黑色)。褪色(中)變化的α值從1(不透明)到0(無形的)。褪色(出)則相反。在命令的結尾,這guitexture是作為保障摧毀。否則你會離開的球員一個黑色的屏幕。如果你需要做一個改變,試圖淡化回到相同的序列中,從淡入淡出了之前。如果這是不可能的,然后,在場景中創建一個黑色的guitexture。把它無效。在第一個序列,利用setactive()激活它。在第二個序列,利用setactive()停用它。然而,在這種情況下,你真的需要確定第二順序運行;否則,你就會被一個黑色的屏幕。
How doI set a different default sequence for a conversation?
Normally,conversations use the Dialogue Manager's Default Sequence. To specify adifferent default sequence for a specific conversation, add an Override DisplaySettings component to the conversant.
我該如何設置不同的默認順序的對話?
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通常情況下,會話使用對話管理的默認序列。指定一個特定的對話不同的默認順序,添加一個重寫顯示設置組件的熟悉。
My gameuses an orthographic camera. How do I do cutscenes?
If youwant to use a perspective camera for cutscenes, set it up and assign it to theDialogue Manager's Sequencer Camera property. For more information, seeSequencer Camera & Angles.
我的游戲使用正交相機。我怎么制作?
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如果你想使用一個透視相機的過場動畫,設置并將它分配給對話經理的音序器相機性能。更多信息,見音序器相機角度。
Whatruns first -- a dialogue entry's user script or sequence?
Theuser script runs first. This way, your user script can set up variables thatyour sequence might need to reference.
什么是第一——對話輸入的用戶腳本或序列?
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用戶腳本運行的第一。這樣,你的用戶腳本可以設置變量,你可能需要參考序列。
How doI add voice acting?
TheDialogue System was originally developed for a voice-acted RPG, so support forvoice acting is a core design feature. The Dialogue System doesn't analyzeaudio or generate lip sync animation. Use a tool such as FaceFX, iClone, orMixamo's FacePlus for that. In the Dialogue System, you can associate acutscene sequence with every line of dialogue. (If you're using localization,you can associate sequences for each language, too.)
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Ifyou're using FaceFX's XML curves, just use the FaceFX() command.
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Ifyou're using FacePlus, iClone, or another tool to generate FBX animations, howyou use them in cutscene sequences depends on how you set up your avatar. Somedevelopers set up a Humanoid Mecanim rig for the body and leave the face underLegacy animation control. In this case, use the Voice() sequencer command,which plays a legacy animation clip in conjunction with an audio (voiceover)file. Other developers put the face under Mecanim control, too, in which caseyou'll have an animation layer for the head. Simply use one of the many Mecanimsequencer commands, such as AnimatorPlay() or AnimatorTrigger(), to start thefacial animation, and Audio() to start the voiceover audio.
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Formore details, see How to Set Up Lip Sync.
如何添加配音?
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對話系統最初是為一個聲音是RPG,所以配音的支持是一個核心的設計特點。對話系統不分析音頻或生成口形動畫。使用工具,如FaceFX,iClone,或Mixamo的faceplus。在對話系統,可以將動畫序列的每一行的對話。(如果你使用的定位,可以將序列的每一種語言,太。)
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如果你使用FaceFX XML曲線,只使用facefx()命令。
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如果你使用的faceplus,iClone,或另一個工具生成的FBX動畫,你如何使用它們在動畫序列取決于你如何建立你的阿凡達。一些開發商建立身體的人形mecanim鉆機和動畫控制下留了一臉的遺產。在這種情況下,使用voice()音序器的命令,這與音頻連接起傳統的動畫剪輯(畫外音)文件。其他開發商將面臨mecanim控制,太,在這種情況下,你會有一個為頭的動畫層。只需使用一個mecanim音序器的命令,如animatorplay()或animatortrigger(),啟動人臉動畫,和audio()開始畫外音。
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更多的細節,請參閱如何設置唇同步。
It'stoo much work to edit the Sequence field for each entry! How can I automatethis?
Use theentrytag keyword in your default sequence. See Using entrytag To SimplifySequences for more details.
這是太多的工作要為每個條目編輯序列字段!我怎么可以自動化這個?
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在你的默認順序使用entrytag關鍵詞。請參閱使用entrytag簡化為更多的細節序列。
Triggers
Isthere any easy way to set up NPC conversation/bark triggers?
Yes!Use the NPC Setup Wizard (Window > Dialogue System > Tools > Wizards> NPC Setup Wizard).
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How canI use the Selector component to trigger a conversation with a mouse click?
觸發器
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有什么簡單的方法來建立NPC對話/樹皮的觸發器?
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是的!使用安裝向導(NPC對話窗口>系統>工具>巫師> NPC安裝向導)。
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我如何能使用選擇器組件觸發一個用鼠標點擊對話?
By default,the Selector component raycasts from the center of the screen to target usableobject. To use the mouse position (or a custom position using similar steps):
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1.ChangeSelect At to MousePosition.
2.ChangeUse Button to "Fire1" (left button) or "Fire2" (rightbutton).
3.Setthe Layer Mask to include the NPC's layer.
4.Ifusing an orthographic camera:
?SetMax Selection Distance far enough that raycasts from the camera's position willhit objects in the scene.
?ChangeDistance to GameObject.
5.Makesure the NPC has a collider and a Usable component.
6.Setthe NPC's Conversation Trigger to OnUse.
TheSelector draws a targeting reticle in the center of the screen if Use DefaultGUI is ticked. If you want to handle the drawing yourself, for example to highlightthe targeted NPC or change the mouse cursor image, you can untick this and hookinto the SelectedUsableObject and DeselectedUsableObject events.
默認情況下,該選擇器組件從屏幕中心raycasts目標可用的對象。使用鼠標的位置(或類似的步驟,使用自定義的位置):
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1。選擇在mouseposition變化。
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2。改變使用按鈕“火山帶”(左鍵)或“fire2”(右鍵)。
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3。設置層面具有人大層。
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4。如果使用正交相機:
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?設置最大選擇足夠遠的距離從相機的位置raycasts將場景中的物體擊中。
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?改變距離的物體。
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5。確保人大有對撞機和一個可用的組件。
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6。設置NPC對話觸發onuse。
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選擇繪制一個瞄準刻線在屏幕的中心,如果使用默認的界面是在。如果你想把自己繪制,例如突出針對性NPC或改變鼠標光標的圖像,你可以取消此鉤入selectedusableobject和deselectedusableobject事件。
Whyisn't the Proximity Selector working correctly in my 2D project?
Makesure you're not moving 2D rigidbodies manually (e.g., changingtransform.position). This breaks Unity's collision detection. Use AddForce orvelocity instead.
為什么不選擇正確的接近我的2D項目工作?
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確保你沒有移動二維剛體手動(例如,改變變換位置。)。這打破統一的碰撞檢測。使用addforce或速度而不是。
Makesure you're not moving 2D rigidbodies manually (e.g., changingtransform.position). This breaks Unity's collision detection. Use AddForce orvelocity instead.
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How doI stop gameplay activity during conversations?
You maywant to disable certain gameplay activity during conversations, such as playercontrol and gameplay camera control. To do this, use a dedicated camera forcutscene sequences or disable your gameplay camera controller and/or othercontrollers during conversations. You can use the Set Enabled On Dialogue Eventcomponent to disable these components when On Conversation is triggered andre-enable it when the conversation is done. See Set Enabled On Dialogue Eventin Other Triggers and on the Player object in the Feature Demo.
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Alternatively,you can use Send Message On Dialogue Event to send messages to objects thatshould exhibit some kind of alternate behaviour during conversations.
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See theGameplay Integration page for more details and examples.
確保你沒有移動二維剛體手動(例如,改變變換位置。)。這打破統一的碰撞檢測。使用addforce或速度而不是。
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我如何在談話停止游戲活動?
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你可能想在談話中禁用某些游戲活動,如玩家控制游戲的相機控制。為此,使用專用相機動畫序列或禁用您的游戲攝像頭控制器和/或其他控制器在談話。您可以使用設置啟用對話事件組件禁用這些組件在談話時觸發重新啟用它,當談話了。看到在其他觸發對特征演示玩家對象事件使對話。
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或者,您可以使用發送消息的對話事件發送消息的對象應該具有某種替代行為在談話。
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看到游戲整合頁面獲取更多的細節和例子。
How canI ensure actors idle at the start of conversations?
If youractors are running when a conversation starts, you may want them to idle. Hereare some options:
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1.Setthe actors' animation states in the START entry's sequence – for example, useAnimation() or AnimatorPlay() or AnimatorFloat(Speed,0).
2.Usean Animation On Dialogue Event (for Legacy) or Animator State On Dialogue Event(for Mecanim) component set to "On Conversation Start".
3.Add aStart Sequence On Dialogue Event component set to "On ConversationStart" and use a sequence such as AnimatorFloat(Speed, 0).
我怎么能保證演員閑置在會話的開始?
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如果你運行的是當一個演員開始交談,你可能會想他們空閑。這里有一些選項:
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1。比如在開始輸入的序列–集演員動畫狀態,使用animation()或animatorplay()或animatorfloat(速度,0)。
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2。使用對話事件動畫(遺產)或對話事件動畫狀態(為mecanim)組件設置為“談話的開始”。
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3。加入對話事件組件設置為“會話啟動”啟動序列,用序列如animatorfloat(速度,0)。
Isthere a callback, or a way I can find out when a conversation has ended?
Yes.Both participants in the conversation get OnConversationStart messages when theconversation starts and OnConversationEnd messages when the conversation ends.You can also use the "Set Enabled On Dialogue Event" trigger to hidethe button during conversations. The Feature Demo uses this trigger to hide theselector and disable player movement during conversations.
有一個回調,或我可以找出當談話結束了嗎?
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是的。在會話參與者得到onconversationstart消息時開始交談,onconversationend消息當談話結束。您也可以使用“設置對話”事件觸發隱藏按鈕在談話中啟用。功能演示使用這個觸發隱藏選擇器和談話中禁用的運動選手。
Can Itrigger another conversation at the end of a conversation?
Yes.Add a Start Conversation On Dialogue Event to one of the participants in theoriginal conversation, and set the trigger to OnConversationEnd. You can't putit on the new participant(s) since only the original participants will receivethe OnConversationEnd message.
我可以觸發另一個談話,在談話結束?
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是的。加上對話活動開始談話中的一種原始對話的參與者,并設置觸發onconversationend。你不能把它放在新的參與者(S)因為只有原來的學員將獲得onconversationend消息。
How canI run arbitrary code during a conversation?
Youhave several options:
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?Use an existing sequencer command such asSendMessage(), SetActive(), or SetEnabled() – or even use Animation() to changea public property using a legacy animation curve.
?Write your own sequencer command using thetemplate in Scripts/Templates.
?Outside of the sequencer system, you can alsolisten for OnConversationLine messages. (See Notification Messages)
我怎么能在一個會話運行任意代碼?
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你有幾個選擇:
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?使用現有的音序器的命令如sendmessage(),setactive(),或setenabled()–甚至使用animation()使用傳統動畫曲線變化的公共財產。
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?使用模板/模板腳本編寫您自己的程序的命令。
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?音序器的系統之外,你還可以聽onconversationline消息。(見通知消息)
Quests
How doI make quests spawn killables and make other changes in the game world?
TheDialogue System doesn't provide a built-in spawning system for quests becauseevery game has different needs. It does provide some help, however. Please readthe Quests and the Game World section for more information.
任務
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我怎么做的任務killables和產卵在游戲世界中有其他的改變?
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對話系統不提供一個內置的產卵系統的任務因為每場比賽都有不同的需求。它確實提供了一些幫助,然而。請閱讀任務和更多信息的游戲世界的部分。
Why arethere two quest log prefabs for some themes?
TheDialogue System originally shipped with a Unity GUI-based quest log windowsystem. A GUI-independent quest log window system was introduced later. Prefabsbuilt from the new GUI-independent base class end with "Unity<b>GUI</b> Quest Log Window", while the older Unity GUI-onlyprefabs end with "Unity Quest Log Window".
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為什么有兩個任務日志預設一些主題嗎?
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對話系統最初發運與基于任務日志窗口GUI系統的統一。一個獨立的任務日志窗口GUI系統介紹后。建立新的GUI獨立基類結束“統一<b> GUI </b>任務日志窗口”的問題,而老年人統一的GUI預設結束“統一的任務日志窗口”。
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Saving& Loading
Can Iadd custom data to PersistentDataManager's saved-game data?
Yes.Assign a delegate method to PersistentDataManager.GetCustomSaveData. The methodshould return a string containing Lua code to run when reloading the game. Seethe Saving Custom Data (Inventory Table) recipe for a detailed example withcode.
保存和加載
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我可以添加自定義的數據persistentdatamanager保存游戲數據?
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是的。指定一個代表法persistentdatamanager.getcustomsavedata。該方法將返回一個字符串,Lua代碼運行時重新加載游戲。看到保存自定義數據(量表)和代碼的一個詳細的例子的食譜。
How doI save and load using Moodkie's Easy Save 2?
Theruntime state of the Dialogue System is stored in Lua tables. To retrieve it asa string, call PersistentDataManager.GetSaveData(). To apply the string backinto the Lua tables, call PersistentDataManager.ApplySaveData().
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To saveusing Easy Save 2: (replace key "myFile.txt?tag=dialogueSystem" withyour own)
我如何保存和使用moodkie容易負荷節省2?
?
對話系統的運行狀態存儲在Lua表。把它作為一個字符串,調用persistentdatamanager getsavedata()。將字符串返回到調用Lua表,persistentdatamanagerapplysavedata()。
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節約使用易保存2:(代替鑰匙”的內容?標簽= dialoguesystem”與你自己的)
Lua
How canI debug my Lua scripts?
On theDialogue Manager, set the Debug level to Info. This will log Lua commands tothe console.
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You canalso add a Lua Console to your project, for example to the Dialogue Managerobject. Select Window > Dialogue System > Component > Lua Console.During play, press ~ + L (tilde plus the "L" key) to bring up the Luaconsole. Then enter the Lua command to see what result you get. The consolewill display the result of the Lua command, but it does not trap standardoutput – so use the command return Actor['Player'].Name instead of printActor['Player'].Name.
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Lua
?
如何調試我的Lua腳本?
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在對話管理器,設置debug級別的信息。這將日志Lua命令控制臺。
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您還可以添加一個Lua安慰到你的項目中,例如在對話管理器對象。選擇“窗口>對話系統>組件> Lua控制臺。在玩的過程中,按~+ L(波浪線加“L”鍵)帶來了Lua控制臺。然后進入Lua命令看看你得到的結果??刂婆_將顯示Lua命令的結果,但它沒有陷阱標準輸出–所以使用命令返回的演員[ 'player’]。而不是打印演員['player ]的名稱。名稱。
Why aremy Lua conditions reporting errors?
Whenwriting Lua conditions, keep these notes in mind:
?
?The double equals sign ("==") testsfor equality.
?Logical conditions use and and or, not"&&" and "||".
?In Lua for the variable name, replace blankspace characters and hyphens with underscores, since this is a rule that ChatMapper enforces. The Dialogue System attempts to automatically recognize andreplace blank spaces in as many circumstances as possible, but sometimes itcan't when the result would be ambiguous, so try to always manually useunderscores in your code: Variable["Menu_Choice"] == "ChoiceA"
?Make sure your variable name matches exactly(except for blank spaces/hyphens/underscores as mentioned above). This includescase, since Lua is case-sensitive. That is, "Menu_Choice" is adifferent variable from "menu_choice".
為什么我的Lua狀態報告錯誤?
?
寫Lua條件時,把這些記:
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?雙等號(“= =”)測試平等。
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?邏輯的條件下使用,或者,不是“&”和“| |”。
?
?在Lua中的變量名,代替空格字符和字符和下劃線,因為這是一個規律,強制聊天器。對話系統嘗試自動識別并替換空格在盡可能多的情況下,但有時也不能當結果不明確,所以總是盡量手動使用下劃線在你的代碼中變量[“menu_choice”] = =“選擇”
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?確保你的變量的名稱完全匹配(除了空格/連字符、下劃線上面所提到的)。這包括案例,因為Lua是大小寫敏感的。就是說,“menu_choice”是一個不同的變量從“menu_choice”。
Why isLua code near the start of the game raising exception errors?
TheDialogue System delays loading of the master dialogue database until the datais needed by a conversation, bark, sequence, or quest. This avoids potentiallylong delays during Start() if you have a very large initial database. If youwant to run Lua commands that reference the contents of the dialogue databasebefore the Dialogue System has loaded it, first callDialogueManager.PreloadMasterDatabase() to load it into the Lua environment.
為什么Lua代碼在游戲提高異常錯誤的開始嗎?
?
對話系統的延遲加載的大師對話數據庫到數據由一個會話,樹皮,序列的需要,或探索。這避免了潛在的長時間的延遲在start()如果你有一個非常大的初始數據庫。如果你想運行Lua命令參考數據庫內容的對話在對話系統加載它,先打電話dialoguemanager。preloadmasterdatabase()加載到Lua環境。
How canI get to the code that raised the Lua exception in my Condition or User Script?
Bydefault, the Dialogue System catches any exceptions raised by Lua code inConditions and Script and simply logs that an exception occurred. If you'recalling an external C# function in Lua, you may find it useful to allow theexception to filter up to aid in debugging. To do this, setDialogueManager.AllowLuaExceptions = true.
我怎樣才能到引發Lua例外或用戶腳本的情況我的代碼?
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默認情況下,對話系統捕獲的條件和劇本由Lua代碼提出任何例外和簡單的日志時發生例外。如果你在Lua中調用外部C #功能,您可能會發現它允許例外過濾來幫助調試很有用。為此,建立dialoguemanager.allowluaexceptions=真實。
Ispossible to access items from a script?
Tocheck if an item is defined in the Dialogue System, useDialogueLua.DoesTableElementExist(). Example:
可以從腳本訪問項目嗎?
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如果要檢查一個項目是在對話系統,定義了使用dialoguelua doestableelementexist()。的例子:
Scripting
Whatnotification messages can my scripts listen for?
Yourscripts can listen for conversation, sequence, and bark events as detailed inthe Notification Messages section.
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Ispossible to call a C# script function from a conversation?
Yes. Tocall C# in a sequence, add Custom Sequencer Commands. To call C# in a dialogueentry's Condition or User Script field, register the C# function with Lua. Forexample, DialogueLua registers this C# function: static public voidSetStatus(LuaTable asset1, LuaTable asset2, string status) { ... } using thismethod: Lua.RegisterFunction("SetStatus", null,typeof(DialogueLua).GetMethod("SetStatus"));
腳本
?
什么消息可以聽我的腳本?
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你可以聽對話,序列,和樹皮的事件通知消息部分中詳細。
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可以從一個會話調用一個C #腳本函數?
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是的。調用C #序列中,添加自定義序列的命令。調用C #在對話輸入的條件或用戶腳本的領域,用Lua寄存器C #功能。例如,dialoguelua寄存器C #功能:靜態publicvoid SetStatus(luatable asset1,luatable asset2,字符串狀態){…}使用這種方法:lua。registerfunction(“SetStatus”,空,typeof(dialoguelua)。getMethod(“SetStatus”));
How doI unpack the source code?
TheDialogue System comes with complete C# source code in Scripts/SourceCode.unitypackage. See Unpacking the Source Code (Optional) for instructions onunpacking it.
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我怎么解壓源代碼?
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對話系統自帶的C源代碼完整#腳本/源code.unitypackage。把解壓源代碼(可選)說明拆解它。
Platform-Specific
Can Iuse iOS Pro stripping?
Yes!For users of Unity iOS Advanced License/Pro, the Dialogue System includes alink.xml file in the Prefabs/iOS folder that allows you to build DialogueSystem projects with Stripping Level set to Strip assemblies or Strip ByteCode.The Dialogue System uses the System DLLs, so it is not compatible with Usemicro mscorlib.
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特定平臺
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我可以使用iOS親提?
?
是的!團結的iOS高級許可證/專業用戶,對話系統包括link.xml文件在預設/ iOS文件夾,允許你建立對話系統項目的剝離水平集或條帶組件的字節碼。對話系統采用系統DLL,所以它是不使用micro mscorlib兼容。
Miscellaneous
Doesthe Dialogue System support multiplayer games?
Yes,several multiplayer solutions are supported for player-NPC conversations. (Forplayer-player interaction, use a chat client instead.). Which solutions you usedepend on the design of your game. You can use different dialogue databases fordifferent players, or dynamically assign roles in a shared dialogue database atruntime, or conditionally run different dialogue trees (or different branchesof the same tree) based on a variety of conditions including quest states, gameobjects and tags, and even complex Lua expressions. Although this may soundcomplicated at first because the Dialogue System supports many differentmethods, each one is actually very simple to use. And you're always welcome tocontact us for support if any questions come up.
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其他
?
做對話系統支持多人游戲嗎?
?
是的,幾個人的解決方案支持玩家NPC對話。(玩家的玩家互動,而不是使用一個聊天客戶端。)。該解決方案的使用取決于你的游戲設計。你可以使用不同的對話數據庫不同的球員,或動態地分配在一個共享的數據庫角色對話在運行時,或有條件地運行不同的對話樹(或同一棵樹上的不同分支機構)的基礎上的各種條件,包括任務狀態,游戲對象和標簽,甚至復雜的Lua表達。雖然這可能聽起來復雜,首先因為對話系統支持許多不同的方法,每個人實際上是非常簡單的使用。你總是歡迎聯系我們的支持有問題了。
Troubleshooting
How canI debug what's going on in the Dialogue System?
First,set the Dialogue Manager's Debug Level to Info. This will log almost everythingthat's happening under the hood.
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Second,add a Lua Console component to your Dialogue Manager: Window > DialogueSystem > Components > Lua Console. During gameplay, press ~ + L (tildeplus the "L" key) to open the Lua Console. Then enter any Luacommands to set or retrieve values from the Lua environment.
故障排除
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如何調試中的對話系統去嗎?
?
首先,把對話經理的debug級別的信息。這將日志幾乎所有的引擎蓋下發生的。
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第二,添加一個Lua控制臺組成你的對話管理器:窗口>對話系統>組件> Lua控制臺。在游戲中,按~ +L(波浪線加“L”鍵)打開Lua控制臺。然后進入任何Lua命令來設置或檢索值從Lua環境。
Whycan't I see subtitles?
First,make sure the appropriate subtitles checkbox (NPCSubtitles During Line,NPCSubtitles During Response, or PC Subtitles During Line) is ticked in yourDialogue Manager's Display Settings.
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If thisis correct, then on your UI prefab make sure the subtitle GUI controls areassigned properly to the DialogueUI component, and that the controls arepositioned to be visible on the screen. If you're using the Unity Dialogue UIsystem, verify that the Scaled Rect is set the way you want; the dimensionshave different meanings depending on whether you're using Pixel or Normalizedscale.
為什么我看不到字幕嗎?
?
首先,確定合適的字幕復選框(npcsubtitles線過程中,npcsubtitles在響應,或PC字幕中線)是在你的對話管理器的顯示設置。
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如果這是正確的,那么在你的UI預制確保字幕的GUI控件被分配到適當的dialogueui組件,和,控件的位置是在屏幕上可見。如果你使用統一的對話界面系統,驗證比例正確設置你想要的方式;尺寸有不同的含義取決于你使用的像素或歸一化尺度。
Whenusing multiple databases, why do conversations use entries from anotherconversation?
Conversationsin two databases probably have the same ID number. Use the Unique ID Tool tomake IDs unique.
當使用多個數據庫會話,為什么使用從另一個會話的項目嗎?
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在兩個數據庫會話可能有相同的ID號。使用獨特的ID工具使IDS獨特。
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ReleaseNotes
版本說明
Whenimporting new versions of the Dialogue System, please also re-importsub-packages in Third Party Support as these will often contain updates.
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Roadmap
We planto add these features, but cannot guarantee when or if they will be added:
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?Show active dialogue entry and variable valuesin Dialogue Editor at runtime
?Master Audio integration
?Platformer Action-RPG integration
?ORK Framework integration
?Camera Path Animator integration
?Twine importer
?Hack-n-Slash integration
?uScript support
?
當進口的對話系統的新版本,請重新輸入分包第三方支持,這些通常會包含更新。
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路線圖
?
我們計劃增加這些功能,但不能保證當或者如果他們將增加:
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?積極的對話,在對話編輯器輸入變量的值在運行時
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?掌握音頻集成
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?動作RPG游戲積分
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?網絡框架的整合
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?路徑動畫一體化攝像機
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?纏繞進口商
?
?對砍的整合
?
?uscript支持
Version1.3.2
?Editor:
?Added:Voiceover Script exporter.
?Added:CSV importer & exporter.
?Added:Template for writing custom converters.
?Cutscene Sequences:
?Improved:Support for non-Camera objects (e.g., Oculus OVRCameraController) for thesequencer camera.
?Added:entrytag keyword (unique for each dialogue entry), more-automated process foradding voiceover.
?Added:Keyword 'default' for Camera() command, plus Default Camera Angle component foractors.
?Changed:Default Sequence is now Camera(default); requiredCamera(default,listener){end}}
?Added:SwitchCamera() command.
?Fixed:AnimatorTrigger() sequencer command now finds Animator in children like otherAnimatorXXX() sequencer commands. Misc:
?Added:SelectorFollowTarget (see Topdown Demo for example).
?Added:Raycast All checkbox in Selector.
?Fixed:UnityTextField now handles any enter or return key (to address Mac webplayerissue).
?Changed:BarkTrigger.OnTriggerEnter[2D] uses target if assigned, otherwise triggeringobject.
?Changed:PersistentPositionData no longer needs GameObject to be predefined in Actortable.
?Added:PersistentDestructible component, GameSaver.ResetGame(),PersistentDataManager.LevelWillBeUnloaded()
?Quests:
?Added:QuestLogWindow now plays "Abandon Sequence" (if it exists) when abandoningquests.
?Fixed:QuestLogWindow was setting QuestInfo.abandonable & trackable when showingcompleted quests, which incorrectly showed Track/Abandon buttons for them.
?Third-Party Support:
?(NGUI)
■Added: DualSubtitleNGUIDialogueUI and example.
■Added:NGUIResponseButton.SetButtonColor/SetLabelColor checkboxes, madeNGUIResponseButton.SetColor virtual
■Changed: NGUITextFieldUI's Text Field propertynow accepts a UIInput, not a UILabel. If you use TextFields, you must reassignthe property.
?(PlayMaker)Added FSMEvent() sequencer command, GetQuestAbandonSequence action.
?(plyGame)Added GetQuestAbandonSequence block; Dialogue System plyEvents are now saved tolocal variables instead of temp variables.
?(RPGKit) Updated to support RPG Kit 2.1.
?(UFPS)Added support for Mobile-Addon; Enables/disables crosshair component instead ofchanging texture.
?(UFPSAI-Addon) Suspended support.
?
版下載
?
?編輯:
?
?補充:解說腳本出口商。
?
?補充:CSV進口商和出口商。
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?補充:編寫自定義轉換器模板。
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?動畫序列:
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?改進:非相機對象支持(例如,眼ovrcameracontroller)的音序器的相機。
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?補充:entrytag關鍵字(每個對話,進入獨特)添加畫外音更自動化的過程。
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?補充:關鍵詞“默認”camera()命令,加上默認的相機角度分量的演員。
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?改變默認順序是:現在的相機(默認);所需的相機(默認,聽者){ } }結束
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?補充:switchcamera()命令。
?
?固定:animatortrigger()音序器命令現在發現動畫在兒童像其他animatorxxx()音序器的命令。雜項:
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?補充:selectorfollowtarget(見自上而下的演示為例)。
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?補充:光線投射所有復選框選擇。
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?固定:unitytextfield現在處理任何進入或返回鍵(MAC地址網絡播放器的問題)。
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?改變:barktrigger。ontriggerenter [2D]使用目標如果指定,否則觸發對象。
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?改變:persistentpositiondata不再需要的游戲對象被預定在演員表。
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?補充:persistentdestructible組件,gamesaver。resetgame(),persistentdatamanagerlevelwillbeunloaded()。
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?任務:
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?補充:questlogwindow現在扮演“放棄序列”(如果存在)當放棄任務。
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?固定:questlogwindow設置questinfo.abandonable和跟蹤顯示完成的任務時,不正確地顯示跟蹤/他們放棄按鈕。
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?第三方的支持:
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?(深入)
?
■說:dualsubtitlenguidialogueui和例子。
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■說:nguiresponsebutton.setbuttoncolor/setlabelcolor復選框,使nguiresponsebutton.setcolor虛擬
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■改變:nguitextfieldui的文本字段屬性現在接受一個UIInput,不是UILabel。如果你使用文本框,您必須重新分配財產。
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?(中場)添加fsmevent()音序器命令,getquestabandonsequence行動。
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?(plygame)添加getquestabandonsequence塊;對話系統plyevents保存到現在的有相反的臨時變量局部變量。
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?(RPG盒)更新支持RPG工具包2.1。
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?(UFPs)添加插件支持移動;啟用/禁用準星組件而不是改變紋理。
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?(UFPs AI插件)懸浮支承。
Version1.3.1
?Dialogue Editor improvements:
?Added:Ability to sort assets by name or ID.
?Added:Ability to sync assets from other databases.
?Added:Checkboxes in Merge utility to merge only specific types (actors, items, etc.).
?Added: Sequencer syntaxcommand(...)->Message(X) to send sequencer messages when a command finishes.
?Added: Sequencer commandSetPortrait(actorName, pic=x) syntax to use an actor's built-in portraits.
?Added: DialogueManager.SetPortrait() method.
?Fixed: SetPortrait() sequencer command wasn'tapplying to subsequent dialogue entries in current conversation.
?Fixed: Couldn't delete portrait textures inDialogue Editor.
?Fixed: Bug where items/quests weren't beingadded to master database in AddDatabase().
?Improved: Range Trigger now supports 2D.
?(NGUI) Added Always Keep Focus checkbox onNGUITextFieldUI.
?(PlayMaker): Added Set Portrait action
?(plyGame): Added Set Portrait block
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1.3.1版本
?
?對話編輯器的改進:
?
?補充:按名稱或ID。資產排序的能力
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?補充:從其他數據庫同步資產的能力。
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?補充:復選框在合并實用合并只有特定類型(演員,項目,等。)。
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?補充:音序器命令語法(……)->(x)消息發送消息時,命令完成音序器。
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?補充:音序器命令setportrait(actorname,PIC = x)語法使用演員的內置的肖像。
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?補充:dialoguemanager setportrait()方法。
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?固定:setportrait()音序器命令不應用于當前會話的后續對話作品。
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?固定:無法刪除縱向紋理對話編輯。
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?固定:臭蟲項目/任務沒有被添加到adddatabase()主數據庫。
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?改進:觸發現在支持2D范圍。
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?(深入)添加始終保持專注的復選框nguitextfieldui。
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?(中場):加設縱向行動
?
?(plygame):加設縱向塊
Version1.3.0
?NOTE: The underlying Lua implementationchanged to support Windows Store & Windows Phone. After updating, you candelete the Dialogue System/KopiLua folder. iOS developers should use the newlink.xml in Prefabs/iOS.
?Added: Dialogue Manager > Include SimStatus checkbox. IMPORTANT: If you use SimStatus, you must tick this because itnow defaults to unticked!
?Added: Dialogue Manager > Subtitle Settings> Allow PC Subtitle Reminder checkbox.
?Added: Dialogue Manager > Camera Settings> Disable Internal Sequencer Commands checkbox.
?Added: DialogueManager.UpdateResponses()method to refresh menu choices if conditions have changed during menu.
?Added: Support for Animated Images - animateactor portraits and other GUIImages and GUILabels.
?Added: PersistentDataManager event hook forsaving custom data (see How To Save Additional Data).
?Improved: Dialogue Editor interfaceimprovements.
?Improved: Set Component Enabled On DialogueEvent trigger now also works for Animation, Animator, and MonoBehaviours.
?Fixed: In 1.4.2.1 - 1.4.2.2, links betweenconversation nodes couldn't be selected in the Dialogue Editor.
?Fixed: When creating aDialogueSystemController by script, displaySettings were not automaticallyinitialized.
版本1.3.0
?
?注:底層的Lua實現改為支持Windows和Windows手機店。更新后,您可以刪除對話系統/ kopilua文件夾。iOS開發者應該預設/ iOS使用新的link.xml。
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?補充:對話管理器>包括SIM卡狀態的復選框。重要:如果你使用simstatus,你必須在這是因為現在違約unticked!
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?補充:對話管理器>字幕設置>允許PC字幕提示框。
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?補充:對話管理器>相機設置>禁止內部音序器的命令選項。
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?補充:dialoguemanager。updateresponses()方法刷新菜單選擇,如果條件改變了在菜單。
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?補充:動畫圖像,動畫和其他演員的肖像guiimages和guilabels支持。
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?補充:保存自定義數據persistentdatamanager事件鉤子(見如何節省額外的數據)。
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?改進:對話編輯界面的改進。
?
?改進:設置組件啟用對話事件觸發現在也適用于動畫,動畫,和組件對象。
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?固定:在設備- 1.4.2.2,說話間節點的鏈接不能在對話編輯器中選擇。
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?修正:當創建一個dialoguesystemcontroller腳本,displaysettings不自動初始化。
?(articy:draft) Added Encoding dropdown toarticy:draft Converter for special characters.
?(Adventure Creator) Updated to handleAdventure Creator v1.34 changes.
?(Behavior Designer) Updated to supportBehavior Designer v1.3 changes.
?(KGFMapSystem): Icon changes now take effecteven if the map is hidden.
?(plyGame): Added Update Responses block.
?(PlayMaker) Additions and fixes:
?Updatedto handle Unity 4.5 / PlayMaker Tooltip attribute conflict.
?Added:Every Frame checkbox to Get Variable & Get Lua Field.
?Added:Update Responses action.
?(UFPS) Additions and fixes:
?Added:Record Position checkbox in FPPersistentPlayerData.
?Added:Force Wield checkbox in FPPersistentPlayerData.
?Added:Dont Apply Lua Next Load Level checkbox to new FPSyncLuaPlayerOnLevelLoadcomponent.
?Fixed:Now saves & loads accurately, including currently-equipped weapon.
?(articy:草案)添加編碼下拉菜單articy:特殊字符的草案轉換器。
?
?(冒險的創造者)更新處理v1.34冒險編輯器的變化。
?
?(行為設計師)更新支持行為變化的設計師V1.3。
?
?(kgfmapsystem):圖標的變化生效即使地圖隱藏。
?
?(plygame):添加更新反應塊。
?
?(中場)的補充和修正:
?
?更新處理統一4.5 /組織者工具提示屬性沖突。
?
?補充:每一幀的復選框以得到變量得到Lua場。
?
?補充:更新響應行動。
?
?(UFPs)的補充和修正:
?
?補充:在fppersistentplayerdata記錄位置”復選框。
?
?補充:力施加在fppersistentplayerdata復選框。
?
?補充:我用Lua下負荷水平的新fpsyncluaplayeronlevelload組件的復選框。
?
?固定:現在節約與負荷準確,包括當前裝備的武器。
Version1.2.4.2
?Added: DialogueManager.PreloadDialogueUI().
?Improved: Sequencer now handles scenes thatlack a main camera.
?Improved: Added quest entries to Conditions& Script wizards.
?Fixed: Conditions & Script wizards weren'tapplying quest states correctly.
?(Adventure Creator) Improved: Bridge now has achoice for conversation camera control: Never, Always, IfPlayerInvolved.
?(Realistic FPS Prefab) Improved: Example scenenow saves and loads game.
?(UFPS) Improved: Now syncs amount of ammoloaded in weapons.
?
版1.2.4.2
?
?補充:dialoguemanager preloaddialogueui()。
?
?改進:音序器現在處理的場景,缺乏一個主要的攝像機。
?
?改進:新增任務項條件和腳本向導。
?
?固定:條件與腳本向導沒有正確應用任務狀態。
?
?(冒險的創造者)改進:橋現在有對話的相機控制一個選擇:不會,永遠,ifplayerinvolved。
?
?(真實的FPS預制)改進:示例場景現在保存和加載游戲。
?
?(UFPs):現在可以同步改進的彈藥的武器數量。
?
Version1.2.4.1
?Unity 4.3.4f1 is the new required minimumversion.
?Dialogue Editor improvements:
?Improved:Dialogue entry Conditions and Script fields now have wizards to build Lua codevisually.
?Fixed:When switching databases or between edit and play modes, the conversation nodecanvas sometimes failed to update.
?Fixed:Multiselect and lassoing bugs.
?Fixed:Adding new quest entries numbered them from zero; now correctly numbers fromone.
?Improved: Added button name field to Unity GUINavigation. You can now select responses with a gamepad button.
?Fixed: When there was no Dialogue Managerobject in the scene, the Dialogue Manager wizard would sometimes generateerrors.
?(UFPS) Fixed: Removing unit banks (such asfirearms) works correctly now.
版1.2.4.1
?
?統一4.3.4f1是新要求的最低版本。
?
?對話編輯器的改進:
?
?改進:對話入口條件的腳本領域現在有向導來構建Lua代碼可視化。
?
?修正:當切換數據庫或在編輯和播放模式,會話節點帆布有時未能更新。
?
?固定:多選和套索錯誤。
?
?固定:添加新任務的條目編號從零;現在正確的數字從一。
?
?改進:統一的GUI導航添加按鈕名稱字段。你可以選擇一個手柄按鈕響應。
?
?修正:當有在現場沒有對話管理器對象,對話管理器向導會生成錯誤。
?
?(UFPs)固定:去除單元的銀行(如槍支)正常工作了。
Engine
?Added: Abandoned state to quests.
?Added: RandomElement() Lua function.
?Added: DialogueManager.LastConversationStartedproperty.
?Improved: Minor performance increase toconversation startups.
?Changed: Double quotes in dialogue databaseare now retained (escaped) in the Lua environment, not converted to singlequotes.
?Changed: SetPortrait() now occurs immediately(Unity GUI, NGUI, & DF-GUI).
?Changed: IsDialogueEntryValid now takes immediateeffect, not next conversation.
?Changed: OnConversationLine is now alsobroadcast to Dialogue Manager.
發動機
?
?補充:被遺棄的國家任務。
?
?補充:randomelement() Lua函數。
?
?補充:dialoguemanager.lastconversationstarted財產。
?
?改進:小的性能提高到談話的初創公司。
?
?改變:在對話數據庫雙引號是現在保留(越獄)在Lua環境,不能轉換為單引號。
?
?改變:setportrait()現在立即發生(Unity GUI,深入,與df-gui)。
?
?改變:isdialogueentryvalid現在立即生效,沒有下一次。
?
?改變:onconversationline現在也廣播對話經理。
UIs& Cutscenes
?Added: TextlessBarkUI (useful for playing barkcutscene sequences without text).
?Added: New Bark UI option to raycast forvisibility to player (Unity, NGUI, RPG Kit, & DF-GUI).
?Added: Added special keyword 'original' toCamera() sequence command.
?Improved: Audio/AudioWait/Voice() sequencercommands: If subject is null, audio is played on the Dialogue Manager object.
?Unity GUI system:
?Added:Text Style Color (for outline/shadow) for GUI Label, Unity Bark UI, &Selector.
?Improved:Typewriter effect now handles rich text.
?Improved:Fade Effect now works on GUI Image.
?Fixed:GUIScrollView threw an exception if vertical slider in GUI skin didn't havetexture assigned.
?Fixed:Wheel1a prefab UI (had nested slide effects that weren't working).
UIS和過場動畫
?
?補充:textlessbarkui(用于播放動畫序列的樹皮沒有文本)。
?
?補充:新的樹皮UI選擇光線投射的能見度的球員(團結,NGUI,RPG試劑盒,與df-gui)。
?
?補充:特殊關鍵字的“原始的”添加到camera()序列命令。
?
?改進:音頻/ audiowait / voice()音序器命令:如果主題是空的,音頻播放的是對話管理器對象。
?
?統一的GUI系統:
?
?補充:文字樣式顏色(輪廓/陰影)GUI標簽,統一樹皮的用戶界面,與選擇器。
?
?改進:打字機的效果處理富文本。
?
?改進:現在可以在GUI圖像淡入淡出效果。
?
?固定:guiscrollview拋出一個異常如果在圖形用戶界面皮膚不垂直滑塊有紋理的分配。
?
?固定:wheel1a預制的UI(有嵌套的滑動的影響,沒有工作)。
Third-PartySupport
?Adventure Creator support:
?Updatedto support Adventure Creator 1.33b.
?Bridgenow also turns off Adventure Creator camera control during conversations so youcan use Dialogue System sequences.
?Conversation& Bark actions now sync before conversations start, so conditions on theSTART node work.
?Core GameKit support: Updated example scenefor new default LevelSettings values.
?plyGame support: Updated to support plyGame2.1.4d.
第三方的支持
?
?冒險者的支持:
?
?更新支持冒險者1.33b。
?
?橋現在也關閉在談話中冒險編輯器的相機控制所以你可以使用對話系統序列。
?
?對話和樹皮的行動現在同步前談話的開始,所以在開始節點的工作條件。
?
?核心的GameKit支持:更新為新的默認值levelsettings示例場景。
?
?plygame支持:更新支持plygame 2.1.4d。
?
Version1.2.3
Editors& Converters
?Dialogue Editor improvements:
?Added:Multiselect and drag or delete multiple nodes.
?Added:Menu option to duplicate a dialogue entry.
?Added:Import & export templates.
?Added:Apply Template button added to dialogue entry All Fields section.
?Added:Copy & paste dialogue entry fields.
?Improved:When duplicating a node, the template is automatically applied to add anymissing fields.
?Improved:Clicking on stacked nodes selects the top one now.
?Fixed:When creating a child node, the actor dropdowns now update to the new entry inthe inspector.
UIs& Cutscenes
?Added: Configurable sounds for Unity GUIcontrols (e.g., button hover/clicked, typewriting effect).
1.2.3版
?
編輯和轉換器
?
?對話編輯器的改進:
?
?補充:多選并拖動或刪除多個節點。
?
?補充說:”菜單選項,復制一個對話進入。
?
?補充:進出口模板。
?
?補充:應用模板按鈕添加到對話進入所有領域的部分。
?
?補充:復制和粘貼對話輸入域。
?
?改進:在復制節點,模板自動添加所有缺少的領域的應用。
?
?改進:點擊堆疊的節點選擇前一個現在。
?
?固定:創建一個子節點時,演員的下拉菜單現在更新到新入門的檢查員。
?
UIS和過場動畫
?
?補充:可配置為統一的GUI控件的聲音(例如,按鈕懸停/點擊,打字效果)。
Third-PartySupport
?(Game Logger) Added: Integration supportintroduced in this version.
?(UFPS) Updated: For UFPS 1.4.7 and UFPSAI-Addon 1.4.7.
?(plyGame): Updated: Now synchronizes Factions,Attributes, Skills, and Items to Lua.
?(RPG Kit 2.0):
?Added:Actor[].Class to Lua synchronization.
?Added:Count parameter to Add/RemoveItem(itemName, count) sequencer commands.
?Added:RPGKitOpenShop(), RPGKitOpenQuest() sequencer commands.
?Added:ShopConversationAware drop-in replacement for Shop script.
?(Adventure Creator):
?Updated:For changes in Adventure Creator v1.32, including support for global &local variables.
?Updated:Example scene now includes a very simple quest.
?Added:New "Run Lua" action.
第三方的支持
?
?(游戲記錄器)說:集成支持了這個版本。
?
?(UFPs)更新:對超微粒子1.4.7和UFPs的AI插件1.4.7。
?
?(plygame):更新:現在同步派系,屬性,技能和物品,Lua。
?
?(RPG盒2):
?
?補充:演員[ ]類Lua同步。
?
?補充:計數參數添加/組合框(項目名稱,計數)音序器的命令。
?
?補充:rpgkitopenshop(),rpgkitopenquest()音序器的命令。
?
?補充:在商店腳本替換shopconversationaware滴。
?
?(冒險者):
?
?更新:在冒險的創造者V1.32變化,包括全球和本地變量的支持。
?
?更新:現在包括一個非常簡單的示例場景的追求。
?
?補充:新的“運行Lua”行動。
Version1.2.2
Editors& Converters
?Improved: Can now add additional actorportraits in the Dialogue Editor.
?Fixed: When adding new dialogue entry nodes,inspector popup for actors wasn't updating.
?Improved: Aurora converter now records questentry IDs.
Engine
?New: Dialogue markup tags [pic=#], [pica=#],and [picc=#] are now supported. See Supported Dialogue Markup Tags.
?Improved: You can now changeDialogueManager.DebugLevel on the fly; takes effect in the next conversation.
?Improved: Source dialogue entry is nowincluded in Subtitle object.
?Improved: Cache Barked Lines checkbox on barktriggers for mobile optimization. See About Caching Bark Lines.
?Improved: AddedDialogueManager.AllowLuaExceptions to allow Lua exceptions to filter up beyondconversations.
?Improved:PersistentDataManager.includeAllItemData checkbox.
?Changed: Default value ofPersistentDataManager.includeSimStatus is now false.
?Fixed: QuestLog.GetQuestDescription() failedon localized descriptions.
1.2.2版
?
編輯和轉換器
?
?改進:現在可以在對話編輯器添加額外的演員的肖像。
?
?修正:當添加新的對話輸入節點,檢查員彈出演員不更新。
?
?改進:極光轉換器現在記錄任務條目ID。
?
發動機
?
?新:對話標記[ PIC = # ],[派卡= # ],和[ PICC = # ]現在支持??吹街С謱υ挊擞?。
?
?改進:現在你可以在飛行中改變dialoguemanager.debuglevel;在接下來的談話。
?
?改進:源對話進入現在包括在字幕對象。
?
?改進:高速緩存線框在樹皮樹皮移動優化的觸發器。看到緩存樹皮線。
?
?改進:增加dialoguemanager.allowluaexceptions允許Lua的例外以外的對話過濾器。
?
?改進:persistentdatamanager.includeallitemdata復選框。
?
?改變的persistentdatamanager.includesimstatus:現在的默認值是false。
?
?固定:questlog getquestdescription()失敗的局部描述。
UIs& Cutscenes
?Changed: If audio source of Audio*() sequencercommands has volume 0, sets it to volume 1.
?New: Zoom2D() sequencer command fororthographic 2D cameras.
?Improved: Proximity Selector now supports touchcontrols.
Third-PartySupport
?(Behaviour Designer) New: Integration supportintroduced in this version.
?(RPG Kit 2.0) New: Integration supportintroduced in this version.
?(2D Action RPG Starter Kit) Integrationsupport introduced in this version.
?(NGUI) New: Checkbox Deactivate UIRoot WhenHidden (default is true). Set false if you use the same UIRoot for other GUIs.
?(UFPS) New: UFPS AI-Addon support package.
?(UFPS) Improved: Loading game applies saveddata correctly now even when UFPS resets it at load time.
?(KGFMapSystem) Improved: Added to examplescene: Trackable quests; moved quest tracker to upper left; hides KGFMapSystemduring conversations.
?
UIS和過場動畫
?
?改變:如果音頻音序器音頻源()命令0卷,1卷集,它。
?
?新:zoom2d()音序器命令正2D攝像機。
?
?改進:接近選擇器現在支持觸摸控制。
?
第三方的支持
?
?(行為設計師):集成支持介紹新版本。
?
?(RPG盒2)新的集成支持了這個版本。
?
?(2D動作RPG Starter Kit)集成支持了這個版本。
?
?(深入)復選框禁用新:uiroot當隱藏(默認是真的)。設置為false,如果你使用相同的uiroot其他GUI。
?
?(UFPs)新:UFPs的AI插件支持包。
?
?(UFPs)改進:加載游戲將保存的數據正確地重置它現在即使超微粒子在加載時。
?
?(kgfmapsystem)改進:增加的例子場景:可追蹤的任務;任務追蹤移動到左上kgfmapsystem;隱藏在談話。
Version1.2.1
Editors& Converters
?New: Visual node-based conversation editor.
?Improved: Can reorder dialogue entry links.
?Improved: Tooltips added to the DialogueEditor.
?Improved: Double-clicking a dialogue databaseopens the Dialogue Editor.
?Changed: When merging databases, if Actors,Items, or Locations exist in both, only the original will be kept.
?Fixed: Bug that prevented adding fields to thedialogue database template.
?(Chat Mapper) Can now convert Chat Mapper dataat runtime; fixed bug converting some Chat Mapper projects with text containingpipes (|).
?(articy:draft) Fixed an issue with jumptargets in the articy:draft converter.
?(Aurora NWN) Can now process all dlg.xml filesto add missing actor tags.
1.2.1版本
?
編輯和轉換器
?
?新:對話為基礎的視覺節點編輯。
?
?改進:可以重新進入鏈接的對話。
?
?改進:提示添加到對話編輯。
?
?改進:雙擊一個對話的對話編輯器打開數據庫。
?
?改變:當合并數據庫,如果演員,項目,在存在或位置,原來只會保留。
?
?固定:bug添加領域的對話的數據庫模板。
?
?(聊天Mapper)現在可以轉換聊天器運行數據;固定的錯誤將一些聊天制圖項目文本包含管(|)。
?
?(articy:草案)固定在articy跳轉目標的一個問題是:草案轉換器。
?
?(極光NWN)現在可以處理所有的dlg.xml文件添加缺少的演員標簽。
Engine
?New: Added a delegate hook to support extrachecking on dialogue entries.
?Improved: AddedDialogueDatabase.GetItem(string), GetLocation(string).
?Changed: At end of conversations, Luaobservers update before Alert variable is checked and cleared. (Important ifyou're observing Variable["Alert"].)
UIs
?New: Optional Continue (Close) button forAlerts
?Unity GUI updates:
?Improved:Auto-Size grows in the direction specified by Alignment instead of growingequally in all directions.
?Fixed:Panels are now positioned correctly when Clip Children is unticked.
?Fixed:Rich text codes use lowercase hex characters, since Unity GUI doesn't handleuppercase characters well.
?Fixed:Slide & Timer effects and gameplay alerts weren't timing properly withDialogueTime.Mode set to Realtime when Time.timeScale changed.
發動機
?
?新:添加委托鉤支持額外的檢查對對話的條目。
?
?改進:增加dialoguedatabase。getitem(字符串),getLocation(字符串)。
?
?改變:在結束談話之前,預警變量檢查和清理,更新Lua觀察員。(重要的如果你觀測變量[“警報”]。)
?
用戶界面
?
?新:可選的繼續(關閉)按鈕,警報
?
?Unity GUI更新:
?
?改進:汽車尺寸增加,在指定的方向對齊,而不是在所有方向上同樣生長。
?
?固定:面板現在正確定位時,孩子是unticked夾。
?
?固定:豐富的文本代碼使用小寫的十六進制字符,因為Unity GUI處理不好的大寫字母。
?
?固定:滑動和定時器的效果和玩法警報不定時好dialoguetime。模式設置為實時time.timescale改變時。
Third-PartySupport
?(Adventure Creator) New: Gameplay Integrationwith Adventure Creator
?(plyGame) Added support for new interactsystem; updated to accommodate changes in latest beta.
?
第三方的支持
?
?(冒險的創造者)新:游戲結合冒險編輯器
?
?(plygame)添加新的互動系統的支持;及時更新以適應在新的β的變化。
Version1.2.0
?New: LoadLevel() sequencer command.
?New: Bark Dialogue UI to run conversations usingactors' bark UIs.
?Improved: Dialogue Editor sort button forquest fields, multi-line text areas for quest entries.
?Improved: Lines assigned to the Player can nowbe used for barks.
?Changed: Dialogue Manager keeps originalemphasis settings when adding new databases.
?Changed: Added Trackable field to Quest/Itemtable.
?Changed: (Internal change) bark subtitleobjects now use speaker instead of listener; no effect to end user.
?Fixed: When configured as a singleton,Dialogue Manager now won't create a ghost copy when referenced whileapplication is quitting.
?Fixed: DialogueLua.SetXXXField &SetVariable now allow setting to null.
?Fixed: Actor/Item/Quest text fields with linebreaks weren't being handled properly by Lua.
?(Chat Mapper) New: Export to Chat Mapper XMLfeature.
?(uSequencer) Updated support package foruSequencer 1.3.5's new namespace.
?Save/Load System improvements:
?New:Level Manager Component to load player's saved level when loading saved games.
?Improved:PersistentPositionData added option to track current level inPersistentPositionData.
?Improved:PersistentDataManager added includeSimStatus property. Now also records questentry states.
?Aurora Toolset (Neverwinter Nights) Converterimprovements:
?New:Clear buttons to Dlg and Jrl sections.
?Improved:Can convert Jrl files by themselves now.
?Improved:Journal entries now include the "End" tag from Jrl files.
?Fixed:Conditions on replies weren't being added.
?
1.2.0版本
?
?新:loadlevel()音序器命令。
?
?新:樹皮對話UI運行會話使用演員的樹皮的用戶界面。
?
?改進:對話排序按鈕編輯任務領域,任務項的多行文本區。
?
?改進:分配給播放機線現在可以使用的樹皮。
?
?改變:對話經理保持原來的重點設置時,添加新的數據庫。
?
?改變:添加跟蹤領域任務/項目表。
?
?改變:(內部變化)樹皮字幕對象現在使用而不是監聽揚聲器終端用戶沒有影響。
?
?修正:當配置為一個單獨的對話,經理現在不創建一個鬼影引用時同時應用退出。
?
?固定:dialoguelua.setxxxfield和setvariable現在允許設置為null。
?
?固定:演員/項目/任務與換行符不被Lua妥善處理文本域。
?
?(聊天Mapper)新:出口聊天映射XML特征。
?
?(usequencer)更新usequencer 1.3.5新命名空間支持包。
?
?保存/加載系統的改進:
?
?新:管理層組件加載保存的水平時,玩家的加載保存的游戲。
?
?改進:persistentpositiondata增加選項在persistentpositiondata軌道電流水平。
?
?改進:persistentdatamanager添加includesimstatus財產?,F在還記錄任務進入狀態。
?
?極光的工具(無冬之夜)變換器的改進:
?
?新:清晰的按鈕DLG和雜志的部分。
?
?改進:將文件現在自己的雜志。
?
?改進:日記現在包括從雜志文件“端”的標簽。
?
?固定:條件對回答不加。
?
Version1.1.9.1
?New: KGFMapSystem integration, KGFMapIcon()sequencer command.
?New: Increment On Destroy script (useful forkill/gather quests).
?Improved: Added Unity Dialogue UI ContinueButton Fast Forward.
?Improved: Bark triggers now record currentbark index in Lua (for sequential barkers).
?Improved: Added property to override positionof NPC barks in Unity GUI & NGUI (DFGUI & TK2D already do this).
?Changed: Bark index for sequential barks nowwraps to zero at end of list of lines.
?Fixed: DialogueManager > Allow Only OneInstance now destroys duplicates immediately so they can't affect the Luaenvironment.
?Fixed: Custom sequencer cameras weren't destroyingthemselves properly.
?Fixed: Gamepad navigation bug.
?(plyGame) Updated plyGame support package tohandle changes in plyGame 2.0.9 beta.
?
1.1.9.1版
?
?新:kgfmapsystem一體化,kgfmapicon()音序器命令。
?
?新:增量破壞腳本(用于殺/收集任務)。
?
?改進:增加統一對話UI繼續按鈕快進。
?
?改進:樹皮觸發器現在記錄當前樹皮指數在Lua(順序克)。
?
?改進:添加屬性來覆蓋全國人大樹皮GUI和統一NGUI位置(dfgui和tk2d已經這樣做)。
?
?改變:順序樹皮指數現在包裝到零結束行的列表。
?
?固定:dialoguemanager >只允許一個實例重復現在破壞立即使他們無法影響Lua環境。
?
?固定:自定義序列相機不破壞自身的。
?
?固定:手柄導航錯誤。
?
?(plygame)更新plygame支持包處理plygame2.0.9β的變化。
Version1.1.9
?New: Unique ID Tool to guarantee unique IDsacross dialogue databases.
?New: Quest Tracker HUD component.
?Improved: Added demonstrations of text inputand quest tracking to the feature demo scene.
?Improved: The {{end}} tag is now supported inany dialogue entry sequence.
?Improved: Sequence subjects can use"/" to access child objects (e.g., Animation(Character/Model, Idle)).Note: SetActive(parent/child) doesn't find inactive children.
?Improved: Added Dialogue Manager DisplaySetting "Inform Sequence Start And End".
?Improved: DialogueLua.IncRelationship()/DecRelationship()on an undefined relationship value initializes the value to zero first.
?Changed: SetPortrait() now sets a Lua fieldrather than modifying the dialogue database.
?Fixed:DialogueLua.SetVariable()/SetItemField() handled non-string values incorrectly.
?Fixed: Bug in display of Dialogue Editordrop-down fields when there were gaps in IDs.
?Fixed: Unity GUI & NGUI barks were showingeven if camera was facing 180 degrees away.
?(plyGame) Updated plyGame support package tohandle changes to plyGame.
?(2D Toolkit) Implemented ITextFieldUI.
1.1.9版
?
?新:獨特的ID工具來保證唯一的ID在對話的數據庫。
?
?新:任務追蹤界面組件。
?
?改進:添加文本輸入和任務跟蹤功能的演示現場演示。
?
?改進:{ { } }的結束標簽現在支持任何對話進入序列。
?
?改進:序列對象可以用“/”訪問子對象(例如,動畫(字符/模型,空閑))。注:setactive(父/子)沒有找到無效的兒童。
?
?改進:增加對話管理器顯示設置”通知序列的開始和結束”。
?
?改進:dialoguelua。increlationship() /decrelationship()對一個未定義的關系價值將其關聯的值初始化為零的第一。
?
?改變:setportrait()現在設置一個Lua的領域而不是數據庫修改的對話。
?
?固定:dialoguelua。setvariable() / setitemfield()處理非字符串值不正確。
?
?固定:錯誤的對話編輯下拉域顯示當有漏洞入侵檢測系統。
?
?固定:統一的GUI和深入樹皮均顯示出即使是面對相機180度的地方。
?
?(plygame)更新plygame支持包處理的變化plygame。
?
?(2D工具包實現itextfieldui)。
?
Version1.1.8
?New: GUI system-independent quest log windowsystem, with built-in implementations for Unity GUI, NGUI, and Daikon ForgeGUI.
?New: General-purpose Localization Tables.
?New: Override Actor Name component. Also, ifUsable or Persistent Data name overrides are blank, Override Actor Name will beused if defined.
?New: Set Animator State On Dialogue Event andSet Animation On Dialogue Event components.
?New: (QuestLog) AddedIsQuestTrackingEnabled(), SetQuestTracking(), IsQuestAbandonable(). New optionsreflected in Dialogue Editor.
?New: (Unity GUI): Can now change keyboardnavigation click key from Unity's default Space.
?New: (Unity GUI): When keyboard/gamepadnavigation is enabled, mouse wheel scrolls through choices.
?New: (PlayMaker): SetQuestTracking,IsQuestTrackingEnabled, and IsQuestAbandonable actions.
?New: (plyGame): SetQuestTracking,IsQuestTrackingEnabled, and IsQuestAbandonable blocks.
?Improved: Sequence & Lua Triggerinspectors now have multiline text areas.
?Improved: If a "Notes" field isdefined in a dialogue entry, the editor shows it. Also added a foldout for AllFields.
?Fixed: Unity GUI controls weren't auto-fittingcorrectly in some cases.
?
版本1.1.8
?
?新:GUI系統獨立的任務日志窗口系統,具有統一的界面,NGUI系統內置的實現,和蘿卜偽造的GUI。
?
?新:通用定位表。
?
?新:替代演員的名字成分。另外,如果可用的或持久性數據的名稱覆蓋是空白,替代演員的名字將被使用如果定義。
?
?新:集動畫狀態的對話事件和設置動畫的對話事件組件。
?
?新:(questlog)添加isquesttrackingenabled(),setquesttracking(),isquestabandonable()。新的選擇反映在對話編輯。
?
?新:(Unity GUI):現在可以改變鍵盤導航鍵點擊從統一的默認空間。
?
?新:(Unity GUI):當鍵盤/鍵盤導航功能,鼠標滾輪滾動選擇。
?
?新:(中場):setquesttracking,isquesttrackingenabled,和isquestabandonable行動。
?
?新:(plygame):setquesttracking,isquesttrackingenabled,和isquestabandonable塊。
?
?改進:序列與lua觸發檢查員現在有多行文本區。
?
?改進:如果一個“說明”字段在一個對話項定義,編輯顯示。還增加了一個為所有領域的折頁。
?
?固定:統一的GUI控件沒有汽車配件在某些情況下正確。
Version1.1.7.2
?New: [var=VarName] dialogue text tag(introduced in Chat Mapper 1.7).
?New: AudioWWW() sequencer command.
?Improved: When splitting a dialogue entry withpipes, items in the Audio Files field are now split into each new entry.
?Improved: [pic=#], [pica=#], and [picc=#] tagsare now recorded in FormattedText, but the Dialogue System still doesn't doanything with them by default.
?Changed: Barks now also look on the barker'schildren for a Bark UI component.
?Fixed: Bug in ProximitySelector that wasn'tregistering 2D triggers.
?
1.1.7.2版
?
?新:[ var = varname ]對話文本標簽(介紹聊天映射1.7)。
?
?新:audiowww()音序器命令。
?
?改進:當把一個具有管進入對話,在音頻文件的字段的項目現在分成每項。
?
?改進:[ PIC = # ],[派卡= # ],和[ PICC = # ]標簽現在記錄在formattedtext,但對話系統仍然不做任何與他們默認。
?
?改變:樹皮現在也看在巴克的孩子一皮的UI組件。
?
?固定:錯誤,不proximityselector 2d觸發器。
Version1.1.7.1
?Improved: Added PC Name & Image propertiesto response menu in dialogue UIs.
?Improved: Dialogue database merging now hasoption to assign unique IDs to prevent conflicts.
?Changed: Replaced Dialogue Manager's Wait ForContinue Button with multiple new options.
?Changed: Removed obsolete Raw|Edit bar indialogue database inspector.
?Fixed: Removed superficial error in consolewhen creating a new database in Dialogue Manager Setup Wizard.
?(NGUI) Changed: NGUIDialogueUI converted touse AbstractDialogueUI base.
?
1.1.7.1版
?
?改進:增加電腦的名稱和圖像屬性對話界面響應菜單。
?
?改進:對話數據庫合并現在有選項來指定唯一的ID來防止沖突。
?
?改變:取代對話經理等多個新選項”按鈕繼續。
?
?改變:刪除過時的原|編輯欄中對話數據庫檢查員。
?
?修正:刪除表錯誤控制臺創建對話管理器安裝向導,一個新的數據庫的時候。
?
?(深入)改變:nguidialogueui轉換使用abstractdialogueui基地。
Version1.1.7
?New: Added plyGame Support.
?New: Added Prefabs/iOS/link.xml file tosupport iOS Pro code stripping.
?New: Added right-click context menu in Projectview to open Dialogue Editor or Chat Mapper, and to create dialogue databases.
?New: Added Response Menu Sequence (pluslocalized versions) for sequences that can play during the response menu.
?New: Added WaitForMessage() sequencer command.
?New: Added command(...)@Message(X) syntax toallow sequence commands to wait for a message.
?New: Added Sequencer.Message() static methodto send messages to sequence commands that are waiting for messages.
?Improved: Dialogue Editor now helps prevent anauthor from being able to corrupt or delete a conversation's start entry.
?Improved: AddedDialogueManager.ConversationHasValidEntry() function to check if a conversationis currently valid; added Skip If No Valid Entries checkbox on ConversationTrigger and Start Conversation On Dialogue Event trigger.
?Improved: Proximity Selector now also workswith 2D trigger colliders.
?Improved: Added access to the underlyingLuaInterface virtual machine via the Lua.VM property.
?Changed: OnConversationLine is now broadcastto the target's children, not sent just to the target.
?Changed: Replaced default parameters withoverloaded methods to assist UnityScript users in these classes: Lua, QuestLog,PersistentDataManager.
?Fixed: Conversion of emphasis tags to richtext had blue and green values switched.
?Fixed: If speaker and listener are the sameobject, it will now only receive one OnBarkEnd/OnConversationEnd/OnSequenceEndmessage.
?Fixed: NullReferenceException if aBark/Conversation/SequenceTrigger was set up in code at runtime instead ofthrough inspector.
?Fixed: Bug in QuestLog.AddQuest that preventedthe quest from displaying in the quest window.
?Fixed: Bug in UnityQuestLogWindow thatprevented quest entries from displaying properly.
?(DFGUI) Added DFGUI example that demonstrateskeyboard bindings to response buttons.
?(PlayMaker) Improved: Actions with returnvalues now have events to make branching easier.
?(PlayMaker) Improved: Added Get/Set actionsfor Lua tables, variables, and quest entries; added Does Conversation HaveValid Entries action.
?(PlayMaker) Fixed: Get/SetQuestState nowensures quest state strings are lowercase to conform with Lua values.
版本1.1
?
?新:添加plygame支持。
?
?新:添加預設/ iOS / link.xml文件支持iOS支持代碼剝離。
?
?新:添加右鍵菜單在項目視圖中打開對話編輯器或聊天,制圖,并創建對話數據庫。
?
?新:增加響應菜單序列(加上本地化版本)的序列,可以響應菜單中發揮。
?
?新:添加waitformessage()音序器命令。
?
?新:添加命令(……)@消息(x)的語法來等待一個消息允許順序命令。
?
?新添加的音序器。message()靜態方法來發送消息,等待消息序列的命令。
?
?改進:對話編輯器現在有助于防止作者能夠損壞或刪除一個會話的啟動項。
?
?改進:增加dialoguemanager。conversationhasvalidentry()功能檢查如果談話是目前有效的;添加跳過如果沒有有效的條目上的復選框的談話開始對話觸發和事件觸發的談話。
?
?改進:接近選擇器現在還與二維觸發對撞機。
?
?改進:增加訪問底層LuaInterface虛擬機通過lua.vm財產。
?
?改變:onconversationline現在播送到目標的孩子,不發送到目標。
?
?改變:替換默認參數的重載的方法來幫助用戶在這類:UnityScript Lua,questlog,persistentdatamanager。
?
?固定:轉換的重點標記到富文本有藍色和綠色的價值交換。
?
?固定:如果說話人和聽話人是同一個對象,它僅能收到一onbarkend / onconversationend /onsequenceend消息。
?
?固定:NullReferenceException如果樹皮/交談/sequencetrigger成立于代碼在運行而不是通過督察。
?
?固定:錯誤questlog.addquest防止任務在任務窗口顯示。
?
?固定:錯誤unityquestlogwindow阻止任務條目正確顯示。
?
?(dfgui)添加dfgui示例演示鍵盤綁定響應按鈕。
?
?(中場)改進:有返回值的行動已經使分支事件更容易。
?
?(中場)改進:增加獲取/設置操作變量,Lua表,任務條目;添加并對話的有效項行動。
?
?(中場)固定:獲取/ setqueststate現在保證任務的狀態字符串是小寫的符合的Lua值。
Version1.1.6
?New: New Dialogue Editor window replaces thecustom inspector, is significantly faster, and includes new features such astext search.
?New: Added Easy-Access DialogueLua Methods toget/set Lua data.
?Improved: Added Reconvert button to dialoguedatabase inspector to make it quicker to reimport from third-party authoringtools.
?Improved: (Chat Mapper) Converter now splitspipes (|) into separate dialogue entries.
?Improved: Added Include Name and Wait UntilSequence Ends checkboxes to bark UIs.
?Improved: Added Skip Continue On Response Menucheckbox to Dialogue Manager.
?Fixed: When DialogueTime is set to Gameplayand timeScale to 0, sequencer commands will now wait until time is unpaused.
?Fixed: SetActive() sequencer command now findsin-scene objects first, including inactive objects but only if the inactiveobjects have a root parent that's active.
?Fixed: LookAt(listener,X) sequencer commandwasn't finding the right subject; also changed LookAt() without arguments tomake the speaker and listener look at each other.
?Fixed: (Chat Mapper) Implemented a workaroundfor a Chat Mapper XML bug that identified Booleans as Numbers.
?Fixed: (Aurora NWN Converter) Now handlesCDATA correctly; only adds jrl.xml or dlg.xml files as appropriate instead ofall XML files.
?(Killer Waves/Core GameKit) Killer Wavesintegration is now Core GameKit integration due to the product's name change.
?(DFGUI) DaikonForgeDialogueUIs can now usedfRichTextLabels for subtitles.
?
版本1.1.6
?
?新:新的對話編輯器窗口,代替了傳統的督察,是顯著的速度,和包含的新功能,如文本搜索。
?
?新:添加容易獲得dialoguelua方法獲取/設置lua數據。
?
?改進:增加復位按鈕對話數據庫檢查員使它快再進口來自第三方開發工具。
?
?改進:(聊天Mapper)轉換器現在分裂管(|)為單獨的對話作品。
?
?改進:增加包含名稱和等到序列兩端復選框,樹皮的用戶界面。
?
?改進:增加跳過繼續響應菜單復選框以對話經理。
?
?修正:當dialoguetime將游戲和時間刻度的0,音序器命令現在等待的時間是激活的。
?
?固定:setactive()音序器命令現在發現在場景中的物體,包括無效的對象只有在不活動的對象有一個根父級的活性。
?
?固定:看(聽眾,x)的音序器命令沒有找到合適的題目;也改變了lookat()沒有參數使說話人和聽話人看對方。
?
?固定:(聊天Mapper)實現了一個聊天映射XML錯誤,確定的布爾值數字解決方案。
?
?固定:(極光NWN轉換器)處理CDATA正確;只增加了jrl.xml或dlg.xml文件作為適當的而不是所有的XML文件。
?
?(殺手波/核心GameKit)殺手波一體化正在核心GameKit集成由于產品名稱的變化。
?
?(dfgui)daikonforgedialogueuis現在可以使用dfrichtextlabels字幕。
Version1.1.5
Note:The Dialogue System for Unity now requires Unity 4.3.0+.
?
General
?New: Dialogue Manager Setup Wizard.
?Improved: Added examples using multipledialogue databases, text input during conversations.
Converters
?Improved: All converters now mark dialoguedatabases as dirty when overwriting so Asset Server will pick them up.
?Improved: (Aurora NWN Toolset) Now convertsjournals; new button to add an entire folder of source files; encoding optionsfor non-default languages; new script-handling options.
?Improved: (Chat Mapper) Now handles ChatMapper pre-1.3 older outgoing links format.
1.1.5版
?
注:團結的對話系統,現在需要團結4.3.0 +。
?
一般
?
?新的對話管理器安裝向導。
?
?改進:增加的例子使用多重對話的數據庫,在文本輸入對話。
?
轉換器
?
?改進:所有轉換器現在標記為臟時覆蓋,所以對話數據庫服務器將接他們的資產。
?
?改進:(極光NWN工具包)現在將期刊;新的按鈕添加源文件的整個文件夾;編碼的非默認語言的選項;新的腳本處理選項。
?
?改進:(聊天Mapper)處理聊天制圖1.3版本以前的老外向鏈接格式。
DialogueDatabases
?New: Quests can now have sub-entries.
?New: Added global Lua user script to dialoguedatabase (also imported from Chat Mapper projects).
?Improved: Added import feature to dialoguedatabase editor (doesn't resolve conflicting ID numbers yet).
?Improved: If a conversation starts with noactor or conversant GameObjects, the Lua variables Variable['Actor'] andVariable['Conversant'] are now set to the defaults defined in the conversation.
?Fixed: Conversations now follow nested groupsand groups mixed with non-group entries.
?Fixed: In multiple-NPC conversations, thesequencer now finds alternate NPC speakers correctly.
?Fixed: Language localization of questdescriptions is now recognized.
Triggers
?New: Added Stop Conversation If Too Farcomponent.
?Improved: Added a checkbox to allowConversation Trigger to stop the conversation if the other participant leavesthe trigger area.
?Improved:Bark/Conversation/Quest/SequenceTriggers set to OnTriggerEnter now also respondto OnTriggerEnter2D.
?Improved: Selector & ProximitySelector nowhave a checkbox to choose between SendMessage or BroadcastMessage when sendingOnUse to the target.
對話的數據庫
?
?新的任務現在可以有子項。
?
?新:加入全球Lua用戶腳本對話數據庫(也從聊天制圖項目進口)。
?
?改進:增加進口功能對話數據庫編輯器(不解決沖突的身份證號碼還)。
?
?改進:如果一開始談話沒有演員或熟悉的物體,Lua變量[ 'actor ]和[的] 'conversant可變現設置會話中定義的缺省值。
?
?固定:對話現在跟隨嵌套組和組與非混合組條目。
?
?固定:在多個NPC對話,音序器現在發現交替NPC揚聲器。
?
?固定:任務描述語言的定位是目前公認的。
?
觸發器
?
?新:添加停止談話如果太遠的成分。
?
?改進:添加了一個復選框允許會話觸發,如果其他參與者離開觸發區停止談話。
?
?改進:皮/會話/追求/ sequencetriggers設置ontriggerenter現在也回應ontriggerenter2d。
?
?改進:選擇與proximityselector現在有一個復選框,選擇SendMessage或broadcastmessage時onuse之間發送到目標。
CutsceneSequencer
?New: Added sequencer commands AnimatorPlay(),ShowAlert()
?Improved: Animation() sequencer command cannow play any number of animations in sequence.
?Fixed: Bug in MoveTo() sequencer command thatleft the subject facing wrong direction.
User Interfaces
?New: Added text input capability toconversations: sequencer command TextInput(), Text Field UI, and Unity GUIcontrol GUITextField.
?Improved: If a QTE is triggered in aconversation, the conversation immediately goes to the next entry instead ofwaiting for the end of the current entry.
?Improved: (Unity GUI) Keyboard/controllernavigation; auto-size now works on all controls including response menubuttons.
?Improved: (DFGUI) ExposedDaikonForgeResponseButton.dfButton as a public property.
?Changed: Pipes ("|") in text are nowtreated as newlines.
?Fixed: Bug in DFGUI integration that preventedQTE indicators from showing.
Scripting
?New: Dialogue Manager now has CurrentActor andCurrentConversant properties (valid during conversations).
?Improved: Updated to KopiLuaInterface v1.2.
?Changed: OnConversationEnd is now sent toparticipants after the dialogue UI is closed. This allowsStartConversationOnDialogueEvent(OnConversationEnd) to properly reopen the UI.
?
動畫序列
?
?新:添加命令animatorplay()音序器,showalert()
?
?改進:animation()音序器命令現在可以發揮在任何數量的動畫序列。
?
?固定:錯誤moveto()音序器的命令,離開了主體面對錯誤的方向。
?
用戶界面
?
?新添加的文本輸入能力:對話:音序器命令textinput(),文本域的用戶界面,統一的GUI控制guitextfield。
?
?改進:如果QTE是對話觸發,談話立即而不是等待當前輸入端的下一個條目。
?
?改進:(Unity GUI)控制器/鍵盤導航;自動大小現在可以在所有的控制包括響應菜單按鈕。
?
?改進:(dfgui)暴露daikonforgeresponsebutton.dfbutton作為公共財產。
?
?改變:管(“|”)的文本現在視為換行符。
?
?固定:錯誤dfgui整合,防止QTE的指標顯示。
?
腳本
?
?新:對話經理現在有currentactor和currentconversant特性(有效的談話中)。
?
?改進:更新kopiluainterface v1.2。
?
?改變:onconversationend現在在對話界面關閉送往參與者。這允許startconversationondialogueevent(onconversationend)正確打開UI。
Version1.1.4.2
?Improved: Added an example using multipledialogue databases.
?Improved: Chat Mapper Converter now handlespre-1.3 outgoing links format.
?Fixed: Conversations now follow nested groupsand groups mixed with non-group entries.
1.1.4.2版
?
?改進:增加了一個示例使用多個對話數據庫。
?
?改進:聊天映射器處理1.3版本以前的外向鏈接格式。
?
?固定:對話現在跟隨嵌套組和組與非混合組條目。
Version1.1.4.1a (Patch)
Pleaseimport this patch on top of your existing 1.1.4.1 Dialogue System folder.
?
?New: Added Stop Conversation If Too Farcomponent.
?New: Added sequencer command ShowAlert()
?New: Dialogue Manager now has CurrentActor andCurrentConversant properties (valid during conversations).
?Improved: Animation() sequencer command cannow play any number of animations in sequence.
?Improved: Selector & ProximitySelector nowhave a checkbox to choose between SendMessage or BroadcastMessage when sendingOnUse to the target.
?Improved: Added a checkbox to allowConversation Trigger to stop the conversation if the other participant leavestrigger area.
?Changed: OnConversationEnd is now sent toparticipants after the dialogue UI is closed. This allowsStartConversationOnDialogueEvent (OnConversationEnd) to properly reopen the UI.
?Fixed: Bug in MoveTo() sequencer command thatleft the subject facing wrong direction.
版本1.1.4.1a(補丁)
?
請輸入此修補程序在您現有的1.1.4.1對話系統文件夾。
?
?新:添加停止談話如果太遠的成分。
?
?新:添加命令showalert()音序器
?
?新:對話經理現在有currentactor和currentconversant特性(有效的談話中)。
?
?改進:animation()音序器命令現在可以發揮在任何數量的動畫序列。
?
?改進:選擇與proximityselector現在有一個復選框,選擇SendMessage或broadcastmessage時onuse之間發送到目標。
?
?改進:添加了一個復選框允許會話觸發,如果其他參與者的葉子觸發區停止談話。
?
?改變:onconversationend現在在對話界面關閉送往參與者。這允許startconversationondialogueevent(onconversationend)正確打開UI。
?
?固定:錯誤moveto()音序器的命令,離開了主體面對錯誤的方向。
Version1.1.4.1
?New: Added support package for NGUI HUD TextBark UI Component (requires NGUI HUD Text).
?New: Added sequencer commandsAnimatorTrigger(), AudioWait(), Voice().
?Improved: Added optional finalClip parameterto Animation() sequencer command.
?Improved: Added Allow During Conversationscheckbox to Bark Trigger.
?Improved: Added more examples scenes: UnityGUI Continue button, Menu Text + Dialogue Text, Three NPC bark sequence.
?Improved: Added Don't Destroy Root checkbox toNGUI and DF-GUI Bark Roots.
?Improved/Fixed: (NGUI/DFGUI) If an NPC with aNGUI or DFGUI bark UI is destroyed, its UI bark label is now also destroyed.
?Fixed: Bug in NPC wizard script that preventedadding bark UIs.
?Changed: In dialogue editor, lines withconditions now have literal string "[condition]" instead of the actualLua condition. Multi-line conditions were causing overlapped text.
?
1.1.4.1版
?
?新:添加NGUI HUD文本樹皮UI組件支持包(需要深入的HUD文本)。
?
?新:添加命令animatortrigger()音序器,audiowait(),voice()。
?
?改進:添加可選的finalclip參數animation()音序器命令。
?
?改進:增加允許的談話中,復選框以樹皮觸發。
?
?改進:增加了更多的例子場景:統一的GUI繼續按鈕,菜單文本+對話文本,三屆全國人民代表大會的樹皮序列。
?
?改進:增加不破壞根和樹皮的根深入df-gui復選框。
?
?改進/固定:(NGUI / dfgui)如果一個NGUI或dfgui樹皮UI NPC被摧毀了,它的UI樹皮標簽現在還摧毀了。
?
?固定:錯誤的NPC精靈腳本,防止用戶界面添加樹皮。
?
?改變:在對話編輯器,線路條件現在有字符串“[條件]”,而不是實際的Lua狀態。多行的條件是造成重疊的文本。
Version1.1.4
?New: Wizards to simplify configuration ofNPCs, PCs, and gameplay integration.
?New: Separate dialogue database editor window.(Editing in inspector is also still available.)
?New: BioWare Neverwinter Nights 1 & 2Aurora Toolset importer.
?New: Killer Waves integration.
?New: Added Rich Text Emphases checkbox todisplay settings to use rich text codes for emphasis tags.
?New: (PlayMaker) Added new actions:PreloadMasterDatabase, PreloadDialogueUI, SetStatus, GetStatus,SetRelationship, GetRelationship, IncRelationship, DecRelationship.
?Improved: Interface enhancements to thedialogue database editor and Chat Mapper importer.
?Improved: (UFPS, Realistic FPS Prefab): Addedmenu items for integration components.
?Changed: Moved scripts in Examples/Scripts toScripts/Supplemental/Utility.
?Changed: The Always Force Response Menudisplay setting is now ticked by default.
?
版本1.1.4
?
?新:向導來簡化配置的NPC,PCS,和游戲的整合。
?
?新:單獨對話數據庫編輯器窗口。(編輯員仍然可用。)
?
?新:BioWare無冬之夜1 & 2極光工具進口商。
?
?新:殺手波一體化。
?
?新:添加富文本重點復選框顯示設置使用RTF代碼重點標記。
?
?新:(中場)添加新的行動:preloadmasterdatabase,preloaddialogueuiSetStatus,,getStatus,setrelationship,getrelationship,increlationship,decrelationship。
?
?改進:界面增強對話和聊天制圖進口商數據庫編輯器。
?
?改進:(UFPs的,現實的FPS預制):增加集成組件菜單項。
?
?改變:移動的例子/腳本腳本腳本/補充/實用。
?
?改變:總是力響應菜單顯示設置現在在默認情況下。
Version1.1.3.2
?New: (DFGUI, TK2D) Typewriter effect for DFGUIand TK2D labels.
?Changed: Additional menu items in Window >Dialogue System > Help.
?Changed: If a conversation's first dialogueentry ("START") has an empty Sequence, it skips the sequence insteadof playing the default sequence.
?Changed: The OnConversationLine message is nowsent before showing the subtitle, allowing listeners to modify the subtitlebefore showing.
?Changed: When opening a Unity GUI conversationUI, the screen rects of controls are now always recalculated in case screenresolution has changed.
?Fixed: Bug with UI prefabs that preventedfirst subtitle from displaying if a dialogue panel was assigned.
?
1.1.3.2版
?
?新:(dfgui,tk2d)打字機效果dfgui和tk2d標簽。
?
?改變:在對話窗口>系統>幫助其他菜單項。
?
?改變:如果一個對話的對話的第一個條目(“開始”)有一個空的序列,它跳過序列而不是玩默認序列。
?
?改變:現在的onconversationline消息之前顯示字幕發,讓聽眾在顯示修改字幕。
?
?改變:打開一個統一的GUI界面的談話時,控制屏幕矩形現在總是重新計算的情況下,屏幕分辨率改變了。
?
?固定的錯誤,防止UI問題:第一字幕顯示如果轉讓是一個對話面板。
?
Version1.1.3.1
?New: OnConversationStart and OnConversationEndmessages are now also broadcast to the Dialogue Manager object.
?New: Added OnConversationLineCancelled andOnConversationCancelled messages (see Notification Messages).
?New: Added optional Subtitle Continue Button.
?New: Added dialogue event trigger OnEnable.
?New: Added "Is Item" field to theItem (quest) table. If using the quest system, you can now set "IsItem" true on any actual items (i.e., non-quests) to exclude them from thequest system. To use this with existing databases, you'll need to add the fieldmanually.
?New: AddedDialogueManager.PreloadMasterDatabase() method.
?New: Added ProximitySelector component thatcan trigger OnUse messages based on proximity to usable objects. Also supportstarget selection callback delegates. (See Top Down Demo for an example.)
?New: (NGUI) Added the ability to set uptemplates for NGUI barks.
?Improved: Dialogue Manager now lazy-loads theUI. If you assign a new UI any time before the first conversation or alertmessage, the default UI will no longer be uselessly loaded.
?Improved: Unity GUI subsystem's GUIScrollViewnow includes child controls in the scrollview.
?Improved: Selector component now supportscustom positions in addition to camera center and mouse position.
?Improved: Selector component now supportstarget selection callback delegates.
?Improved: (PlayMaker) Run Lua action can nowsave return values to Bool, Int, Float, or String variables.
?Improved: (PlayMaker) Additional errorreporting in PlayMaker actions.
?Improved: (PlayMaker) The example scene nowdemonstrates many more actions.
?Improved: Expanded documentation on triggers.
?Improved: Usability improvements to thedialogue database editor.
?Changed: (DFGUI) Changed DaikonForgeBarkUI touse dfFontBase to allow selection of bitmapped or dynamic fonts.
?Fixed: (DFGUI) Bug in DaikonForgeFollowObjectthat caused bark text to pop when facing 180-degrees from barker.
版1.1.3.1
?
?新:onconversationstart和onconversationend消息現在還廣播的對話管理器對象。
?
?新:添加onconversationlinecancelled和onconversationcancelled消息(見通知消息)。
?
?新:添加可選字幕繼續按鈕。
?
?新添加的事件觸發onenable對話。
?
?新:添加“項目”領域的項目(任務)表。如果使用的任務系統,你可以設置“項目”真的在任何實際的項目(即,非任務)排除他們從任務系統。使用與現有的數據庫,您將需要手動添加字段。
?
?新:添加dialoguemanager preloadmasterdatabase()方法。
?
?新:添加proximityselector組件,可以觸發onuse消息基于接近可用的對象。還支持回調代表目標選擇。(看到頂向下的演示為例。)
?
?新:(深入)添加到設置NGUI樹皮模板的能力。
?
?改進:對話經理現在懶加載用戶界面。如果你指定的任何時間的一個新的用戶界面前的第一次談話或警告信息,默認的用戶界面將不再是無用的加載。
?
?改進:統一的GUI子系統的guiscrollview現在包括在滾動視圖控件。
?
?改進:選擇器組件現在支持自定義位置除了相機中心和鼠標的位置。
?
?改進:選擇器組件現在支持回調代表目標選擇。
?
?改進:(球員)運行Lua動作現在可以節省的返回值為bool,int,float,或字符串變量。
?
?改進:(中場)在中場行動額外的錯誤報告。
?
?改進:(中場)示例場景演示了更多的行動。
?
?改進:擴展文件觸發器。
?
?改進:在對話數據庫編輯器的可用性改進。
?
?改變:(dfgui)改變daikonforgebarkui使用dffontbase允許選擇位圖或動態字體。
?
?固定:(dfgui)錯誤導致樹皮文本彈出時,面臨著從巴克180度daikonforgefollowobject。
?
Version1.1.2
?New: Added Range Trigger to enable objects& components in range (e.g., only bark when player is near).
?New: Added StartConversation(title) forconversations in which neither actor nor conversant has a transform.
?New: Added Quest[] as alias for Lua tableItem[].
?New: Added articy:draft Feature Demo example.
?Improved: Lua Console prints more info abouttable return values, now has a close button and scrollable output.
?Improved: Dialogue database editor visualenhancements in Item/Quest foldout.
?Updated: NGUI integration updated to supportNGUI 3's new dynamic fonts; NGUI 2.x support is still provided but will nolonger be actively developed.
?Fixed: (Daikon Forge GUI) When the firstdialogue entry of the first conversation was a group node, the subtitle colorwas set to (0,0,0,0).
?Fixed: (2D Toolkit UI) When the first dialogueentry of the first conversation was a group node, the subtitle color was set to(0,0,0,0).
?Fixed: Bark Triggers weren't working onthird-party objects, only if the trigger was on the barking character.
1.1.2版本
?
?新增加的范圍:觸發使范圍內的對象和組件(例如,只有當玩家靠近樹皮)。
?
?新:添加startconversation(標題)的對話中沒有演員不熟悉有變換。
?
?新:添加任務[ ]作為Lua表項[ ]別名。
?
?新:添加articy:草稿功能演示的例子。
?
?改進:lua控制臺打印信息表的返回值,現在已經關閉按鈕和滾動輸出。
?
?改進:對話數據庫編輯器的視覺增強項目/任務折頁。
?
?更新:深入整合更新支持NGUI 3的新的動態字體;深入2。x的支持仍然提供但不再積極開發。
?
?固定:(蘿卜偽造GUI)當第一個對話的第一次對話輸入是一組節點,字幕顏色設置為(0,0,0,0)。
?
?固定:(2D工具包UI)當第一個對話的第一次對話輸入是一組節點,字幕顏色設置為(0,0,0,0)。
?
?固定:樹皮觸發器沒有工作在第三方物,只有當觸發在吠叫的性格。
?
Version1.1.1
?New: articy:draft Converter.
?New: Added ability to set watches on Luaexpressions and quest states (see Setting Lua Observers, Setting Quest StateObservers).
?New: Added notification of conversation linesand response menu timeouts (see Notification Messages).
?New: Added Dialogue Manager Display Settingscheckbox Always Force Response Menu.
?New: Added Dialogue Manager Display Settingspop-up to specify default action on response menu timeout.
?New: Added Set Component Enabled On DialogueEvent trigger (see Other Triggers).
?New: FaceFX support and FaceFX() sequencercommand.
?Improved: Several enhancements to the dialoguedatabase editor interface.
?Changed: Daikon Forge UI code was refactoredto use the new common abstract base. If you have a custom DF-GUI UI, you mayneed to reassign its controls. Daikon Forge UI now also shows and hidescontrols using dfControl.Show/Hide instead of deactivating game objects.
?Fixed: Group nodes now show subtitle remindersproperly.
?Fixed: Bug where NPC subtitle reminder wasstill shown even when display setting was unticked.
?Fixed: (Realistic FPS Prefab) In Happy Robotexample conversation, now only shows option to give katana if player has one.
1.1.1版
?
?新:articy:草案轉換器。
?
?新:新增能力集手表在Lua表達和任務狀態(見lua觀察員設置,設置任務的狀態觀測器)。
?
?新:對話線和響應菜單超時補充通知(見通知消息)。
?
?新:加入對話管理器顯示設置復選框總是強迫響應菜單。
?
?新:加入對話經理顯示設置彈出指定菜單超時的默認動作響應。
?
?新:添加組件的對話事件觸發啟用(見其他觸發器)。
?
?新:FaceFX支持和facefx()音序器命令。
?
?改進:在對話數據庫編輯界面的一些增強功能。
?
?改變:蘿卜偽造的UI代碼被重構為使用新的共同的抽象基類。如果你有一個自定義的df-gui UI,你可能需要重新分配控制。蘿卜偽造用戶界面現在也顯示和隱藏控件使用dfcontrol.show/hide不滅的游戲對象。
?
?固定:現在正確顯示字幕提醒組節點。
?
?固定的臭蟲NPC:字幕提醒仍顯示即使顯示設置unticked。
?
?固定:(現實的FPS預制)在快樂的機器人的談話,現在只顯示選項給玩家一個武士刀如果。
Version1.1.0
General
?New: Added Quest Trigger and Set Quest StateOn Dialogue Event (see Triggers).
?New: Added Allow Only One Instance checkbox toDialogue Manager settings; if checked, it enforces singleton behavior.
?New: Added Allow Alerts During Conversationscheckbox to Dialogue Manager display settings.
?Fixed: Lua.Run().AsInt/Float can now alsoconvert string values if they represent valid numbers.
?Fixed: Automatic monitoring ofVariable["Alert"] was disabled; now re-enabled.
?Fixed: Improved the display of multiple alertsshown in rapid succession before the previous has fully faded.
?Fixed: Parsing bug in dialogue entriescontaining multiple [lua()] tags.
UserInterfaces
(Re-importthird party support packages.)
?
?New: Added Unity Dialogue UI"Circle".
?New: Added Unity Dialogue UI"Sci-fi" and accompanying quest log window.
?New: (2D Toolkit) Added 2D Toolkit UI supportfor dialogue UIS and bark UIs.
?New: (Daikon Forge) Added bark UIimplementation for Daikon Forge GUI.
?New: (Daikon Forge) Added Daikon Forge GUIDialogue UI "Fantasy".
?New: Added option to auto-size Unity GUIlabels and buttons to exactly fix their content.
?Change: Refactored common code in dialogue UIsystems into an abstract class. Updated Unity Dialogue UI system to use this;if you have a custom UI, you may need to relink the control properties on yourUnity Dialogue UI component. The NGUI and Daikon Forge UI systems will beupdated in the next release.
1.1.0版本
?
一般
?
?新:添加任務和任務狀態的對話觸發事件(見觸發器)。
?
?新:添加只允許一個實例”復選框以對話管理器設置;如果選中,它強制執行獨生子女的行為。
?
?新:添加允許警報對話對話經理在復選框顯示設置。
?
?固定:lua。run()。asint /浮現在也可以將字符串值是否代表有效數字。
?
?固定:自動監測變量[“警報”]現在重新啟用被禁用。
?
?固定:改進的多個警報顯示快速繼承前已完全消失的顯示。
?
?固定:解析錯誤對話條目包含多個[ lua() ]標簽。
?
用戶界面
?
(重新導入第三方包支持。)
?
?新:添加統一對話界面的“圓”。
?
?新:添加統一對話UI“科幻”和相應的任務日志窗口。
?
?新:(2D工具包)添加二維工具包UI支持對話UI和樹皮的用戶界面。
?
?新:(大熔爐)對大熔爐GUI添加樹皮界面實現。
?
?新:(大熔爐)加入蘿卜偽造GUI對話界面的“幻想”。
?
?新:增加選擇自動大小統一的GUI的標簽和按鈕來準確地確定他們的內容。
?
?變化:重構公共代碼在對話UI系統為一個抽象類。統一更新對話UI系統使用;如果你有一個自定義的用戶界面,你可能需要重新控制性能對你的團結對話UI組件。的深入和蘿卜偽造的UI系統將在下一個版本的更新。
GameplayIntegration
(Re-importthird party support packages.)
?
?New: (Realistic FPS Integration) AddedLuaOnDestroy to facilitate kill counts/quests.
?Change: (Realistic FPS Integration) ReplacedRemoveWeaponHandler with more flexible FPSLuaBridge, also tracks hit points,hunger, thirst, and weapons.
?Change: (Realistic FPS Integration) Updatedexample scene with additional quests and conversations.
?Change: (UFPS Integration)FPSyncLuaPlayerOnConversation replaces FPSyncLuaInventoryOnConversation, alsotracks health, handles inventory more robustly.
?Change: (UFPS Integration)FPPersistentPlayerData replaces FPPersistentPositionData, also saves and loadshealth and inventory.
?
游戲積分
?
(重新導入第三方包支持。)
?
?新:(現實的FPS集成)添加luaondestroy方便殺死數/任務。
?
?變化:(現實的FPS集成)更靈活的fpsluabridge取代removeweaponhandler,還跟蹤點,饑餓,口渴,和武器。
?
?變化:(現實的FPS集成)更新的例子場景與額外的任務和對話。
?
?變化:(UFPs集成)fpsyncluaplayeronconversation取代fpsyncluainventoryonconversation,還跟蹤健康,處理庫存更強勁。
?
?變化:(UFPs集成)fppersistentplayerdata取代fppersistentpositiondata,還保存和加載的健康和庫存。
Version1.0.9
?New: Localization support.
?New: Daikon Forge Dialogue UI support.
?New: Added Show Cursor On Conversationcomponent.
?New: Added sequence command Fade().
?New: Added Once property to triggers forone-time triggers.
?New: Added integration support for AzulineStudios' Realistic FPS Prefab.
?New: Added integration support forVisionPunk's Ultimate FPS (UFPS).
?Improvement: In Chat Mapper Converter,overwriting retains references, so you don't need to reassign the database inDialogue Manager.
?Improvement: Minor visual improvements to someof the Unity GUI dialogue UIs.
?Improvement: Additional documentation ondialogue UIs.
?Improvement: Improved error handling forimproperly configured Unity Quest Log Windows.
?Fixed: Bug in Lua conversion of malformed intsand floats.
版本1.0.9
?
?新:本地化的支持。
?
?新:蘿卜偽造對話UI支持。
?
?新添加的組件顯示在光標的談話。
?
?新:添加順序命令fade()。
?
?新的:一旦一次性觸發觸發器屬性添加。
?
?新:添加伊比工作室的現實的FPS預制集成支持。
?
?新:添加visionpunk的終極FPS集成支持(UFPs)。
?
?改進:在聊天的映射轉換,重寫保留引用,所以你不需要重新指定數據庫中的對話管理器。
?
?改進:一些GUI界面統一對話小視覺改進。
?
?改進:在對話UI附加文檔。
?
?改進:改進的錯誤,錯誤配置的統一處理任務日志窗口。
?
?固定:錯誤的畸形整型數和浮Lua轉換。
?
Version1.0.8
?New: Added Unity Dialogue UI "Nuke".
?Improvement: Assets > Create > DialogueDatabase now creates a database with Player actor and Alert variable.
?Improvement: General improvements to dialoguedatabase editor.
版本:1.0.8
?
?新:加入對話界面統一的“核武器”。
?
?改進:資產>創建>對話數據庫現在創建一個數據庫的球員的演員和預警變量。
?
?改進:對話數據庫編輯器的改進。
Version1.0.7
?Fixed: Bug in the conversion of group nodes inChat Mapper 1.6 projects that raised ArgumentNullException.
1.0.7版本
?
?固定:錯誤在聊天制圖1.6項目,提高argumentnullexception組節點的轉換。
Version1.0.6
?New: Added NGUI 3.x support.
?New: Added Chat Mapper 1.6.x support.
?New: Added sequence commandsAnimatorController(), AnimatorLayer(), AnimatorInt(), AnimatorFloat().
?Note: Cutscene sequences now use a customDialogue Entry field named Sequence, not Video File.
版本1.0.6
?
?新:添加NGUI 3 x的支持。
?
?新:添加聊天映射1.6 x的支持。
?
?新:添加順序命令animatorcontroller(),animatorlayer(),animatorint(),animatorfloat()。
?
?注:動畫序列現在使用自定義對話輸入字段命名的序列,沒有視頻文件。
Version1.0.0
Notes
?If dialogue text contains emphasis tags([em#]), the first tag is applied to the entire text. This was a designdecision but may change if customers request it.
?To reduce savegame size, PersistentDataManagerdoesn't save all table fields. See the script reference for details on what'ssaved.
KnownIssues
?Support was written for NGUI 2.x. Whenimporting NGUI, use the NGUI 2.7.0 version. Support for NGUI 3.x will be in thenext release.
?KopiLua only recognizes lowercase true andfalse as Boolean values; it throws exceptions on True and False. The DialogueSystem attempts to recognize and convert Booleans to lowercase as much aspossible, but try to use lowercase.
?Conversation Triggers that listen forOnTriggerEnter can in rare cases trigger multiple times.
版本1.0.0
?
筆記
?
?如果對話文本中包含的重點標簽([電磁# ]),第一個標簽應用到整個文本。這是一個設計決定,但可能會改變,如果客戶要求。
?
?為了減少存檔大小,persistentdatamanager并不保存表的所有領域。詳情請參閱腳本參考什么的保存。
?
已知問題
?
?為了支持NGUI 2寫的。X。當進口NGUI,使用NGUI 2.7.0版本。為深入3的支持。X將在下一個版本。
?
?kopilua只承認小寫的真實和虛假的布爾值;將對真實和虛假的例外。對話系統試圖識別和轉換的布爾值為小寫盡可能多的,但嘗試使用小寫。
?
?聽對話觸發ontriggerenter可以在很少的情況下觸發多次。
?
總結
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