Testing and Implementing SUDS, Reworking Inventory to support all Actors, attached Actors and GrippedComponents
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===
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[set NumberOfTimesAsked 0]
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===
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NPC: Hello, welcome to the <Em>SUDS Example Project!</> @0001@
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NPC: I'm acting as a kind of <Em>FAQ</>, just in <Float>interactive form</>. @0002@
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:rootwithintro
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NPC: Feel free to explore this dialogue and take a look at the <Em>source</>, both here in UE and the source <Em>.sud file</>. @0003@
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:rootchoices
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* What is dialogue source? @0004@
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NPC: Dialogues are written as text files with the extension <Em>.sud</>. @0007@
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NPC: You can find this one in <Em>Content/Dialogue/Dlg_FAQExample.sud</>. @0008@
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:sudchoices
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* How should I open the .sud file? @0009@
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[event MyAwesomeEvent 23, `Boop`, false]
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NPC: Ideally, open it in Visual Studio Code with the SUDS Extension installed. @000c@
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NPC: The SUDS Extension adds syntax highlighting which makes it easier to read. @000d@
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[goto sudchoices]
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* How do .sud files work in UE? @000a@
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NPC: .sud files are imported into UE as <Em>SUD Script Assets</>. @000e@
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NPC: You can then create runtime dialogue based on these assets. @000f@
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NPC: Take a look at the <Em>Level Blueprint</> for an example of how to do this. @0010@
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[goto sudchoices]
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* Ask about something else @000b@
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NPC: Sure, what else can I help you with? @0011@
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[goto rootchoices]
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* Ask about running dialogues @0005@
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NPC: What would you like to know about running dialogues? @0012@
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:dialoguechoices
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* How do you start a dialogue? @0013@
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NPC: You create a dialogue instance from a script asset, optionally with <Em>participants</> attached. @0016@
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* What's a participant? @0017@
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NPC: Participants are actors or other objects which are involved closely in the dialogue. @001a@
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NPC: They often own the dialogue, or provide variables to it, or respond to events that it raises. @001b@
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* Send an event right now! @001c@
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[event TestEvent 99]
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NPC: Done! See that message at the top? That's because the NPC participant received that event and printed it to the console. @001e@
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NPC: Events are sent to all participants, and also to anyone else who subscribes to them. @001f@
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NPC: You can send any number of arguments back to your code with the event. @0020@
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[goto dialoguechoices]
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* OK I see @001d@
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NPC: Anything else? @0021@
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[goto dialoguechoices]
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* Where is the code to do this in this example? @0018@
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NPC: Because this is a simple example, it's kicked off in the <Float>Level Blueprint</>. @0022@
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NPC: But we pass it to the <Em>Player Controller</> to actually run it; it makes it easier to handle input events. @0023@
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[goto dialoguechoices]
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* Back @0019@
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[goto rootwithintro]
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* How does the dialogue know what the NPC is called? @0014@
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NPC: This NPC is actually a Blueprint which implements the <Em>SUDSParticipant</> interface. @0024@
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NPC: One of the things a participant in a dialogue can do is set variables, in response to events. @0025@
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NPC: This NPC sets its speaker name as a variable when the dialogue starts, which is why you know I'm called {SpeakerName.NPC} @0026@
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[goto dialoguechoices]
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* Back @0015@
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[goto rootwithintro]
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* Exit Dialogue @0006@
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[goto goodbye]
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:goodbye
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NPC: OK bye! @0027@
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BIN
VIRTUOS_ExpansionPluginTests/Content/Development/SUDS_Example/Dialogue/Dlg_FAQExample.uasset
(Stored with Git LFS)
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VIRTUOS_ExpansionPluginTests/Content/Development/SUDS_Example/Dialogue/Dlg_FAQExample.uasset
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VIRTUOS_ExpansionPluginTests/Content/Development/SUDS_Example/Dialogue/Dlg_FAQExampleStrings.uasset
(Stored with Git LFS)
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VIRTUOS_ExpansionPluginTests/Content/Development/SUDS_Example/Dialogue/Dlg_FAQExampleStrings.uasset
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