Ask Tell Dynamic Dialog
logicandchaos
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Ask/Tell Dynamic Dialog and
Dynamic Behaviour have been made free! I now feel like these assets are more of a coding style than anything else, something that needs to be taught not bought.
I will also be posting some tutorials and an article all about this style of programming, which is applying Scriptable Object Architecture to conditionals.
This allows easy implementation of fuzzy pattern matching, dynamic and fuzzy state machines and behaviours, separation of data and logic, extendable Ai and allows behaviours to be created and implemented right in the game engine, even by non programmer users.
This is the Ask Tell Dynamic Dialog Asset for unity, it is for creating dynamic dialog in your
games.
This is a treeless dialog system, dialog is selected during run time based on a best match
approach. the input is based on an Ask/Tell input system. I made the replies all condition
based like the bark system in left4dead. Combining those two systems creates a simple to
use dialog system you can add to your games. This system uses a simple fuzzy pattern
matching system involving conditions, conditions have a verify method that returns a bool,
so they can be almost anything. For example if you want characters to say something
different depending on if it's day or night, you would create an IsDay condition script, then
you create a scriptable obejct instance of it by right clicking and selecting it in the create
menu. After creating the instance you add the IsDay condition to the list of conditions on
the dialog you want it to affect. That dialog will not be selected unless it's day, to make an
IsNight condition you just create another instance of the IsDay script and just check the
inverted checkbox. if you want them to say stuff based on if you said something else before
you can make that a condition. A lot of conditions and good writing could lead to dynamic,
lifelike NPCs. There are a lot of conditions defined already to get you started but you can
extend and add in any condtion you could need.
Running the demo project will show you it in action while teaching you more about it.
Conditions
Condition is an abstract class inheriting from ScriptableObject, this means that all conditions
are scriptable objects. Conditions have two boolean variables isTrue and inverted, and one
method bool Verify(GameObject p_gameObject).
You can make a condition for having low health or possessing a particular item, make one for
the time of day or anything relavant to your game.
Create Condition Script
To make your own custom conditions you need to make a new script that inherits from condition
and the virtual Verify method must be overridden, that is where you code your condition.
To create a new condition script you make a new C# script and change it from inheriting from
MonoBehaviour to Condition. This makes it a Condition and also a Scriptable Object. You
must add a create asset menu header to allow you to create an scriptable object instance.
[CreateAssetMenu(fileName = "new Condition", menuName = "ScriptableObjects/Conditions/YourConditionName")]
where YourCondtionName is the name you want to use to select this condition from the create
menu.
The Condition must override the the virtual method bool Verify(GameObject p_gameObject)
in this method is where you put your code for varifying the condition, setting the isTrue bool,
and it must return isTrue.
To allow conditions to be inverted you must add in the lines:
if(inverted)
isTrue=!isTrue;
right before you return isTrue. That will allow you to set the inverted bool in the inspector to
invert your conditions so you do not need to make opposite conditions.
Create Condition ScriptableObject instance
To make a new condition from an existing script just navigate to the folder you want to keep
your scriptable objects in, then right click right click in the project window and select Create,
then ScriptableObject, then Condition, then pick the condition you want to create from the list,
then you just need to name it. You can invert the condition by selecting inverted in the inspector.
Drag Condition into Condition List
Dialogs all have condition lists attached to them. Go in the inspector and expand Conditions if
needed you select how many conditions you want then drag and drop the conditions in the slots.
Dialogues
Dialog is an abstract class that inherits from ScriptableObject and contains a string used for a line
of dialog. Dialogs are for player input and come in two types questions and statements.
Questions are for asking and Statements are for telling. To make a new question or statement just right click
in the project window and select ScriptableOject from the menu and then Dialog and then Question
or Statement. Then you just need to name it and fill in the text. They can both generate a reply.
Question
Questions inherit from Dialog. You can make an instance of Question and add to your player's
Questions list.
Statement
Statments inherit from Dialog. You can make an instance of Statement and add to your player's
Statements list.
CoversationAgent
This is the MonoBehaviour used to house all the componants. A ConversationAgent has a list of Replies
a list for short term memory and long term memory. It also contains a few methods for managing it all.
Short Term and Long Term Memory
Short term and long term memory are both just a list of dialogs. Short term memory takes care of the current
conversation and long term memory is where short term memories are sent after conversations. Using conditions
you can make use them to create interesting conversations.. like you could have an npc say one reply when
asked a question, and another reply if asked the same question for a second time, or if they made a particular
statement earlier in that conversation.
Replies
Reply is an abstract class that inherits from ScriptableObject and contains a string used for a line
of dialog. Dialogs are for NPC output in repsonse to player input, or lack of input if using timebased
input. You can make an instance of Reply and add to your NPC's Replies list.
Replies have a list of conditions which must be met to for the reply to be selected.
The list of replies is sorted by the most conditions to ensure the most appropriate reply is selected.
To make a new reply just right click in the project window and select ScriptableOject from the menu
and then Reply. Then you just need to name it, fill in the text and the conditions. All replies should
have at least one condition except for one default reply, if needed.
GetReply
GetReply is the method that selects the appropriate reply by comparing each conditions of a reply and
executing the 1st successful match.