Working With ScriptableObjects

Forums General Discussion Working With ScriptableObjects

This topic contains 9 replies, has 2 voices, and was last updated by  Gavalakis 3 months, 1 week ago.

Viewing 10 posts - 1 through 10 (of 10 total)
  • Author
    Posts
  • #1328

    ciara
    Participant

    I was thinking about doing some experiments with creating a barebones dialogue system with FlowCanvas, using ScriptableObjects for the overall conversation and the individual pieces of dialogue.

    I was just wondering if you have a recommended technique for getting started?

    #1330

    Gavalakis
    Keymaster

    Hello,

    I just want to clarify first, whether or not this is a “without coding” or “with coding” question, because you will definitely need to create some custom nodes to support such a system to be intuitive (which I can help with) 🙂

    Let me know.
    Thanks!

    #1331

    ciara
    Participant

    Apologies for the confusion! I’m fine with having to create custom nodes. I’m not sure I understand the documentation very well, though.

    #1332

    ciara
    Participant

    So I brainstormed a little diagram of a custom node just to check if I’m going in the right direction. I’m guessing it would be an Event node? A node that can specify up to a certain number of inputs. For instance, I call the node “Conversation” because I was thinking that you could have a different number of participants in the conversation. Also, I added two different versions. I wasn’t sure which one made more sense.

    Attachments:
    You must be logged in to view attached files.
    #1335

    Gavalakis
    Keymaster

    Hey,

    Bellow, I have created some barebones dialogue nodes for you to try out and expand. They are just simple examples of course 🙂
    There is one node for Saying Dialogue and another for what would be a MultipleChoice. None of the two really work right now because they both need some sort of UI code to forward the calls to. The relevant parts are commented to give you an idea of what I mean.

    In the end, it can look something like this:
    DialogueExample

    Following are the nodes’ code.
    Dialogue.cs

    MultipleChoice.cs

    I hope this helps in kickstarting what you want to achieve. If you need any clarification on the code above or have any questions, let me know.
    Cheers!

    Attachments:
    You must be logged in to view attached files.
    #1338

    ciara
    Participant

    Thank you so much, this helps a ton and is a lot more help than I was even expecting! I am a little confused about the multiple choice node. How does that work when the player is making the decision?

    #1339

    Gavalakis
    Keymaster

    You are very welcome! I am glad that it helps.
    I am not sure I understand your question about MultipleChoice though 🙂
    Hmm. The MultipleChoice node above when it is called, it is meant to tell some GUI code like an imaginary “DialoguGUI” manager class, to show the options on the screen. When in that shown GUI, an option is made, the DialogueGUI should then “callback” the delegate that it was given in ‘ShowMultipleChoices’ method before, so that the node continues execution.

    I am not sure if that answers your question. Let me know if not.
    Thanks!

    #1340

    ciara
    Participant

    Sorry, I just meant, does the node connect itself from the choice the user makes to the next node?

    #1342

    ciara
    Participant

    It took me a while, but I understand what you mean now! Thanks again for the head start.

    #1345

    Gavalakis
    Keymaster

    Hey,
    Oh, I am very sorry I didn’t reply to your previous post in time! :/
    If something is still not clear, or need any further help or clarification with this, please let me know.

Viewing 10 posts - 1 through 10 (of 10 total)

You must be logged in to reply to this topic.