This is a Guide for the Dialogue System and how to use it/make new NPCS.
Dialogue Manager
The Dialogue Manager is a singleton named Dialogue
Manager, inside this singleton you will add a canvas to create the Dialogue Panel.
Dialogue Panel
- Dialogue Panel will include a few requirements. A background image, a portrait image, text for the dialogue, a display text for the NPC talking, an image for a continue Icon, and buttons for the choices (You can set how many choices you want in an array.)
- The Dialogue Panel can be set up in any way you want, just make sure these items are included.
Dialogue UI
- Dialogue Panel: The item in Hierarchy that holds the whole Dialogue Panel
- Continue Icon: The image that pops up when the dialogue line finishes so the user knows they can click the panel to move to the next line.
- Dialogue Text: The TextMeshPro that plays the dialogue from the INK files.
- Display Name Text: The TextMeshPro that shows what NPC is showing, will talk about INK keywords later in the guide that explains how to change display name or other things.
- Portrait Animator: The image/animator for the NPC. This uses an animator controller called PortraitAnimator that the player can add animation clips for the NPC's reactions. Will explain how to make this later in the Guide.
Choices UI
An array that holds the choices buttons. You can place as many as you want, depending on how many options you want in INK. Right now, we use 4.
Other Options
Typing
The user can set the typing speed for the text, right now it works in 0.018, editing that number changes the speed to be faster or slower.
Load Global JSON
This is a JSON File that helps load the global values we set in INK, like player names, true or false statements.
Auto Dialogue Boolean