2015-01-17 23:23:04 C1805217287 阅读数 693
  • Unity 值得看的500+ 技术内容列表

    Unity3D是由Unity Technologies开发的一个让玩家轻松创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。

欢迎来到unity学习unity培训unity企业培训教育专区,这里有很多U3D资源U3D培训视频我们致力于打造业内unity3d培训学习第一品牌。

今天研究了一下关于其他同学做的项目,发现受益良多。。。

音效

首先是关于音效的。

       首先准备一个音效,

       然后声明以个对象

       public AudioClip clip;//声明一个clip攻击音频
       这个相当于一个耳朵的功能

       private AudioSource girlAudio; //声明一个静态的音频来源
 
       girlAudio = this.audio;//初始化一下

       这样就又要用到触发器了,最好我们给武器增加这个脚本,因为武器碰撞到怪物才会发出声音

       void OnTriggerEnter(Collider other)//触发器

       if (other.tag == "Mouse")//当主角碰到标签为Mouse的对象时执行下面的操作

       girlAudio.audio.PlayOneShot(clip); //播放clip攻击这个音频

       这样就可以实现攻击怪物时发出的一个声效。

NPC对话
 
       然后就是关于与NPC的对话。

      //定义NPC对话数据


      private string[] mData ={"你好,我是NPC","你的事我已经知道了",

                   "为救你的星碟,我可以给你一些建议","你需要先去提升你的等级才能去拯救星   

                    碟","快去旁边的农场种白菜去吧"};


      private int index = 0; //当前对话索引


      public GUIText mText;  //用于显示对话的GUI Text


      public Texture mTalkIcon;//对话标示贴图


      private bool isTalk = false;//是否显示对话标示贴图


      float a = 5f;


      在开始方法里设置标志位是假的:mText.enabled  = false  ;


      在更新方法里面:

      //从角色位置向NPC发射一条经过鼠标位置的射线

      Ray mRay = Camera.main.ScreenPointToRay(Input.mousePosition);

      RaycastHit mHi;

      //判断是否击中了NPC

      if (Physics.Raycast(mRay, out mHi))

      {

      //如果击中了NPC

      if (mHi.collider.gameObject.tag == "NPC1")

       {

      //进入对话状态

       isTalk = true;

      //允许绘制

       if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))

         {

      //绘制指定索引的对话文本

       if (index < mData.Length)

         {

       mText.enabled = true;        

       mText.text = "NPC:" + mData[index];

       index = index + 1;

         }

       else

       {

       index = 0;

       mText.text = null;

       }


2017-01-18 11:16:01 haobaworenle 阅读数 14532
  • Unity 值得看的500+ 技术内容列表

    Unity3D是由Unity Technologies开发的一个让玩家轻松创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。

       最近在做语音实时对话模块,不用unity的网络机制,而用socket开线程分别来录音和播放。注意,我使用的是C#编程Thread线程而非unity专属的coroutine协程。在线程Thread的使用中遇到了一个特大问题,而且是必然性而非偶然性问题,让我调试的很痛苦,而且结果让我更让人崩溃。


1、getThreadContext failed


       这是最烦的问题,每次运行几十秒就会出现一个弹窗,然后就卡死了,只能结束进程退出,很气。然后我关闭杀毒软件,没有弹窗了,但是卡死还是必然的。还根据网上提示减少线程减少线程里的数据收发量,删除try-catch,取消服务器和客户端的线程通信,把子子线程改为子线程,用Debug测试了整个星期,最后竟然发现这个Debug才是最终bug!去掉Debug后顺利运行不卡死,难怪我的工作一开始没有出错,因为没有加Debug!

解决方法:

1、删除线程里所有会调用到的Debug代码,不要用unity的调试类!调用次数越多,离unity主线程越近,就越容易出错。我估计这是因为Debug类语句是在unity编辑器中相应,运行debug时需要切换到unity生命周期中,也就是切换到主线程。执行完毕回到子线程,可能刚好子线程又运行到这条语句,发生冲突就出错。这些都是个人猜测,总之,Thread中不要使用任何需要回到unity中执行的函数。



2、The game crashed


       这是寻找上一个问题发现的错误,有可能跟上一个问题一起出现。这是由于我在测试线程中只加入while(true){ ... },循环中只有一两句赋值代码,因为循环太快就出错了。估计是协程里无法承受这样短周期内对少数指令频繁操作。也是离主线程越近就越容易报错。

解决办法:

1、在循环体里开头或末尾加Thread.Sleep(100)进行延时。

2、增加循环体里的操作时长,比如增加计算强度,增加操作流程,增加调用。


待解决问题:cpu和内存占用过大,手机端还是强退。



2014-12-02 19:09:37 leobwinISO 阅读数 204
  • Unity 值得看的500+ 技术内容列表

    Unity3D是由Unity Technologies开发的一个让玩家轻松创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。

C OC基础->iOS UI->转各个方向

项目经理:

原型设计:Mockups,briefs,Axure

游戏:

游戏:Coco2d,2d-x,unity3d,spriteKIt Game

想向游戏方向发展,主要向spriteKit Game方向发展

unity3d是使用C#语言编写的

图形图像:

音频处理:

流媒体:

语音通话,XMPP:

流媒体结合XMPP,微信,陌陌 即时通许

网络协议:

SOAP:航空,银行

SMB:windows

SMP:流媒体


2015-05-04 18:10:26 swordfishx82 阅读数 3162
  • Unity 值得看的500+ 技术内容列表

    Unity3D是由Unity Technologies开发的一个让玩家轻松创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。

AddingVoiceovers to Alert Messages

To addextra handling, such as a voiceover (VO), to Alerts, add a Lua observer toVariable["Alert"]:

添加画外音警报消息

添加额外的处理,如画外音(VO),警报,添加一个Lua观测变量[“警报”]:


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.

 

Thefirst parameter passed to your observer is a LuaWatchItem:

 

如果你使用变量[ 'alert ]的价值,你只会如果价值具有一个会话的结束和另一个端之间变化通知。如果该值不改变–例如,如果设置为相同的值–再次提醒你不会得到另一个通知。

 

第一个参数传递给你的观察者是一个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.

你也可以运行消息作为树皮而不是使用barkondialogueevent设置触发onconversationend警报。树皮中的对话输入的序列,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.

额外的环境特征

 

?触发外面谈话”,“跑QTE和QTE空会话。这段对话应该什么也不做,除了目前QTE的选项。

 

?你也可以实现自己的额外的QTE的选项。根据您的需要,您可以:

 

?创建对话UI类重写showqteindicator()方法一个简单的类,或

 

?创建一个自定义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.

 

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.

 

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.

检查附加的谈话

 

如果你想执行额外的检查,在对话的条目在交谈过程中,你可以使用一个isdialogueentryvalid代表。

 

例如,会话可以包含除了主要演员和熟悉的其他NPC。你可能想要确认其他NPC足够接近于电脑前,允许线要说。

 

如果你没有保存此信息在对话系统的Lua环境,也不可进入的条件的对话脚本。在这种情况下,建立一个代表检查项的扬声器靠近球员。

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 (|).

 

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.

从字符串在Lua中的元素

 

对话系统寄存器的功能randomelement(字符串)和Lua。返回字符串中的字符的水平杆分离元素的随机元素(|)。

 

你可以添加luagetelement.cs脚本下面的对话管理器注册一个新的功能getelement(指数,字符串)。这个函数返回指定索引的元素,它从1开始。


Forexample, the Dialogue Text below will display "Such a lovelytoddler!"

•Dialogue Text: Such a lovely[lua(GetElement(2, "baby|toddler|teenager"))]!

例如,下面的对话文本将显示“这样一个可爱的孩子!”

?对话的文字:这样一个可爱的[ lua(getelement(2,“婴儿|蹒跚学步的|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

下面的脚本(watchluavalue。CS)日志消息到控制台时,指定的Lua表达的变化。你可以用它来查看变量的值,任务状态,等。使用它,将它添加到对话管理器对象并设置Lua表达。默认的频率是everyupdate,这可能会导致一些开销取决于你的Lua表达的复杂性。如果你只需要检查该值,每个对话进入或在谈话结束时,改变频率。


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:

任务和HUD跟踪

对话系统提供平显系统的日志系统集成的几个选项。除了在日志系统中所描述的方法,您可以使用这些技术来运行外部代码时,任务的变化:

AcceptingQuests:

 

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

接受任务:

通常玩家接受任务的对话。这是在工作与任务的对话和描述,在这种情况下,你可以使用用户脚本的领域或序列字段。

用户脚本运行Lua语句。使用它,你需要用Lua环境注册您的C #或UnityScript功能。你可以检查脚本/补充/极光/templatenwscript.cs为例,注册一个函数名为“Lua环境nwscript()”。

现场运行程序的命令序列。这是添加您自己的自定义排序命令很容易。您可以添加一个音序器运行的命令,你的外部函数。

如果玩家可以接受的任务以外的谈话,你可以添加一个任务的状态观测器,将调用一个函数如果任务状态的变化。参见:设置任务的状态观测器

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().

放弃任务:

如果你使用内置的任务日志窗口系统,玩家可以使用日志窗口放弃任务(如果任务标记为放弃)。当一个任务是被遗弃的,它发送一个消息给onquesttrackingdisabled()对话管理对象。看一个例子,这个信息是如何使用的,检查脚本/补充/ questtracker.cs。如果玩家有其他方式放弃追求,添加一个任务的状态观测器。

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.

在统一的GUI尺度的字体大小

UnityGUI不提供对当前的分辨率规模字体的简单方法。你可以把这个脚本,你的guiroot处理缩放。添加的每个风格你想表样式列表中的字体。


UnityUI with Response Button Template in Scrolling Response Panel

在滚动响应面板响应按钮模板统一的用户界面


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导语和结尾的青少年

 

下面的类diakonforgedialogueui允许你添加列表dftweens你的NPC字幕和响应菜单面板。例如,您可以添加吐温长板时显示它(介绍),并缩小面板时隐藏(其他)。




SavingCustom Data (Inventory Table)

Thisrecipe shows how to add a custom table to the Lua environment and include it insaved game data.

 

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:

 

•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:

保存自定义数据(量表)

 

这个配方显示如何添加自定义表Lua环境包括保存游戏数据。

 

说你的球员有一个清单,你要跟踪哪个项目是在每个插槽。你可以定义一个Lua表你在对话中数据库的全局用户脚本领域命名库存[ ],可在对话编辑的数据库表:

 

?全球用户脚本:库存= { }

 

在这个例子中,说它有三个领域:有,slot2,和slot3。每一场都会指向项目[ ]表元素。例如,您可以指定一个剑的项目有:


This might,for example, return a string such as:

这可能,例如,返回一个字符串,如:


Now,whenever the PersistentDataManager gathers data to save a game, it will alsoappend the string returned by GetInventorySaveData().

现在,每当persistentdatamanager收集数据保存的游戏,它还将追加字符串返回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/

 

我怎么<X>?

 

1。本手册中的右上区域搜索使用的搜索栏的主题。

 

2。检查此FAQ页问题。

 

3。检查事先写好的解的食谱的网页。

 

4。将你的问题上:http://forum.unity3d.com/threads/204752-dialogue-system-for-unity论坛

 

5。为支持任何时间联系我们: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:

 

You're[lua(Actor["Player"].Age)]? You don't look a day over[lua(Actor["Player"].Age - 1)]!

写对话

 

我如何使文本的过程中动态改变的游戏?

 

在你的菜单和对话的文字,使用【var = varname ]或[ lua(代码)】标签。在谈话中,var= varname ]的[标签将与指定变量的值替换。Lua的[(代码)】标签将由Lua代码返回值代替。例如,参考该球员的年龄,你可以使用这个对话文本:

 

你[ lua(演员[“玩家”]。年龄)]?你看起来不超过[ lua(演员[“玩家”]。年龄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".

对视频文件领域发生了什么事?

 

版本1.0.5和早期使用聊天器内置的视频文件的字段的动画序列。聊天制图1.6推出的验证,未对视频文件领域除非它是一个实际的视频文件,所以对话系统现在使用一个自定义字段称为“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.

这可能使玩家有一个与自己?

 

是的。勾选显示pcsubtitles在线在对话管理器的显示设置。如果只有一个条目是有效的对话每回合,它没有力量标签([F])对话,然后系统将通过他们不显示菜单。

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.

如果一个对话的入口链接到NPC条目和PC响应的条目,会发生什么?

 

在这种情况下,对话系统自动选择第一个有效的NPC进入和不显示PC响应菜单。

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.)

 

我可以把重点放在文本标签的一个子集?

 

默认情况下,统一的idialogueui GUI实现应用第一次强调标签对全行。如果你想在一个单一的线使用多个标签,或标签只影响线的一个子集,你可以告诉对话经理将重点标记到富文本代码。为此,剔丰富文本的重点在对话管理器的显示设置。你的对话界面必须支持丰富的文本。(提供统一的GUI预设都支持丰富的文本。)

Doesthe Dialogue System support voice-acted lines?

Yes.See How do I add voice acting?.

 

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.

做对话系统支持声音行动线?

 

是的。看我怎么添加配音?。

 

我如何在它的显示更新响应菜单?

 

呼叫dialoguemanager。updateresponses()或使用等效的组织者或plygame行动。此更新的活动会话的当前状态的反应。如果响应菜单项的条件,而响应菜单被显示的改变,你可以调用这个方法来更新响应菜单。

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?

 

你可以使用对话系统的对话编辑器内统一。这个内置的编辑器可以创建相同的数据库,你可以用聊天对话法,实际上是追求更容易编辑数据。然而,聊天的映射是一个专业级的工具和严肃的对话写作很好。它提供了一个模拟器,一个强大的验证工具,和更多的制作非常简单。

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

为什么聊天映射转换失败吗?

 

你可以使用聊天制图1.6.0 - 1.6.1.0,其中包含在XML输出错误。请升级聊天映射: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.

 

CanNPCs bark during conversations?

Yes. Onthe Bark Trigger, tick Allow During Conversations.

树皮可以NPC交谈?

 

我如何能让多个NPC的树皮在对方?

 

看到的例子例子/例子/三个NPC树皮树皮。简介:在每个人大树皮入口,设置序列字段发送消息(onuse,,NPC),其中“人大”是树皮下NPC名字。(注意百万富翁;第二个参数是空的。)你也可以设置一个Lua变量序列中的第二人大知道线皮。

树皮可以NPC交谈?

是的。在树皮的触发,点选“允许在谈话。

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.).

用户界面

 

我可以使用相同的GUI控制NPC字幕和NPC字幕提醒吗?

 

是的。从字幕切换到响应菜单时,对话系统将停用的控制和恢复它的情况下,你附加任何特殊效果触发,当游戏对象被激活(例如,淡入,打字机的动画,等)。

How doI slow down or speed up how long the NPC's subtitles stay on screen?

You canchoose from a few ways:

 

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?

 

你可以选择从几个方面:

 

1。在对话管理器的显示设置,设置“字幕字符每秒”到一个较低的数字。缺省为30字符/秒。如果你将它设置为10,字幕显示的三倍长。(见显示设置)

 

2。在显示设置,更改默认的顺序运行更长的东西。默认情况下它在扬声器立即特写,然后在“{ } { }结束“秒它对听者的特写。字符串“{ } { }结束”是一个别名为期限的字幕基于字幕的字符/秒。你可以代替这,说,10秒,10秒,使总的字幕。

 

3。定义任何对话输入你想最后再自定义序列。字幕不会离开直到序列做。

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.

我该如何设置键盘/键盘导航?

 

如果你使用Unity GUI,检查你的UI对象/预置面板的响应。在导航部分,勾选启用。这会让你有按键和游戏板导航。你可以利用在导航部分其他可用选项自定义行为。如果你使用NGUI,dfgui,或tk2d,你可以使用这些系统提供的功能。该dfgui集成软件包还包含一个脚本daikonforgebuttonkeytrigger.cs和例子场景展示的关键和按键绑定。

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.").

 

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.

 

Alsomake sure that "Is Player" is true for the player actor.

为什么我的谈话跳过玩家响应菜单/立即退出?

 

对话系统使用聊天映射建立行为:如果只有一个球员的线,它会自动播放,行而不是一个响应菜单提示。你可以在这对话经理总是力响应菜单复选框或加入[F]到文本的力响应菜单(例如,“[的]再见,朋友。”)。

 

此外,在线”复选框,显示电脑字幕unticked默认。这意味着对话系统不显示PC屏幕上的线。它立即进入下一行的谈话。如果没有更多的线沿的对话树的电流路径,将立即停止谈话。

 

也要确保“玩家”是真正的球员的演员。

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?

 

如果全国人民代表大会或者电脑有一个替代演员的名字成分(可以通过对话窗口>系统>组件>补充),覆盖用的名字。否则,如果全国人民代表大会或PC是一个游戏对象关联的(默认除非dialoguemanager。手动调用你startconversation()代码不提供对象),它将使用的游戏对象的名字。如果没有游戏对象是相关的,它会用在对话中定义的数据库名称。

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.

为什么不继续按钮显示?

 

如果你已经设置对话经理>继续按钮,什么不,对话界面会继续按钮控制。大部分的UI问题不定义一个继续按钮;你需要添加一个自己。你可以检查任何的问题,最终在“继续”按钮来看看他们是怎么设置。

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.

我怎样才能使继续按钮快进打字机的效果?

 

如果你使用Unity GUI控件用打字机效果、继续按钮,使用继续按钮快进成分改变的行为。请继续按钮快进文件并正确配置。

(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)为什么我的字幕和/或响应文本切断?

 

二维工具包使用tk2dtextmeshes显示文本。你必须为每一个指定的最大字符数。如果你的文本被截断,增加您的tk2dtextmesh价值。

(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)为什么我的UI控件太大/小?

 

如果你通过你的UI设计了包括tk2d UI预制,检查的buttongraphics”tk2dslicedsprite组件尺寸。这些设置的值可能不一样,你的用户界面的图像。

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.

 

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.

我怎样才能到对话界面添加额外的功能?

 

团结,dfgui,和tk2d对话界面都源自abstractdialogueui。您可以创建对话UI类(例如,公共课extendeddaikonforgedialogueui:daikonforgedialogueui{ })和覆盖方法,如showsubtitle()和showresponses()做额外的事情。看子类化现有的对话界面系统的更多细节。

 

如果这还不够的话,你可以写你自己的用户界面,实现了idialogueui。在对话系统,用户界面和数据的逻辑解耦;你不依赖于任何特定的用户界面的实现。详情请参阅创建你自己的对话界面。

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).

 

为什么我的UI只出现在我的眼VR耳机左摄像头?

 

UnityGUI渲染到屏幕空间,而不是世界空间。如果你使用一个不同的GUI系统如NGUI,df-gui,或tk2d呈现到世界空间,GUI将与眼VR工作。如果你想坚持统一的图形用户界面,你可以做ovrmainmenu.cs并提供一个RenderTexture,在世界空间中是可见的(例如,在镜头前的四)。

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.

动画序列和传达的对话

 

为什么会有一二秒的延迟在谈话开始的呢?

 

每个会话开始对话条目标题开始。这项都有一个序列,就像其他所有的条目。如果序列为空,它使用默认的序列,其中包括一个2 +秒的延迟。立即进步过去开始输入,设置其序列”none()”。自从版本1.1.3,对话数据库编辑器现在将开始进入的序列”默认情况下新的对话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?.

 

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)

为什么不camera()命令工作?

 

如果相机移动到指定的位置,然后立即转移回”的游戏模式,“你的游戏的相机控制器可能是以相机控制。为解决方案,看我怎么在谈话停止游戏活动?。

 

如果照相机不移动到指定的摄像机角度时,确保相机角度是摄像机的角度的对象/预分配给您的显示设置定义。角可能丢失的角度或你可以有一个错字。(见音序器相机角度)

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.

我如何防止对话系统从控制相机的?

 

在对话管理器对象,改变显示设置>相机设置>默认序列的延迟({ { } }结束)继续前让每一行延迟,或none()显示线和立即进行下一行或响应菜单。

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.

为什么屏幕上立即立即可见右后褪色(出)完成?

 

衰落的作品,与guitexture覆盖屏幕(默认的黑色)。褪色(中)变化的α值从1(不透明)到0(无形的)。褪色(出)则相反。在命令的结尾,这guitexture是作为保障摧毁。否则你会离开的球员一个黑色的屏幕。如果你需要做一个改变,试图淡化回到相同的序列中,从淡入淡出了之前。如果这是不可能的,然后,在场景中创建一个黑色的guitexture。把它无效。在第一个序列,利用setactive()激活它。在第二个序列,利用setactive()停用它。然而,在这种情况下,你真的需要确定第二顺序运行;否则,你就会被一个黑色的屏幕。

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.

我该如何设置不同的默认顺序的对话?

 

通常情况下,会话使用对话管理的默认序列。指定一个特定的对话不同的默认顺序,添加一个重写显示设置组件的熟悉。

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.

我的游戏使用正交相机。我怎么制作?

 

如果你想使用一个透视相机的过场动画,设置并将它分配给对话经理的音序器相机性能。更多信息,见音序器相机角度。

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——对话输入的用户脚本或序列?

 

用户脚本运行的第一。这样,你的用户脚本可以设置变量,你可能需要参考序列。

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.)

 

Ifyou're using FaceFX's XML curves, just use the FaceFX() command.

 

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.

 

Formore details, see How to Set Up Lip Sync.

如何添加配音?

 

对话系统最初是为一个声音是RPG,所以配音的支持是一个核心的设计特点。对话系统不分析音频或生成口形动画。使用工具,如FaceFX,iClone,或Mixamo的faceplus。在对话系统,可以将动画序列的每一行的对话。(如果你使用的定位,可以将序列的每一种语言,太。)

 

如果你使用FaceFX XML曲线,只使用facefx()命令。

 

如果你使用的faceplus,iClone,或另一个工具生成的FBX动画,你如何使用它们在动画序列取决于你如何建立你的阿凡达。一些开发商建立身体的人形mecanim钻机和动画控制下留了一脸的遗产。在这种情况下,使用voice()音序器的命令,这与音频连接起传统的动画剪辑(画外音)文件。其他开发商将面临mecanim控制,太,在这种情况下,你会有一个为头的动画层。只需使用一个mecanim音序器的命令,如animatorplay()或animatortrigger(),启动人脸动画,和audio()开始画外音。

 

更多的细节,请参阅如何设置唇同步。

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.

这是太多的工作要为每个条目编辑序列字段!我怎么可以自动化这个?

 

在你的默认顺序使用entrytag关键词。请参阅使用entrytag简化为更多的细节序列。

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).

 

How canI use the Selector component to trigger a conversation with a mouse click?

触发器

 

有什么简单的方法来建立NPC对话/树皮的触发器?

 

是的!使用安装向导(NPC对话窗口>系统>工具>巫师> NPC安装向导)。

 

我如何能使用选择器组件触发一个用鼠标点击对话?

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):

 

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.

默认情况下,该选择器组件从屏幕中心raycasts目标可用的对象。使用鼠标的位置(或类似的步骤,使用自定义的位置):

 

1。选择在mouseposition变化。

 

2。改变使用按钮“火山带”(左键)或“fire2”(右键)。

 

3。设置层面具有人大层。

 

4。如果使用正交相机:

 

?设置最大选择足够远的距离从相机的位置raycasts将场景中的物体击中。

 

?改变距离的物体。

 

5。确保人大有对撞机和一个可用的组件。

 

6。设置NPC对话触发onuse。

 

选择绘制一个瞄准刻线在屏幕的中心,如果使用默认的界面是在。如果你想把自己绘制,例如突出针对性NPC或改变鼠标光标的图像,你可以取消此钩入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.

为什么不选择正确的接近我的2D项目工作?

 

确保你没有移动二维刚体手动(例如,改变变换位置。)。这打破统一的碰撞检测。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.

 

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.

 

Alternatively,you can use Send Message On Dialogue Event to send messages to objects thatshould exhibit some kind of alternate behaviour during conversations.

 

See theGameplay Integration page for more details and examples.

确保你没有移动二维刚体手动(例如,改变变换位置。)。这打破统一的碰撞检测。使用addforce或速度而不是。

 

我如何在谈话停止游戏活动?

 

你可能想在谈话中禁用某些游戏活动,如玩家控制游戏的相机控制。为此,使用专用相机动画序列或禁用您的游戏摄像头控制器和/或其他控制器在谈话。您可以使用设置启用对话事件组件禁用这些组件在谈话时触发重新启用它,当谈话了。看到在其他触发对特征演示玩家对象事件使对话。

 

或者,您可以使用发送消息的对话事件发送消息的对象应该具有某种替代行为在谈话。

 

看到游戏整合页面获取更多的细节和例子。

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:

 

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).

我怎么能保证演员闲置在会话的开始?

 

如果你运行的是当一个演员开始交谈,你可能会想他们空闲。这里有一些选项:

 

1。比如在开始输入的序列–集演员动画状态,使用animation()或animatorplay()或animatorfloat(速度,0)。

 

2。使用对话事件动画(遗产)或对话事件动画状态(为mecanim)组件设置为“谈话的开始”。

 

3。加入对话事件组件设置为“会话启动”启动序列,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.

有一个回调,或我可以找出当谈话结束了吗?

 

是的。在会话参与者得到onconversationstart消息时开始交谈,onconversationend消息当谈话结束。您也可以使用“设置对话”事件触发隐藏按钮在谈话中启用。功能演示使用这个触发隐藏选择器和谈话中禁用的运动选手。

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.

我可以触发另一个谈话,在谈话结束?

 

是的。加上对话活动开始谈话中的一种原始对话的参与者,并设置触发onconversationend。你不能把它放在新的参与者(S)因为只有原来的学员将获得onconversationend消息。

How canI run arbitrary code during a conversation?

Youhave several options:

 

•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)

我怎么能在一个会话运行任意代码?

 

你有几个选择:

 

?使用现有的音序器的命令如sendmessage(),setactive(),或setenabled()–甚至使用animation()使用传统动画曲线变化的公共财产。

 

?使用模板/模板脚本编写您自己的程序的命令。

 

?音序器的系统之外,你还可以听onconversationline消息。(见通知消息)

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.

任务

 

我怎么做的任务killables和产卵在游戏世界中有其他的改变?

 

对话系统不提供一个内置的产卵系统的任务因为每场比赛都有不同的需求。它确实提供了一些帮助,然而。请阅读任务和更多信息的游戏世界的部分。

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".

 

为什么有两个任务日志预设一些主题吗?

 

对话系统最初发运与基于任务日志窗口GUI系统的统一。一个独立的任务日志窗口GUI系统介绍后。建立新的GUI独立基类结束“统一<b> GUI </b>任务日志窗口”的问题,而老年人统一的GUI预设结束“统一的任务日志窗口”。

 

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.

保存和加载

 

我可以添加自定义的数据persistentdatamanager保存游戏数据?

 

是的。指定一个代表法persistentdatamanager.getcustomsavedata。该方法将返回一个字符串,Lua代码运行时重新加载游戏。看到保存自定义数据(量表)和代码的一个详细的例子的食谱。

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().

 

To saveusing Easy Save 2: (replace key "myFile.txt?tag=dialogueSystem" withyour own)

我如何保存和使用moodkie容易负荷节省2?

 

对话系统的运行状态存储在Lua表。把它作为一个字符串,调用persistentdatamanager getsavedata()。将字符串返回到调用Lua表,persistentdatamanagerapplysavedata()。

 

节约使用易保存2:(代替钥匙”的内容?标签= dialoguesystem”与你自己的)


Lua

How canI debug my Lua scripts?

On theDialogue Manager, set the Debug level to Info. This will log Lua commands tothe console.

 

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.

 

Lua

 

如何调试我的Lua脚本?

 

在对话管理器,设置debug级别的信息。这将日志Lua命令控制台。

 

您还可以添加一个Lua安慰到你的项目中,例如在对话管理器对象。选择“窗口>对话系统>组件> Lua控制台。在玩的过程中,按~+ L(波浪线加“L”键)带来了Lua控制台。然后进入Lua命令看看你得到的结果。控制台将显示Lua命令的结果,但它没有陷阱标准输出–所以使用命令返回的演员[ 'player’]。而不是打印演员['player ]的名称。名称。

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".

为什么我的Lua状态报告错误?

 

写Lua条件时,把这些记:

 

?双等号(“= =”)测试平等。

 

?逻辑的条件下使用,或者,不是“&”和“| |”。

 

?在Lua中的变量名,代替空格字符和字符和下划线,因为这是一个规律,强制聊天器。对话系统尝试自动识别并替换空格在尽可能多的情况下,但有时也不能当结果不明确,所以总是尽量手动使用下划线在你的代码中变量[“menu_choice”] = =“选择”

 

?确保你的变量的名称完全匹配(除了空格/连字符、下划线上面所提到的)。这包括案例,因为Lua是大小写敏感的。就是说,“menu_choice”是一个不同的变量从“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.

为什么Lua代码在游戏提高异常错误的开始吗?

 

对话系统的延迟加载的大师对话数据库到数据由一个会话,树皮,序列的需要,或探索。这避免了潜在的长时间的延迟在start()如果你有一个非常大的初始数据库。如果你想运行Lua命令参考数据库内容的对话在对话系统加载它,先打电话dialoguemanager。preloadmasterdatabase()加载到Lua环境。

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.

我怎样才能到引发Lua例外或用户脚本的情况我的代码?

 

默认情况下,对话系统捕获的条件和剧本由Lua代码提出任何例外和简单的日志时发生例外。如果你在Lua中调用外部C #功能,您可能会发现它允许例外过滤来帮助调试很有用。为此,建立dialoguemanager.allowluaexceptions=真实。

Ispossible to access items from a script?

Tocheck if an item is defined in the Dialogue System, useDialogueLua.DoesTableElementExist(). Example:

可以从脚本访问项目吗?

 

如果要检查一个项目是在对话系统,定义了使用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.

 

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"));

脚本

 

什么消息可以听我的脚本?

 

你可以听对话,序列,和树皮的事件通知消息部分中详细。

 

可以从一个会话调用一个C #脚本函数?

 

是的。调用C #序列中,添加自定义序列的命令。调用C #在对话输入的条件或用户脚本的领域,用Lua寄存器C #功能。例如,dialoguelua寄存器C #功能:静态publicvoid SetStatus(luatable asset1,luatable asset2,字符串状态){…}使用这种方法: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.

 

我怎么解压源代码?

 

对话系统自带的C源代码完整#脚本/源code.unitypackage。把解压源代码(可选)说明拆解它。

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.

 

特定平台

 

我可以使用iOS亲提?

 

是的!团结的iOS高级许可证/专业用户,对话系统包括link.xml文件在预设/ iOS文件夹,允许你建立对话系统项目的剥离水平集或条带组件的字节码。对话系统采用系统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.

 

其他

 

做对话系统支持多人游戏吗?

 

是的,几个人的解决方案支持玩家NPC对话。(玩家的玩家互动,而不是使用一个聊天客户端。)。该解决方案的使用取决于你的游戏设计。你可以使用不同的对话数据库不同的球员,或动态地分配在一个共享的数据库角色对话在运行时,或有条件地运行不同的对话树(或同一棵树上的不同分支机构)的基础上的各种条件,包括任务状态,游戏对象和标签,甚至复杂的Lua表达。虽然这可能听起来复杂,首先因为对话系统支持许多不同的方法,每个人实际上是非常简单的使用。你总是欢迎联系我们的支持有问题了。

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.

 

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

 

如何调试中的对话系统去吗?

 

首先,把对话经理的debug级别的信息。这将日志几乎所有的引擎盖下发生的。

 

第二,添加一个Lua控制台组成你的对话管理器:窗口>对话系统>组件> Lua控制台。在游戏中,按~ +L(波浪线加“L”键)打开Lua控制台。然后进入任何Lua命令来设置或检索值从Lua环境。

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.

 

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.

为什么我看不到字幕吗?

 

首先,确定合适的字幕复选框(npcsubtitles线过程中,npcsubtitles在响应,或PC字幕中线)是在你的对话管理器的显示设置。

 

如果这是正确的,那么在你的UI预制确保字幕的GUI控件被分配到适当的dialogueui组件,和,控件的位置是在屏幕上可见。如果你使用统一的对话界面系统,验证比例正确设置你想要的方式;尺寸有不同的含义取决于你使用的像素或归一化尺度。

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.

当使用多个数据库会话,为什么使用从另一个会话的项目吗?

 

在两个数据库会话可能有相同的ID号。使用独特的ID工具使IDS独特。

 

ReleaseNotes

版本说明

Whenimporting new versions of the Dialogue System, please also re-importsub-packages in Third Party Support as these will often contain updates.

 

Roadmap

We planto add these features, but cannot guarantee when or if they will be added:

 

•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

 

当进口的对话系统的新版本,请重新输入分包第三方支持,这些通常会包含更新。

 

路线图

 

我们计划增加这些功能,但不能保证当或者如果他们将增加:

 

?积极的对话,在对话编辑器输入变量的值在运行时

 

?掌握音频集成

 

?动作RPG游戏积分

 

?网络框架的整合

 

?路径动画一体化摄像机

 

?缠绕进口商

 

?对砍的整合

 

?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.

 

版下载

 

?编辑:

 

?补充:解说脚本出口商。

 

?补充:CSV进口商和出口商。

 

?补充:编写自定义转换器模板。

 

?动画序列:

 

?改进:非相机对象支持(例如,眼ovrcameracontroller)的音序器的相机。

 

?补充:entrytag关键字(每个对话,进入独特)添加画外音更自动化的过程。

 

?补充:关键词“默认”camera()命令,加上默认的相机角度分量的演员。

 

?改变默认顺序是:现在的相机(默认);所需的相机(默认,听者){ } }结束

 

?补充:switchcamera()命令。

 

?固定:animatortrigger()音序器命令现在发现动画在儿童像其他animatorxxx()音序器的命令。杂项:

 

?补充:selectorfollowtarget(见自上而下的演示为例)。

 

?补充:光线投射所有复选框选择。

 

?固定:unitytextfield现在处理任何进入或返回键(MAC地址网络播放器的问题)。

 

?改变:barktrigger。ontriggerenter [2D]使用目标如果指定,否则触发对象。

 

?改变:persistentpositiondata不再需要的游戏对象被预定在演员表。

 

?补充:persistentdestructible组件,gamesaver。resetgame(),persistentdatamanagerlevelwillbeunloaded()。

 

?任务:

 

?补充:questlogwindow现在扮演“放弃序列”(如果存在)当放弃任务。

 

?固定:questlogwindow设置questinfo.abandonable和跟踪显示完成的任务时,不正确地显示跟踪/他们放弃按钮。

 

?第三方的支持:

 

?(深入)

 

■说:dualsubtitlenguidialogueui和例子。

 

■说:nguiresponsebutton.setbuttoncolor/setlabelcolor复选框,使nguiresponsebutton.setcolor虚拟

 

■改变:nguitextfieldui的文本字段属性现在接受一个UIInput,不是UILabel。如果你使用文本框,您必须重新分配财产。

 

?(中场)添加fsmevent()音序器命令,getquestabandonsequence行动。

 

?(plygame)添加getquestabandonsequence块;对话系统plyevents保存到现在的有相反的临时变量局部变量。

 

?(RPG盒)更新支持RPG工具包2.1。

 

?(UFPs)添加插件支持移动;启用/禁用准星组件而不是改变纹理。

 

?(UFPs AI插件)悬浮支承。

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

 

1.3.1版本

 

?对话编辑器的改进:

 

?补充:按名称或ID。资产排序的能力

 

?补充:从其他数据库同步资产的能力。

 

?补充:复选框在合并实用合并只有特定类型(演员,项目,等。)。

 

?补充:音序器命令语法(……)->(x)消息发送消息时,命令完成音序器。

 

?补充:音序器命令setportrait(actorname,PIC = x)语法使用演员的内置的肖像。

 

?补充:dialoguemanager setportrait()方法。

 

?固定:setportrait()音序器命令不应用于当前会话的后续对话作品。

 

?固定:无法删除纵向纹理对话编辑。

 

?固定:臭虫项目/任务没有被添加到adddatabase()主数据库。

 

?改进:触发现在支持2D范围。

 

?(深入)添加始终保持专注的复选框nguitextfieldui。

 

?(中场):加设纵向行动

 

?(plygame):加设纵向块

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:底层的Lua实现改为支持Windows和Windows手机店。更新后,您可以删除对话系统/ kopilua文件夹。iOS开发者应该预设/ iOS使用新的link.xml。

 

?补充:对话管理器>包括SIM卡状态的复选框。重要:如果你使用simstatus,你必须在这是因为现在违约unticked!

 

?补充:对话管理器>字幕设置>允许PC字幕提示框。

 

?补充:对话管理器>相机设置>禁止内部音序器的命令选项。

 

?补充:dialoguemanager。updateresponses()方法刷新菜单选择,如果条件改变了在菜单。

 

?补充:动画图像,动画和其他演员的肖像guiimages和guilabels支持。

 

?补充:保存自定义数据persistentdatamanager事件钩子(见如何节省额外的数据)。

 

?改进:对话编辑界面的改进。

 

?改进:设置组件启用对话事件触发现在也适用于动画,动画,和组件对象。

 

?固定:在设备- 1.4.2.2,说话间节点的链接不能在对话编辑器中选择。

 

?修正:当创建一个dialoguesystemcontroller脚本,displaysettings不自动初始化。

•(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)添加编码下拉菜单articy:特殊字符的草案转换器。

 

?(冒险的创造者)更新处理v1.34冒险编辑器的变化。

 

?(行为设计师)更新支持行为变化的设计师V1.3。

 

?(kgfmapsystem):图标的变化生效即使地图隐藏。

 

?(plygame):添加更新反应块。

 

?(中场)的补充和修正:

 

?更新处理统一4.5 /组织者工具提示属性冲突。

 

?补充:每一帧的复选框以得到变量得到Lua场。

 

?补充:更新响应行动。

 

?(UFPs)的补充和修正:

 

?补充:在fppersistentplayerdata记录位置”复选框。

 

?补充:力施加在fppersistentplayerdata复选框。

 

?补充:我用Lua下负荷水平的新fpsyncluaplayeronlevelload组件的复选框。

 

?固定:现在节约与负荷准确,包括当前装备的武器。

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

 

?补充:dialoguemanager preloaddialogueui()。

 

?改进:音序器现在处理的场景,缺乏一个主要的摄像机。

 

?改进:新增任务项条件和脚本向导。

 

?固定:条件与脚本向导没有正确应用任务状态。

 

?(冒险的创造者)改进:桥现在有对话的相机控制一个选择:不会,永远,ifplayerinvolved。

 

?(真实的FPS预制)改进:示例场景现在保存和加载游戏。

 

?(UFPs):现在可以同步改进的弹药的武器数量。

 

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

 

?统一4.3.4f1是新要求的最低版本。

 

?对话编辑器的改进:

 

?改进:对话入口条件的脚本领域现在有向导来构建Lua代码可视化。

 

?修正:当切换数据库或在编辑和播放模式,会话节点帆布有时未能更新。

 

?固定:多选和套索错误。

 

?固定:添加新任务的条目编号从零;现在正确的数字从一。

 

?改进:统一的GUI导航添加按钮名称字段。你可以选择一个手柄按钮响应。

 

?修正:当有在现场没有对话管理器对象,对话管理器向导会生成错误。

 

?(UFPs)固定:去除单元的银行(如枪支)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.

发动机

 

?补充:被遗弃的国家任务。

 

?补充:randomelement() Lua函数。

 

?补充:dialoguemanager.lastconversationstarted财产。

 

?改进:小的性能提高到谈话的初创公司。

 

?改变:在对话数据库双引号是现在保留(越狱)在Lua环境,不能转换为单引号。

 

?改变:setportrait()现在立即发生(Unity GUI,深入,与df-gui)。

 

?改变:isdialogueentryvalid现在立即生效,没有下一次。

 

?改变:onconversationline现在也广播对话经理。

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和过场动画

 

?补充:textlessbarkui(用于播放动画序列的树皮没有文本)。

 

?补充:新的树皮UI选择光线投射的能见度的球员(团结,NGUI,RPG试剂盒,与df-gui)。

 

?补充:特殊关键字的“原始的”添加到camera()序列命令。

 

?改进:音频/ audiowait / voice()音序器命令:如果主题是空的,音频播放的是对话管理器对象。

 

?统一的GUI系统:

 

?补充:文字样式颜色(轮廓/阴影)GUI标签,统一树皮的用户界面,与选择器。

 

?改进:打字机的效果处理富文本。

 

?改进:现在可以在GUI图像淡入淡出效果。

 

?固定:guiscrollview抛出一个异常如果在图形用户界面皮肤不垂直滑块有纹理的分配。

 

?固定:wheel1a预制的UI(有嵌套的滑动的影响,没有工作)。

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

 

?冒险者的支持:

 

?更新支持冒险者1.33b。

 

?桥现在也关闭在谈话中冒险编辑器的相机控制所以你可以使用对话系统序列。

 

?对话和树皮的行动现在同步前谈话的开始,所以在开始节点的工作条件。

 

?核心的GameKit支持:更新为新的默认值levelsettings示例场景。

 

?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

 

编辑和转换器

 

?对话编辑器的改进:

 

?补充:多选并拖动或删除多个节点。

 

?补充说:”菜单选项,复制一个对话进入。

 

?补充:进出口模板。

 

?补充:应用模板按钮添加到对话进入所有领域的部分。

 

?补充:复制和粘贴对话输入域。

 

?改进:在复制节点,模板自动添加所有缺少的领域的应用。

 

?改进:点击堆叠的节点选择前一个现在。

 

?固定:创建一个子节点时,演员的下拉菜单现在更新到新入门的检查员。

 

UIS和过场动画

 

?补充:可配置为统一的GUI控件的声音(例如,按钮悬停/点击,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

 

?(游戏记录器)说:集成支持了这个版本。

 

?(UFPs)更新:对超微粒子1.4.7和UFPs的AI插件1.4.7。

 

?(plygame):更新:现在同步派系,属性,技能和物品,Lua。

 

?(RPG盒2):

 

?补充:演员[ ]类Lua同步。

 

?补充:计数参数添加/组合框(项目名称,计数)音序器的命令。

 

?补充:rpgkitopenshop(),rpgkitopenquest()音序器的命令。

 

?补充:在商店脚本替换shopconversationaware滴。

 

?(冒险者):

 

?更新:在冒险的创造者V1.32变化,包括全球和本地变量的支持。

 

?更新:现在包括一个非常简单的示例场景的追求。

 

?补充:新的“运行Lua”行动。

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

 

编辑和转换器

 

?改进:现在可以在对话编辑器添加额外的演员的肖像。

 

?修正:当添加新的对话输入节点,检查员弹出演员不更新。

 

?改进:极光转换器现在记录任务条目ID。

 

发动机

 

?新:对话标记[ PIC = # ],[派卡= # ],和[ PICC = # ]现在支持。看到支持对话标记。

 

?改进:现在你可以在飞行中改变dialoguemanager.debuglevel;在接下来的谈话。

 

?改进:源对话进入现在包括在字幕对象。

 

?改进:高速缓存线框在树皮树皮移动优化的触发器。看到缓存树皮线。

 

?改进:增加dialoguemanager.allowluaexceptions允许Lua的例外以外的对话过滤器。

 

?改进:persistentdatamanager.includeallitemdata复选框。

 

?改变的persistentdatamanager.includesimstatus:现在的默认值是false。

 

?固定:questlog getquestdescription()失败的局部描述。

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和过场动画

 

?改变:如果音频音序器音频源()命令0卷,1卷集,它。

 

?新:zoom2d()音序器命令正2D摄像机。

 

?改进:接近选择器现在支持触摸控制。

 

第三方的支持

 

?(行为设计师):集成支持介绍新版本。

 

?(RPG盒2)新的集成支持了这个版本。

 

?(2D动作RPG Starter Kit)集成支持了这个版本。

 

?(深入)复选框禁用新:uiroot当隐藏(默认是真的)。设置为false,如果你使用相同的uiroot其他GUI。

 

?(UFPs)新:UFPs的AI插件支持包。

 

?(UFPs)改进:加载游戏将保存的数据正确地重置它现在即使超微粒子在加载时。

 

?(kgfmapsystem)改进:增加的例子场景:可追踪的任务;任务追踪移动到左上kgfmapsystem;隐藏在谈话。

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

 

编辑和转换器

 

?新:对话为基础的视觉节点编辑。

 

?改进:可以重新进入链接的对话。

 

?改进:提示添加到对话编辑。

 

?改进:双击一个对话的对话编辑器打开数据库。

 

?改变:当合并数据库,如果演员,项目,在存在或位置,原来只会保留。

 

?固定:bug添加领域的对话的数据库模板。

 

?(聊天Mapper)现在可以转换聊天器运行数据;固定的错误将一些聊天制图项目文本包含管(|)。

 

?(articy:草案)固定在articy跳转目标的一个问题是:草案转换器。

 

?(极光NWN)现在可以处理所有的dlg.xml文件添加缺少的演员标签。

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.

发动机

 

?新:添加委托钩支持额外的检查对对话的条目。

 

?改进:增加dialoguedatabase。getitem(字符串),getLocation(字符串)。

 

?改变:在结束谈话之前,预警变量检查和清理,更新Lua观察员。(重要的如果你观测变量[“警报”]。)

 

用户界面

 

?新:可选的继续(关闭)按钮,警报

 

?Unity GUI更新:

 

?改进:汽车尺寸增加,在指定的方向对齐,而不是在所有方向上同样生长。

 

?固定:面板现在正确定位时,孩子是unticked夹。

 

?固定:丰富的文本代码使用小写的十六进制字符,因为Unity GUI处理不好的大写字母。

 

?固定:滑动和定时器的效果和玩法警报不定时好dialoguetime。模式设置为实时time.timescale改变时。

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

 

?(冒险的创造者)新:游戏结合冒险编辑器

 

?(plygame)添加新的互动系统的支持;及时更新以适应在新的β的变化。

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:树皮对话UI运行会话使用演员的树皮的用户界面。

 

?改进:对话排序按钮编辑任务领域,任务项的多行文本区。

 

?改进:分配给播放机线现在可以使用的树皮。

 

?改变:对话经理保持原来的重点设置时,添加新的数据库。

 

?改变:添加跟踪领域任务/项目表。

 

?改变:(内部变化)树皮字幕对象现在使用而不是监听扬声器终端用户没有影响。

 

?修正:当配置为一个单独的对话,经理现在不创建一个鬼影引用时同时应用退出。

 

?固定:dialoguelua.setxxxfield和setvariable现在允许设置为null。

 

?固定:演员/项目/任务与换行符不被Lua妥善处理文本域。

 

?(聊天Mapper)新:出口聊天映射XML特征。

 

?(usequencer)更新usequencer 1.3.5新命名空间支持包。

 

?保存/加载系统的改进:

 

?新:管理层组件加载保存的水平时,玩家的加载保存的游戏。

 

?改进:persistentpositiondata增加选项在persistentpositiondata轨道电流水平。

 

?改进:persistentdatamanager添加includesimstatus财产。现在还记录任务进入状态。

 

?极光的工具(无冬之夜)变换器的改进:

 

?新:清晰的按钮DLG和杂志的部分。

 

?改进:将文件现在自己的杂志。

 

?改进:日记现在包括从杂志文件“端”的标签。

 

?固定:条件对回答不加。

 

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一体化,kgfmapicon()音序器命令。

 

?新:增量破坏脚本(用于杀/收集任务)。

 

?改进:增加统一对话UI继续按钮快进。

 

?改进:树皮触发器现在记录当前树皮指数在Lua(顺序克)。

 

?改进:添加属性来覆盖全国人大树皮GUI和统一NGUI位置(dfgui和tk2d已经这样做)。

 

?改变:顺序树皮指数现在包装到零结束行的列表。

 

?固定:dialoguemanager >只允许一个实例重复现在破坏立即使他们无法影响Lua环境。

 

?固定:自定义序列相机不破坏自身的。

 

?固定:手柄导航错误。

 

?(plygame)更新plygame支持包处理plygame2.0.9β的变化。

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:独特的ID工具来保证唯一的ID在对话的数据库。

 

?新:任务追踪界面组件。

 

?改进:添加文本输入和任务跟踪功能的演示现场演示。

 

?改进:{ { } }的结束标签现在支持任何对话进入序列。

 

?改进:序列对象可以用“/”访问子对象(例如,动画(字符/模型,空闲))。注:setactive(父/子)没有找到无效的儿童。

 

?改进:增加对话管理器显示设置”通知序列的开始和结束”。

 

?改进:dialoguelua。increlationship() /decrelationship()对一个未定义的关系价值将其关联的值初始化为零的第一。

 

?改变:setportrait()现在设置一个Lua的领域而不是数据库修改的对话。

 

?固定:dialoguelua。setvariable() / setitemfield()处理非字符串值不正确。

 

?固定:错误的对话编辑下拉域显示当有漏洞入侵检测系统。

 

?固定:统一的GUI和深入树皮均显示出即使是面对相机180度的地方。

 

?(plygame)更新plygame支持包处理的变化plygame。

 

?(2D工具包实现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系统独立的任务日志窗口系统,具有统一的界面,NGUI系统内置的实现,和萝卜伪造的GUI。

 

?新:通用定位表。

 

?新:替代演员的名字成分。另外,如果可用的或持久性数据的名称覆盖是空白,替代演员的名字将被使用如果定义。

 

?新:集动画状态的对话事件和设置动画的对话事件组件。

 

?新:(questlog)添加isquesttrackingenabled(),setquesttracking(),isquestabandonable()。新的选择反映在对话编辑。

 

?新:(Unity GUI):现在可以改变键盘导航键点击从统一的默认空间。

 

?新:(Unity GUI):当键盘/键盘导航功能,鼠标滚轮滚动选择。

 

?新:(中场):setquesttracking,isquesttrackingenabled,和isquestabandonable行动。

 

?新:(plygame):setquesttracking,isquesttrackingenabled,和isquestabandonable块。

 

?改进:序列与lua触发检查员现在有多行文本区。

 

?改进:如果一个“说明”字段在一个对话项定义,编辑显示。还增加了一个为所有领域的折页。

 

?固定:统一的GUI控件没有汽车配件在某些情况下正确。

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 ]对话文本标签(介绍聊天映射1.7)。

 

?新:audiowww()音序器命令。

 

?改进:当把一个具有管进入对话,在音频文件的字段的项目现在分成每项。

 

?改进:[ PIC = # ],[派卡= # ],和[ PICC = # ]标签现在记录在formattedtext,但对话系统仍然不做任何与他们默认。

 

?改变:树皮现在也看在巴克的孩子一皮的UI组件。

 

?固定:错误,不proximityselector 2d触发器。

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

 

?改进:增加电脑的名称和图像属性对话界面响应菜单。

 

?改进:对话数据库合并现在有选项来指定唯一的ID来防止冲突。

 

?改变:取代对话经理等多个新选项”按钮继续。

 

?改变:删除过时的原|编辑栏中对话数据库检查员。

 

?修正:删除表错误控制台创建对话管理器安装向导,一个新的数据库的时候。

 

?(深入)改变:nguidialogueui转换使用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:添加预设/ iOS / link.xml文件支持iOS支持代码剥离。

 

?新:添加右键菜单在项目视图中打开对话编辑器或聊天,制图,并创建对话数据库。

 

?新:增加响应菜单序列(加上本地化版本)的序列,可以响应菜单中发挥。

 

?新:添加waitformessage()音序器命令。

 

?新:添加命令(……)@消息(x)的语法来等待一个消息允许顺序命令。

 

?新添加的音序器。message()静态方法来发送消息,等待消息序列的命令。

 

?改进:对话编辑器现在有助于防止作者能够损坏或删除一个会话的启动项。

 

?改进:增加dialoguemanager。conversationhasvalidentry()功能检查如果谈话是目前有效的;添加跳过如果没有有效的条目上的复选框的谈话开始对话触发和事件触发的谈话。

 

?改进:接近选择器现在还与二维触发对撞机。

 

?改进:增加访问底层LuaInterface虚拟机通过lua.vm财产。

 

?改变:onconversationline现在播送到目标的孩子,不发送到目标。

 

?改变:替换默认参数的重载的方法来帮助用户在这类:UnityScript Lua,questlog,persistentdatamanager。

 

?固定:转换的重点标记到富文本有蓝色和绿色的价值交换。

 

?固定:如果说话人和听话人是同一个对象,它仅能收到一onbarkend / onconversationend /onsequenceend消息。

 

?固定:NullReferenceException如果树皮/交谈/sequencetrigger成立于代码在运行而不是通过督察。

 

?固定:错误questlog.addquest防止任务在任务窗口显示。

 

?固定:错误unityquestlogwindow阻止任务条目正确显示。

 

?(dfgui)添加dfgui示例演示键盘绑定响应按钮。

 

?(中场)改进:有返回值的行动已经使分支事件更容易。

 

?(中场)改进:增加获取/设置操作变量,Lua表,任务条目;添加并对话的有效项行动。

 

?(中场)固定:获取/ setqueststate现在保证任务的状态字符串是小写的符合的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:新的对话编辑器窗口,代替了传统的督察,是显着的速度,和包含的新功能,如文本搜索。

 

?新:添加容易获得dialoguelua方法获取/设置lua数据。

 

?改进:增加复位按钮对话数据库检查员使它快再进口来自第三方开发工具。

 

?改进:(聊天Mapper)转换器现在分裂管(|)为单独的对话作品。

 

?改进:增加包含名称和等到序列两端复选框,树皮的用户界面。

 

?改进:增加跳过继续响应菜单复选框以对话经理。

 

?修正:当dialoguetime将游戏和时间刻度的0,音序器命令现在等待的时间是激活的。

 

?固定:setactive()音序器命令现在发现在场景中的物体,包括无效的对象只有在不活动的对象有一个根父级的活性。

 

?固定:看(听众,x)的音序器命令没有找到合适的题目;也改变了lookat()没有参数使说话人和听话人看对方。

 

?固定:(聊天Mapper)实现了一个聊天映射XML错误,确定的布尔值数字解决方案。

 

?固定:(极光NWN转换器)处理CDATA正确;只增加了jrl.xml或dlg.xml文件作为适当的而不是所有的XML文件。

 

?(杀手波/核心GameKit)杀手波一体化正在核心GameKit集成由于产品名称的变化。

 

?(dfgui)daikonforgedialogueuis现在可以使用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:团结的对话系统,现在需要团结4.3.0 +。

 

一般

 

?新的对话管理器安装向导。

 

?改进:增加的例子使用多重对话的数据库,在文本输入对话。

 

转换器

 

?改进:所有转换器现在标记为脏时覆盖,所以对话数据库服务器将接他们的资产。

 

?改进:(极光NWN工具包)现在将期刊;新的按钮添加源文件的整个文件夹;编码的非默认语言的选项;新的脚本处理选项。

 

?改进:(聊天Mapper)处理聊天制图1.3版本以前的老外向链接格式。

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.

对话的数据库

 

?新的任务现在可以有子项。

 

?新:加入全球Lua用户脚本对话数据库(也从聊天制图项目进口)。

 

?改进:增加进口功能对话数据库编辑器(不解决冲突的身份证号码还)。

 

?改进:如果一开始谈话没有演员或熟悉的物体,Lua变量[ 'actor ]和[的] 'conversant可变现设置会话中定义的缺省值。

 

?固定:对话现在跟随嵌套组和组与非混合组条目。

 

?固定:在多个NPC对话,音序器现在发现交替NPC扬声器。

 

?固定:任务描述语言的定位是目前公认的。

 

触发器

 

?新:添加停止谈话如果太远的成分。

 

?改进:添加了一个复选框允许会话触发,如果其他参与者离开触发区停止谈话。

 

?改进:皮/会话/追求/ sequencetriggers设置ontriggerenter现在也回应ontriggerenter2d。

 

?改进:选择与proximityselector现在有一个复选框,选择SendMessage或broadcastmessage时onuse之间发送到目标。

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.

 

动画序列

 

?新:添加命令animatorplay()音序器,showalert()

 

?改进:animation()音序器命令现在可以发挥在任何数量的动画序列。

 

?固定:错误moveto()音序器的命令,离开了主体面对错误的方向。

 

用户界面

 

?新添加的文本输入能力:对话:音序器命令textinput(),文本域的用户界面,统一的GUI控制guitextfield。

 

?改进:如果QTE是对话触发,谈话立即而不是等待当前输入端的下一个条目。

 

?改进:(Unity GUI)控制器/键盘导航;自动大小现在可以在所有的控制包括响应菜单按钮。

 

?改进:(dfgui)暴露daikonforgeresponsebutton.dfbutton作为公共财产。

 

?改变:管(“|”)的文本现在视为换行符。

 

?固定:错误dfgui整合,防止QTE的指标显示。

 

脚本

 

?新:对话经理现在有currentactor和currentconversant特性(有效的谈话中)。

 

?改进:更新kopiluainterface v1.2。

 

?改变:onconversationend现在在对话界面关闭送往参与者。这允许startconversationondialogueevent(onconversationend)正确打开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

 

?改进:增加了一个示例使用多个对话数据库。

 

?改进:聊天映射器处理1.3版本以前的外向链接格式。

 

?固定:对话现在跟随嵌套组和组与非混合组条目。

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(补丁)

 

请输入此修补程序在您现有的1.1.4.1对话系统文件夹。

 

?新:添加停止谈话如果太远的成分。

 

?新:添加命令showalert()音序器

 

?新:对话经理现在有currentactor和currentconversant特性(有效的谈话中)。

 

?改进:animation()音序器命令现在可以发挥在任何数量的动画序列。

 

?改进:选择与proximityselector现在有一个复选框,选择SendMessage或broadcastmessage时onuse之间发送到目标。

 

?改进:添加了一个复选框允许会话触发,如果其他参与者的叶子触发区停止谈话。

 

?改变:onconversationend现在在对话界面关闭送往参与者。这允许startconversationondialogueevent(onconversationend)正确打开UI。

 

?固定:错误moveto()音序器的命令,离开了主体面对错误的方向。

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文本树皮UI组件支持包(需要深入的HUD文本)。

 

?新:添加命令animatortrigger()音序器,audiowait(),voice()。

 

?改进:添加可选的finalclip参数animation()音序器命令。

 

?改进:增加允许的谈话中,复选框以树皮触发。

 

?改进:增加了更多的例子场景:统一的GUI继续按钮,菜单文本+对话文本,三届全国人民代表大会的树皮序列。

 

?改进:增加不破坏根和树皮的根深入df-gui复选框。

 

?改进/固定:(NGUI / dfgui)如果一个NGUI或dfgui树皮UI NPC被摧毁了,它的UI树皮标签现在还摧毁了。

 

?固定:错误的NPC精灵脚本,防止用户界面添加树皮。

 

?改变:在对话编辑器,线路条件现在有字符串“[条件]”,而不是实际的Lua状态。多行的条件是造成重叠的文本。

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:向导来简化配置的NPC,PCS,和游戏的整合。

 

?新:单独对话数据库编辑器窗口。(编辑员仍然可用。)

 

?新:BioWare无冬之夜1 & 2极光工具进口商。

 

?新:杀手波一体化。

 

?新:添加富文本重点复选框显示设置使用RTF代码重点标记。

 

?新:(中场)添加新的行动:preloadmasterdatabase,preloaddialogueuiSetStatus,,getStatus,setrelationship,getrelationship,increlationship,decrelationship。

 

?改进:界面增强对话和聊天制图进口商数据库编辑器。

 

?改进:(UFPs的,现实的FPS预制):增加集成组件菜单项。

 

?改变:移动的例子/脚本脚本脚本/补充/实用。

 

?改变:总是力响应菜单显示设置现在在默认情况下。

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)打字机效果dfgui和tk2d标签。

 

?改变:在对话窗口>系统>帮助其他菜单项。

 

?改变:如果一个对话的对话的第一个条目(“开始”)有一个空的序列,它跳过序列而不是玩默认序列。

 

?改变:现在的onconversationline消息之前显示字幕发,让听众在显示修改字幕。

 

?改变:打开一个统一的GUI界面的谈话时,控制屏幕矩形现在总是重新计算的情况下,屏幕分辨率改变了。

 

?固定的错误,防止UI问题:第一字幕显示如果转让是一个对话面板。

 

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消息现在还广播的对话管理器对象。

 

?新:添加onconversationlinecancelled和onconversationcancelled消息(见通知消息)。

 

?新:添加可选字幕继续按钮。

 

?新添加的事件触发onenable对话。

 

?新:添加“项目”领域的项目(任务)表。如果使用的任务系统,你可以设置“项目”真的在任何实际的项目(即,非任务)排除他们从任务系统。使用与现有的数据库,您将需要手动添加字段。

 

?新:添加dialoguemanager preloadmasterdatabase()方法。

 

?新:添加proximityselector组件,可以触发onuse消息基于接近可用的对象。还支持回调代表目标选择。(看到顶向下的演示为例。)

 

?新:(深入)添加到设置NGUI树皮模板的能力。

 

?改进:对话经理现在懒加载用户界面。如果你指定的任何时间的一个新的用户界面前的第一次谈话或警告信息,默认的用户界面将不再是无用的加载。

 

?改进:统一的GUI子系统的guiscrollview现在包括在滚动视图控件。

 

?改进:选择器组件现在支持自定义位置除了相机中心和鼠标的位置。

 

?改进:选择器组件现在支持回调代表目标选择。

 

?改进:(球员)运行Lua动作现在可以节省的返回值为bool,int,float,或字符串变量。

 

?改进:(中场)在中场行动额外的错误报告。

 

?改进:(中场)示例场景演示了更多的行动。

 

?改进:扩展文件触发器。

 

?改进:在对话数据库编辑器的可用性改进。

 

?改变:(dfgui)改变daikonforgebarkui使用dffontbase允许选择位图或动态字体。

 

?固定:(dfgui)错误导致树皮文本弹出时,面临着从巴克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

 

?新增加的范围:触发使范围内的对象和组件(例如,只有当玩家靠近树皮)。

 

?新:添加startconversation(标题)的对话中没有演员不熟悉有变换。

 

?新:添加任务[ ]作为Lua表项[ ]别名。

 

?新:添加articy:草稿功能演示的例子。

 

?改进:lua控制台打印信息表的返回值,现在已经关闭按钮和滚动输出。

 

?改进:对话数据库编辑器的视觉增强项目/任务折页。

 

?更新:深入整合更新支持NGUI 3的新的动态字体;深入2。x的支持仍然提供但不再积极开发。

 

?固定:(萝卜伪造GUI)当第一个对话的第一次对话输入是一组节点,字幕颜色设置为(0,0,0,0)。

 

?固定:(2D工具包UI)当第一个对话的第一次对话输入是一组节点,字幕颜色设置为(0,0,0,0)。

 

?固定:树皮触发器没有工作在第三方物,只有当触发在吠叫的性格。

 

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:草案转换器。

 

?新:新增能力集手表在Lua表达和任务状态(见lua观察员设置,设置任务的状态观测器)。

 

?新:对话线和响应菜单超时补充通知(见通知消息)。

 

?新:加入对话管理器显示设置复选框总是强迫响应菜单。

 

?新:加入对话经理显示设置弹出指定菜单超时的默认动作响应。

 

?新:添加组件的对话事件触发启用(见其他触发器)。

 

?新:FaceFX支持和facefx()音序器命令。

 

?改进:在对话数据库编辑界面的一些增强功能。

 

?改变:萝卜伪造的UI代码被重构为使用新的共同的抽象基类。如果你有一个自定义的df-gui UI,你可能需要重新分配控制。萝卜伪造用户界面现在也显示和隐藏控件使用dfcontrol.show/hide不灭的游戏对象。

 

?固定:现在正确显示字幕提醒组节点。

 

?固定的臭虫NPC:字幕提醒仍显示即使显示设置unticked。

 

?固定:(现实的FPS预制)在快乐的机器人的谈话,现在只显示选项给玩家一个武士刀如果。

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:添加任务和任务状态的对话触发事件(见触发器)。

 

?新:添加只允许一个实例”复选框以对话管理器设置;如果选中,它强制执行独生子女的行为。

 

?新:添加允许警报对话对话经理在复选框显示设置。

 

?固定:lua。run()。asint /浮现在也可以将字符串值是否代表有效数字。

 

?固定:自动监测变量[“警报”]现在重新启用被禁用。

 

?固定:改进的多个警报显示快速继承前已完全消失的显示。

 

?固定:解析错误对话条目包含多个[ lua() ]标签。

 

用户界面

 

(重新导入第三方包支持。)

 

?新:添加统一对话界面的“圆”。

 

?新:添加统一对话UI“科幻”和相应的任务日志窗口。

 

?新:(2D工具包)添加二维工具包UI支持对话UI和树皮的用户界面。

 

?新:(大熔炉)对大熔炉GUI添加树皮界面实现。

 

?新:(大熔炉)加入萝卜伪造GUI对话界面的“幻想”。

 

?新:增加选择自动大小统一的GUI的标签和按钮来准确地确定他们的内容。

 

?变化:重构公共代码在对话UI系统为一个抽象类。统一更新对话UI系统使用;如果你有一个自定义的用户界面,你可能需要重新控制性能对你的团结对话UI组件。的深入和萝卜伪造的UI系统将在下一个版本的更新。

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.

 

游戏积分

 

(重新导入第三方包支持。)

 

?新:(现实的FPS集成)添加luaondestroy方便杀死数/任务。

 

?变化:(现实的FPS集成)更灵活的fpsluabridge取代removeweaponhandler,还跟踪点,饥饿,口渴,和武器。

 

?变化:(现实的FPS集成)更新的例子场景与额外的任务和对话。

 

?变化:(UFPs集成)fpsyncluaplayeronconversation取代fpsyncluainventoryonconversation,还跟踪健康,处理库存更强劲。

 

?变化:(UFPs集成)fppersistentplayerdata取代fppersistentpositiondata,还保存和加载的健康和库存。

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:萝卜伪造对话UI支持。

 

?新添加的组件显示在光标的谈话。

 

?新:添加顺序命令fade()。

 

?新的:一旦一次性触发触发器属性添加。

 

?新:添加伊比工作室的现实的FPS预制集成支持。

 

?新:添加visionpunk的终极FPS集成支持(UFPs)。

 

?改进:在聊天的映射转换,重写保留引用,所以你不需要重新指定数据库中的对话管理器。

 

?改进:一些GUI界面统一对话小视觉改进。

 

?改进:在对话UI附加文档。

 

?改进:改进的错误,错误配置的统一处理任务日志窗口。

 

?固定:错误的畸形整型数和浮Lua转换。

 

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:加入对话界面统一的“核武器”。

 

?改进:资产>创建>对话数据库现在创建一个数据库的球员的演员和预警变量。

 

?改进:对话数据库编辑器的改进。

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:错误在聊天制图1.6项目,提高argumentnullexception组节点的转换。

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:添加顺序命令animatorcontroller(),animatorlayer(),animatorint(),animatorfloat()。

 

?注:动画序列现在使用自定义对话输入字段命名的序列,没有视频文件。

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

 

笔记

 

?如果对话文本中包含的重点标签([电磁# ]),第一个标签应用到整个文本。这是一个设计决定,但可能会改变,如果客户要求。

 

?为了减少存档大小,persistentdatamanager并不保存表的所有领域。详情请参阅脚本参考什么的保存。

 

已知问题

 

?为了支持NGUI 2写的。X。当进口NGUI,使用NGUI 2.7.0版本。为深入3的支持。X将在下一个版本。

 

?kopilua只承认小写的真实和虚假的布尔值;将对真实和虚假的例外。对话系统试图识别和转换的布尔值为小写尽可能多的,但尝试使用小写。

 

?听对话触发ontriggerenter可以在很少的情况下触发多次。

 


2016-09-22 12:23:45 q277055799 阅读数 2481
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