In the source project, assign the DialogueDatabase.cs script to the dialogue database asset. In the DLL project, open the dialogue database in the Dialogue Editor and, on the Database tab, export it as Chat Mapper XML. Scriptable objects such as dialogue databases need to be handled differently. In the source code project, select the same prefab/object and assign the corresponding script to each missing reference. In the DLL project, select each prefab and/or scene object that your project uses. The easiest way to do this is to open two projects: one with the DLLS and one with the source code. If you replace the DLLs with the source scripts, you'll have to reassign the prefabs' script references to point to the source scripts. The included prefabs, such as pre-built UIs, reference the DLLs. If you only want to unpack the editor source code, see Unpacking the Editor Source Code Only. To unpack it, import the package Assets/Dialogue System/Scripts/Source Code.unitypackage. It also sends several Script Messages that your own scripts can listen for instead of directly modifying the source code.Ĭomplete source code is provided, however. It also includes several Templates to get you started. The Dialogue System has been designed to make it easy to create subclasses for customization. Second, if you directly modify the source code, you'll overwrite your customizations whenever you import an updated version of the Dialogue System. First, you won't have to fix up prefab references, since the prefabs reference the classes in the DLLs. When implementing additional functionality, it's strongly recommended to create subclasses rather than unpacking and directly modifying the source code. Recommendation: Use Subclasses, Messages, and Delegates When Possible As a convenience, the Dialogue System comes with precompiled DLLs that will significantly shorten your compile times.
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