Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –Quest and Dialogue System探索与对话系统
非线性蓝图查询系统和分支对话系统。所有的工作都来自两个主要的蓝图:任务管理器和对话管理器。任务的所有数据存储在两个CSV文件中,对话的所有数据存储在另外两个CSV表中。不同类型的任务节点可以实现任何任务流,甚至是高度非线性的。在这个节点可用之前,节点可以要求其他节点完成(甚至在其他任务中)。您还可以创建自己的指令,以便在节点完成时调用。指令由一个名称和任意数量的参数(您将它们写入CSV文件)组成两个可用的节点标志(甚至可以将两者都设置为一个节点):可选和重复。将来可能会有更多这样的人。所有的事情都只处理事件,所以不会影响性能的每一个滴答,只有当你更新任务。同时,我也在不断地寻找方法来优化它。对话是由片段组成的。每个片段可以有自己的需求(您可以添加自己的需求类型)。很少有任务标志可以支持不同的片段逻辑。对话也有类似于任务的教学语言。最后,你可以用这个系统进行非常复杂的对话。
论坛帖子:forums.unrealengine.com/showthread.php?65787非线性任务与对话系统
演示视频:youtube.com/watch?v=HyySüjM-k9U型
技术细节
Quest系统特点:
•使用CSV表驱动数据
•任务节点可以有子节点。孩子们可以有他们的孩子。等等。
•能够将节点设置为可选或/和重复。
•示例UMG日志,以便您了解如何在自己的UI中实现不同的功能
对话系统特点:
•根据需求,对话可以从不同的片段开始
•对于每个片段,您指定下一个片段是什么(任何数量)。
•画外音。由CSV表中的列和声音提示定义
•NPC和玩家动画。
•NPC组件。通过在NPC上添加这个组件(可以是任何东西,甚至是简单的立方体或者只是空的actor),就可以使用对话。
公用系统特点:
•定制需求(用于任务、对话和其他任何内容)。支持关键字OR和NOT
•定制说明。您可以添加自己的任何指令(具有任意数量的参数)。有些已经内置了。这些指令可以在对话、任务和其他任何事情中使用。
•外部变量。对于对话(使用它们创建动态文本)、需求(例如$VarName==value,$VarName>=6)和说明($VarName1+=$VarName2+$VarName3)。可用运算符:+,-,*,/,=,==,>=,<=,<,>,+=,-=,*=,/=。
•保存和加载系统示例
Nonlinear blueprint quest system and branching dialogue system. Everything works from two main blueprints: Quest Manager and Dialogue Manager. All the data for quests is stored inside of two CSV files and all the data for dialogues is stored inside of two other CSV tables. Different types of quest nodes able you to achieve any quest flow even highly non linear. Nodes can require other nodes to be completed (even in other quests) before this node will be available. Also you can create your own instructions to be called when node completes. Instruction consists from one name and any amount of parameters (you write them in CSV file) Two available node flags (you can set even both to one node): optional and repeating. In future there may be more of them. Everything is handled only with events so no impact on performance every tick, only when you update the quest. Also I’m constantly working to find ways to optimize it even more. Dialogues are made of fragments. Each fragment can has its own requirements (you can add your own types of requirements). There are few quest flags which enable different logic of fragments. Dialogues also have instruction language similar to quests. In the end, you can make very complex dialogues with this system.
Forum Thread: forums.unrealengine.com/showthread.php?65787-Nonlinear-quests-and-dialogues-system
Demo Video: youtube.com/watch?v=HyyS_jM-k9U
技术细节
Quest System features:
• Data driven with CSV tables
• Quest nodes can have children. And children can have their children. And so on.
• Ability to set node to be optional or/and repeating.
• Example UMG Journal so you can see how to implement different features in your own UI
Dialogue System Features:
• Dialogues can start from different fragments depending on requirements
• For each fragment you specify what fragments will be next (any amount).
• Voice-over. Defined by column in CSV table and a Sound CUE
• Animation for NPCs and player.
• NPCComponent. By adding this component on your NPC (can be anything, even simple cube or just empty actor) you can use dialogues.
Utility System Features:
• Custom requirements (for quests, dialogues and anything else). Keywords OR and NOT are supported
• Custom Instructions. You can add any instruction of your own (with any amount of arguments). Some are already built in. These instructions can be used in dialogues, quests and anything else.
• External variables. For dialogues (use them to create dynamic text), requirements (e.g. $VarName==value, $VarName>=6) and instructions ($VarName1+=$VarName2+$VarName3). Available operators: +, -, *, /, =, ==, >=, <=, <, >, +=, -=, *=, /=.
• Example save and load system
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