EquinoxDialogue
1.0.0
請注意!該存儲庫已存檔。我已經簽訂了撰寫專有版本的合同,因此不打算在寬敞的未來更新此存儲庫。就是說,如果有人願意分叉,請隨時這樣做。

在這裡嘗試! https://nlaha.github.io/equinoxdialogue/
Equinox對話是一種基於網絡的對話樹建築商,用於Equinoxengine。它是使用React構建的,如果您是貢獻者,請閱讀下面的說明。
什麼是“ Equinox Engine”?這是我正在研究的事情,尚未準備好開源!


單擊“保存或導出”,構建對話樹。保存將序列化整個樹 +元數據,而導出只會導出遊戲引擎所需的數據。該工具旨在在每個樹系統上使用一個NPC,因此對於每個NPC,您將擁有一個專用的.dlg文件。目前,它在單個對話中不支持多個NPC。
有限的副本/粘貼支持可通過以下方式獲得: CTRL-C CTRL-V
刪除節點或連接: DEL
通過SHIFT左鼠標按鈕來選擇多個節點
我建議使用紗線,但npm run也有效
開始開發服務器運行...
yarn start
構建用於生產運行的靜態文件...
yarn build
在開發模式下啟動電子應用程序...
yarn electron:start
將電子應用程序打包為可執行的運行...
yarn electron:package:<mac,win,linux>
用您的操作系統替換<mac,win,linux>
以下是來自導出的對話樹的樣本JSON
{
"id" : " node_0 " ,
"npc_name" : " AI Character " ,
"type" : " dialogue_entry " ,
"responses" : [
{
"type" : " none " ,
"next" : {
"id" : " node_1 " ,
"type" : " gameplay_event " ,
"responses" : [
{
"type" : " pass " ,
"next_node" : {
"id" : " node_2 " ,
"type" : " dialogue_event " ,
"responses" : [
{
"type" : " end_response " ,
"text" : " Yes "
},
{
"type" : " choice_response " ,
"text" : " No " ,
"next_node" : {
"id" : " node_3 " ,
"type" : " jump_node " ,
"responses" : [
{
"type" : " end_response " ,
"text" : " Exit "
}
],
"jump_to" : " node_1 "
}
},
{
"type" : " choice_response " ,
"text" : " Other Response " ,
"next_node" : {
"id" : " node_4 " ,
"type" : " gameplay_event " ,
"responses" : [
{
"type" : " end_response " ,
"text" : " Exit "
}
],
"event" : " test_gameplay_event_2 "
}
}
],
"npc_text" : " This is a test dialogue node "
}
}
],
"event" : " test_gameplay_event_1 "
}
}
],
"gameplay_events" : [
" test_gameplay_event_1 " ,
" test_gameplay_event_2 "
]
}