GameFlow

This page describes how to set up the Dialogue System with GameFlow. (GameFlow is required.)

GameFlow copyright © Evasion Games.


GameFlow Setup

Follow these steps to set up the Dialogue System with GameFlow.

  • Import the package Third Party Support/GameFlow Support. This will unpack files into the folder Third Party Support/GameFlow Support.
  • Configure your character(s) with gameFlow2D/3D and RandomEyes components as described in the gameFlow with RandomEyes manual.
  • Use the GameFlow() sequencer command in sequences, such as in the Sequence field of your dialogue entries. You can also take advantage of the entrytag keyword; see Using entrytag To Simplify Sequences.

Example Scene

The Example folder contains an example scene that uses GameFlow in two areas:

  1. An On Trigger Enter event on Private Hart/AI that invoke's the Conversation Trigger's OnUse() method.
  • In the scene, the GameObject Actors > Private Hart > AI has a GameFlow "OnTriggerEnter" component. This component invokes the Conversation Trigger's OnUse method to start a conversation.
  1. A Program on Private Hart that plays a sound; invoked in conversation by a GameFlow() sequencer command.
  • The GameObject Actors > Private Hart has a GameFlow program that plays the Typing audio clip. The Program ID was manually set to "Program_Typing" for easier identification.
  • In the dialogue database (located in the same Example folder), Private Hart's first line has this sequencer command in its Sequence field:
    GameFlow(Private Hart, Program_Typing)
    
  • The first argument ("Private Hart") is the GameObject.
  • The second argument ("Program_Typing") is the Program ID.

This command executes the "Program_Typing" program on Private Hart.


Sequencer Commands

You can use the following sequencer commands in your dialogue entries' Sequence fields to interface with GameFlow.

GameFlow()

Syntax: GameFlow(GameObject[, ProgramID[, nowait]])

Description: Plays a GameFlow Program.

Parameters:

  • GameObject: (Optional) The name of a GameObject that has one or more GameFlow Programs. Default: speaker.
  • ProgramID: The ID of the Program to run. If not specified, uses the first Program found on the GameObject.
  • nowait: If present and nowait, the sequencer command doesn't wait for the Program to finish.

Example:

  • GameFlow(Private Hart, Program_Typing) (Plays the "Program_Typing" Program found on the GameObject "Private Hart")
  • GameFlow() (Plays the first Program found on the current speaker)

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