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Yarn Pile

A visual novel/point-and-click game template using Yarn Spinner ('develop' branch) and Unity 2020.

Installation

  1. Download this project
  2. Open in Unity
  3. Install DOTween

Features

General

Smart Syntax

  • No need to explicitly state which character is saying what - if there's no character name, assumes previous
    • Example:
      Alice: Hi
      Hi, Alice is still talking
      Bob: Now Bob's talking!
      
  • Attributes mid-dialogue using BBcode-like syntax
    • Example: I'm [shake s=2]shaking[/shake]
    • See TextAttributeHandler.cs
  • Support for Rich Text tags for Text Mesh Pro (except color)
    • Example: Player: Look! <size=150%>Big</size> text!

Auto-Save/Load

See CustomStorage.cs, SaveData.cs


UI/UX

  • Longer pauses on punctuation
  • Supports keyboard controls
  • Cursor enlargens when hovering over clickable

Yarn Commands/Functions

Scene-specific

View Image

  • Requires VisualsManager.cs in scene loaded with Load command
  • <<View {SPRITE NAME}>>

Show Characters

  • Requires CharacterManager.cs in scene loaded with Load command
  • <<Show {CHARACTER NAME} {EXPRESSION}>>
  • <<Change {CHARACTER NAME} {EXPRESSION}>>
  • <<Hide {CHARACTER NAME}>>

Global

Load Scene

  • <<Load {SCENE NAME}>>

Play Music

  • <<PlayMusic {AUDIOCLIP NAME}>>
  • <<StopMusic>>

Timed or Untimed Options

  • <<SetTimed false>>
  • <<SetTimer 2>>

Display Yarn Variables

  • See RelationshipUI.cs, VarUI.cs

Display Inventory

  • <<Take {ITEM} 1>>
  • <<Drop {ITEM} 1>>
  • <<if has("{ITEM}") is true>>

Update In-Game Time UI

  • <<SetTime 9:45PM>>
  • <<AddMinutes 100>>

As well as others that are expected, like wait, visited(), etc.

How To Add _?

Scenes

  1. Create scene with name {SCENE_NAME}
  2. Add Yarn node with title {SCENE_NAME} that contains setup commands (e.g. PlayMusic, View, etc)
  3. Add objects/components necessary for your setup commands

See Office scene as example.

Characters

  1. Add {CHARACTER NAME} to CharacterName enum
  2. Add to CustomStorage.defaultVariables dictionary where key is {CHARACTER NAME}
  3. Have CharacterManager.cs in scene where character will appear
  4. Add Character prefab to scene where character will appear
  5. Reference this prefab instance in CharacterManager.characterUiDictionary
  6. Replace this prefab instance's animator controller with an animator override controller, overriding the Character controller
  7. In the new override controller, override animations you want

See Ana and Hunter in Office scene as examples.

Note: The new character will appear in the relationships UI. If this is not wanted, you can write logic for that in RelationshipUI.cs.

Character Expressions

  1. Add {EXPRESSION} to Expression enum
  2. Add {EXPRESSION}trigger parameter to Character.controller
  3. Have new trigger lead to some animation (I have all the expression animations in Sprite Layer for now)
  4. For all characters that should show that expression, edit their override controllers

Items

  1. In Scripts/Inventory/Items folder, right click, then Create/ScriptableObjects/ItemData
  2. Populate fields accordingly. All elements in yarnValues will add or subtract to the corresponding yarn variable when added or removed from inventory. Important: All keys in Yarn Values must be keys in CustomStorage.defaultVariables and represent a numerical yarn variable.

See Headphones as example.

DialogueGroups

First:

  1. Update DialogueType enum accordingly
  2. Update TextAttributeHandler.SetDialogueGivenLine

If new DialogueGroup will show options:

  1. Duplicate ThinkDialogue in Main scene.
  2. Edit CustomDialogueUI.cs.DoRunOptions to have logic to show the new DialogueGroup.

Else:

  1. Duplicate PlayerDialogue in Main scene.

Note: Notice OtherDialogue in Main doesn't have a Canvas component so it can be parented to characters. If that's the intention, perhaps duplicate that DialogueGroup instead.

Attributes

  1. Update TextAttributeHandler attributes
  2. Update TextAttributeHandler.HandleAttribute

Note: If want to handle attribute before OnLineParsed event is raised, look into CustomDialogueUI.TryParseCharacter logic instead.

Parallax

Parallax effect can be achieved in several ways:

  • Change Z position
  • Change scale
  • Change camera's field of view via Lens in CinemachineVirtualCamera

Note: If parallaxing Unity UI, set canvas's Render Mode to World Space and set worldCamera to BgCamera.

Non-mouse Actions

All inputs are defined in UIActions.inputactions.

ClosableUI allows for shortcut keys for closing/opening by listening to the action named shortcutActionName.

Tooltips

  1. In Scripts/Inventory/Items folder, right click, then Create/ScriptableObjects/TooltipData
  2. Populate fields. If the title field corresponds to an UIAction action name, then the stringified action for the current input scheme will be displayed.

Save Data

SaveData.cs contains all save data, and is serialized every time DialogueRunner.onDialogueComplete is raised.

CustomStorage.cs contains the logic for saving/loading SaveData.

To modify:

  1. Edit SaveData.cs
  2. Load data in either UseSaveData or UseSaveDataOnPlay
  3. Save data in either SaveDataListeners, SaveDataListenersOnPlay, or PrepareSaveData

Limitations

  • CharTween can tween at max 200 characters due to DOTween's max capacity. Thus either limit all dialogue lines to <=200 characters or refactor to have effects without CharTween
  • OptionsTimed.anim must be around 1 second
  • Inline expressions don't work (see open issue)
  • Option buttons must have tag "Options"
  • UI, not part of a DialogueGroup, must have tag "UI"
  • Background, middleground, and foreground cameras must be tagged accordingly, with the camera showing UI tagged as "MainCamera"
  • For the cursor-enlargening-over-clickables effect to work, make sure only clickables are raycast targets

Credit

Thanks to @radiatoryang's examples, @Michsky's lomenui, and the Yarn Spinner team! I've wanted a dialogue framework that's thin and expandable yet still powerful for awhile now.

Licensing

Code

All scripts, shaders, and scene files are distributed under the MIT license.

Assets

All art assets are under exclusive copyright; they'll be used for future games. If they're used/sold, I will find you 👀

  • setup:
  1. download alll dependenies (with chartween modifications)

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