emptygamer/flower
Flower is a dialog system which support the keywords format like KrKr engine in Unity.
🌺 Flower
Flower : a KrKr-like dialog system for Unity.
With Flower, you can not only setup your dialogs but also trigger functions (like showing images, playing audios, executing customized C#...) by plain text.
You can create your content in a text file efficiently, easily integrate with your own game logic with default Dialog and Button features.
For extensibility, you can customize your own commands and effects with parameters for objects in Unity.
Learn 🌺
- Setup Flower
- Writing Content
- Commands
- Dialog
- Button
- UI Stage
- Effects
- Variables
- Stop and Resume System
- Async Commands
- Settings
- Customized Event Functions
- Contribute
Setup Flower
-
Setup Flower into your Unity project (Source Code / Unity Package).
-
Create FlowerSystem.
FlowerSystem flowerSys; flowerSys = FlowerManager.Instance.CreateFlowerSystem("FlowerSample", false);
-
Assign your dialog content via plain text file or string list.
Load the "start.txt" file from Resources folder and execute.
flowerSys.ReadTextFromResource("start");
Assign content via a string list, that means you can generate content dynamically.
flowerSys.SetTextList(new List<string>{"This is Flower System![w]"});
Writing Content
You can write your dialog text in the plain text file, and calling keyword commands for visual and auditory purpose and gameplay controlling.
Calling keyword commands
Use brackets [keyword] (by defult) to set the keyword commands.
- If you want to print the brackets (SPECIAL_CHAR_STAR), just repeat it to make the words not a command.
- ex : ( [[w] -> print "[w]" )
Text commands use cases
1. text: Hello![l]World![w]
result: Hello!(wait for press)
result: Hello!World!(wait for press)
2. text: Hello![r]World![w]
result: Hello!
World!(wait for press)
3. text: Hello![lr]World![w]
result: Hello!(wait for press)
result: Hello!
World!(wait for press)
4. text: Hello![w]World![w]
result: Hello!(wait for press)
result: World!(wait for press)
Visual & Auditory commands use cases
[audio,bgm,bgm,true,0,audioTransit_1_2000]
[image,fg1,character_r,0,0,10,spFadeIn_1000]
It's raining...
[particle,p1,particle_rain,0,0]
[wait,1000]
[w]
[remove,p1]
It clears up.[w]
[remove,fg1,spFadeOut_1000]
Commands
Supported Commands in the text
| Type | Keywords | Commands |
|---|---|---|
| 💬 | l | Wait for press. |
| 💬 | r | Change the line. |
| 💬 | lr | Wait for press, and change the line. |
| 💬 | w | Wait for press, and erase the text. |
| 💬 | c | Erase the text. |
| 👀 | hide | Hide the text panel. |
| 👀 | show | Show the text panel. |
| 📌 | stop | Stop the system. |
| 📌 | resume | Resume the system. |
| 💬 | #VAR_NAME | Display the variable value. |
| ⏱ | wait | Waiting. |
| 🖼 | image | Show the image. |
| 🔊 | audio | Play the audio. |
| ⚡️ | effect | Apply the object effect. |
| ✨ | particle | Spawn a particle object. |
| 🗑 | remove | Remove the scene object. |
| ⏱ | wait_audio | Wait until the audio finishes playing. |
| 🖼 | ui_image | Show the image on the UI Stage. |
Customized Commands
1. Define Command Functions
The Command Functions should follow the parameters : (List parameters). Parsing parameters and Executing.
private void CustomizedFunction(List<string> _params)
{
// Parse parameters.
var resultValue = int.Parse(_params[0]) + int.Parse(_params[1]);
Debug.Log($"Hi! This is called by CustomizedFunction with the result of parameters : {resultValue}");
}2. Register Commands
Register this command and using [UsageCase] to call this customized command.
flowerSys.RegisterCommand("UsageCase", CustomizedFunction);Dialog
Setup Dialog
- DialogPrefab has to contain CanvasGroup component and "DialogPanel/DialogText" object with Unity UI Text component.
- Default will load "DefaultDialogPrefab" in resources folder.
flowerSys.SetupDialog();Remove Dialog
flowerSys.RemoveDialog();Next Dialog
flowerSys.Next();Button
Setup ButtonGroup
- ButtonGroup is a container to contain Buttons, if you want to setup Buttons, you need to setup ButtonGroup first.
- ButtonGroupPrefab need to contain CanvasGroup component and "ButtonPanel" object.
- Default will load "DefaultButtonGroupPrefab" in resource folder.
flowerSys.SetupButtonGroup();Setup Button
- Default will load "DefaultButtonPrefab" in resource folder.
- The Button object will be appeneded to "ButtonGroup->ButtonPanel"
flowerSys.SetupButton("Button Demo.",()=>{
// Your code here...
flowerSys.Resume(); // Resume system.
flowerSys.RemoveButtonGroup(); // Remove the button group.
});UI Stage
Setup UI Stage
- UI Stage is a container to contain Unity UI stuff, if you want to setup UI Elements, you need to setup UI Stage first.
- The default sorting index of UI stage is 1.
- The default sorting index of Dialog is 9, thus, make stage order to 10 will render in front of the dialog panel.
flowerSys.SetupUIStage("default","DefaultUIStagePrefab",10);UI Image
Render UI Image on "default" UI Stage.
[ui_image,ui_fg1,character_image,0,0,default,uiImageFadeIn_1000]
Render UI Image...[w]
[remove,ui_fg1,uiImageFadeOut_1000]
Effects
Supported effects
| Effect Name | Target | Commands |
|---|---|---|
| spFadeIn | 👾Sprite | Set sprite alpha from 0 to current. |
| spFadeOut | 👾Sprite | Set sprite alpha from current to 0. |
| moveTo | 🧊GameObject | Move to the position (pixel). |
| audioTransit | 🔊AudioSource | Set the volume from current to value. |
| canvasGroupTransit | 🖼CanvasGroup | Set the alpha from current to value. |
| uiImageFadeIn | 🖼UI-Image | Set the alpha from 0 to current. |
| uiImageFadeOut | 🖼UI-Image | Set the alpha from current to 0. |
Customized Effects
1. Define Effect Tasks
Define a IEnumerator task for rotating objects.
IEnumerator CustomizedRotationTask(string key, GameObject obj, float endTime){
Vector3 startRotation = obj.transform.eulerAngles;
Vector3 endRotation = obj.transform.eulerAngles + new Vector3(90,0,0);
// Apply default timer Task.
yield return flowerSys.EffectTimerTask(key, endTime, (percent)=>{
// Update function.
obj.transform.eulerAngles = Vector3.Lerp(startRotation, endRotation, percent);
});
}2. Define Effect Functions
The Effect Functions should follow the parameters : (string key, List parameters). Parsing parameters, Extracting targets and Executing tasks.
private void EffectCustomizedRotation(string key, List<string> _params){
try{
// Parse parameters.
float endTime;
try{
endTime = float.Parse(_params[0])/1000;
}catch(Exception e){
throw new Exception($"Invalid effect parameters.\n{e}");
}
// Extract targets.
GameObject sceneObj = flowerSys.GetSceneObject(key);
// Apply tasks.
StartCoroutine(CustomizedRotationTask($"CustomizedRotation-{key}", sceneObj, endTime));
}catch(Exception){
}
}3. Register Effects
Register this effect and using customizedRotation_endTime as the EffectName.
flowerSys.RegisterEffect("customizedRotation", EffectCustomizedRotation);Variables
You can setup variables and using in dialogs / commands / effects with VAR_CHAR (Default '#')
Setup Variables
flowerSys.SetVariable("myInfo", "( ゚д゚)");
flowerSys.SetVariable("myXPosition", "300");
flowerSys.SetVariable("myTransitTime", "2000");Display Variables in Text
Hello [#myInfo].
As Command Parameters.
[image, img_1, test_image, #myXPosition, 0]
As Effect Parameters.
[effect, img_1, spFadeOut_#myTransitTime]
Stop and Resume System
Stop
Use [stop] command or .Stop() function to pause the system.
Resume
Use .Resume() function to resume the system.
flowerSys.Resume();Async Commands
Async Commands can be executed asynchronously.
Supported Async Commands
| Type | Keywords |
|---|---|
| 🖼 | async_image |
| 🔊 | async_audio |
| ⚡️ | async_effect |
| 🗑 | async_remove |
Settings
Position Coordinate
The center of the screen is (x:0, y:0), and the unit is pixel.
Screen Reference
Set the screen setting, your image size and position will follow this setting for built-in commands and effects.
flowerSys.SetScreenReference(1280, 720);Interacting with Scene Objects
Get Scene Objects
Get the Scene Object that match the key.
flowerSys.GetSceneObject("Scene Object Key")Query Scene Objects
Query the Scene Objects that match the regular expression pattern.
flowerSys.QuerySceneObject("Regular Expression Pattern")Register Scene Objects
flowerSys.RegisterToSceneObject("KEY", gameObject)Apply Global Settings to Scene Objects.
To apply global settings like Music & Sound Volumes, etc.
Apply to New Objects
You can use Variables to inject the setting values to Commands for New Objects.
Apply to Exists Objects.
You can use Query Scene Objects to query the target scene objects by Key, and apply the settings to Exist Objects.
Auto mode
- Turn on Auto mode.
flowerSys.processMode = ProcessModeType.Auto;
- Turn off Auto mode.
flowerSys.processMode = ProcessModeType.Normal;
Customized Event Functions
Text Updated
You can customized your own text updating function, for example, updating the text to TextMesh.
1. You need to setup Dialog without default text updating function.
flowerSys.SetupDialog("DefaultDialogPrefab", false);2. Append your customized text updating function.
flowerSys.textUpdated += (object sender, TextUpdateEventArgs args)=>{
// Your text updating function here...
// print(args.text);
};Log Happened
You can customized your own log function, for example, only handling error logs and stop the game or storing the logs into log files.
1. Disable default logging function.
flowerSys.isDefaultLogEnable=false;2. Append your customized logging function.
flowerSys.logHappened += (object sender, LogEventArgs args)=>{
print($"[{args.type}]{args.message}");
};Contribute
Do you want to improve Flower? Welcome :)!
If you find some bugs, have any suggestion for features / improvements, feel free to create issues or send pull requests. (●'◡'●)
