There's still a good deal of work left (polygon reduction anyone?)
Anyway it's good enough for setting up the character ...
It's either speech bubbles (staying true to the kind of comic book look I'm after) or plain coloured text (a la Lucas Arts). Whatever it will be, there also will be a textlog that can be opened, so if you - like me - tend to click away in long conversations, you can re-read it later.
Not sure how this will turn out in the end (if it's limited to x lines or saves a file to disk, has filters (locations, people)).
On a lighter note, I will be writing a parser today that will translate
into a nice boolean true or false - and if things go right the other way round where
sets the flag and runs a statemachine. I'll report back.
There are several options, each with a good deal of more cons than pros.
First I tried playmaker , which is in a way the easiest method so far:
mixing elements isn't really possible, so you end up with one FSM per prop (ie: lights, door, drawer). While this isn't a bad thing per se, it sure doesn't make things any cleaner.
Next was using Unity's build in animation system and mecanim.
- built in
- works with every property that can be animated
- while easy to setup, it requieres an ugly amount of clicking and setting up after the animations are created
- as with playmaker mixing elements (ie: door and lights) is neither a good idea nor anywhere near comfortable to set up
- having one animator file per object (plus animation files if needed) might create a shitload of files in the end
code and some tweens (also via code)
- don't think, just write
- having a piece of code just for turning on / off some lights doesn't appeal me at all (especially as it's not as reusable as you might think, because each scene may have a completely different light setup)
- write, compile, test? Not really.
Well, I have none yet. Each of these sucks in a way, but for this test scene I'll go with mecanim with some code blended in
I set up the lights in mecanim and made a transition between "night" and "lights on".
But using animation didn't turn off / on the lights instantly, so for a frame or so all lights were on (which created something that looked like a flash).
Using playmaker proved to be the much easier way to do it (and a working one), especially as this is just a test scene to set up the framework.
- writing a "dependency" class, that sets up a scene and waits until all elements are initialized
- reading up on Unity's "new" gui system and decide weather to use this or NGUI (because I already have written a set of working helper classes like "tooltips" for NGUI)
- making the hand cursor work within the scene either using legacy or mecanim animation
- create a menu mock up and maybe make it work
... and an awful lot more
There's still a good deal of work left and there will be shortcuts for the actions menu (so maybe right-click to "use") but for now it has to work this way.
Next thing will be the display of messages as result of an action and then it's time to add character movement and delayed actions (ie: first moving to the object before performing "use").
Honestly the mecaim documents are next to unusable, and I'm NOT willing to view hours of videos just to get started with that.
The mecanim approach for generic rigs is the most counter intuitive thing I came across for ages.
Legacy animation it is now. FFS.
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