Game Development Reference
In-Depth Information
Connecting the dots
So now that we have something to talk about, we just need to be able to attach it to the
characters and then start displaying it on the screen for the player to interact with.
Note
so it will just include some basics here. You can come back and update your styles here
later if you wish.
First, we need an empty class for our NPCs, which is derived from the
Entity
object.
So, create a new C# script named
Npc
in the
Classes
folder under
Assets\Scripts
and replace its contents with the following code:
using UnityEngine;
public class Npc : Entity
{
}
Tip
It might seem a bit redundant to just create an empty script for our NPCs as we are not
adding anything to them yet; you could just attach the
Entity
script to them instead. Re-
member that as soon as we want to add something for NPCs to use or make use of, we
will have to go round and change all of them later. Always plan for expansion; it costs
nothing in the beginning but a potential fortune later.
With that created, add the script to our three NPCs in our scene. (Don't forget to name
your characters in the
Inspector
pane as well.)
Next, add the
Conversation Component
to the Greybeard's
NPC
and then drag the con-
versation we just built to that character in the
Conversations
array.
The
Inspector
pane should now look like the following screenshot: