- Add
NodeEventEmitter
component to emit events from nodes - Add
TextNode
component to store the text of a node - Add
ChoiceNode
component to store the choices of a node - Add
JoinNode
component for the join node kind - Add
LeaveNode
component for the leave node kind - Add
StartNode
andEndNode
components for the start and end node kinds - Add
with_component
andempty_node
methods toTalkBuilder
- Add
RefireNodeRequest
event to refire a node's events
- Set
CurrentNode
visibility to public - Builder adds the XNode components with the methods
- Builder now adds the components to the node entities instead of checking NodeKind
NextActionRequest
renamed toNextNodeRequest
ChooseActionRequest
renamed toChooseNodeRequest
- Component derive on
NodeKind
TalkCommands
to spawn the dialogue graphs- Docs folder with an mdbook
Talk
component to store the current talk state- The
aery
dependency for the entity relationships TalkBuilder
to build a talk programmatically
- TalkNodeKind renamed to NodeKind
- Remodeled the graph as many entities with the
FollowedBy
relationship between nodes andPerfomedBy
between actors and nodes RawTalk
is nowTalkData
- Moved several validation checks to the ron loader
- The
petgraph
dependency TalkerBundle
CurrentText
,CurrentNodeKind
,CurrentActors
,CurrentChoices
components
- Update to Bevy 0.12 with new asset system
- Add
TalkerBundle
- Add
CurrentText
,CurrentNodeKind
,CurrentActors
,CurrentChoices
components to access Talk data - Load actor image assets from the RawTalk in the loader as asset dependencies
- InitTalkRequest event to initialize/restart Talker components
- Rename Screenplay to Talk
- Make Talk API methods private
- Use NodeIndex directly instead of ActionID to identify nodes
- Restructure folder layout
- Use RonTalk, RonActor, RonChoice to parse RON files and transform them into the "Raw" structs
- action id to node index map in Talk
- ActionIds usage in nodes