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Dynamic Story Scripting with the ink Scripting Language

You're reading from   Dynamic Story Scripting with the ink Scripting Language Create dialogue and procedural storytelling systems for Unity projects

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Product type Paperback
Published in Nov 2021
Publisher Packt
ISBN-13 9781801819329
Length 272 pages
Edition 1st Edition
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Author (1):
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Daniel Cox Daniel Cox
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Daniel Cox
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Table of Contents (18) Chapters Close

Preface 1. Section 1: ink Language Basics
2. Chapter 1: Text, Flow, Choices, and Weaves FREE CHAPTER 3. Chapter 2: Knots, Diverts, and Looping Patterns 4. Chapter 3: Sequences, Cycles, and Shuffling Text 5. Chapter 4: Variables, Lists, and Functions 6. Chapter 5: Tunnels and Threads 7. Section 2: ink Unity API
8. Chapter 6: Adding and Working with the ink-Unity Integration Plugin 9. Chapter 7: Unity API – Making Choices and Story Progression 10. Chapter 8: Story API – Accessing ink Variables and Functions 11. Chapter 9: Story API – Observing and Reacting to Story Events 12. Section 3: Narrative Scripting with ink
13. Chapter 10: Dialogue Systems with ink 14. Chapter 11: Quest Tracking and Branching Narratives 15. Chapter 12: Procedural Storytelling with ink 16. Assessments 17. Other Books You May Enjoy

Selecting options programmatically

Displaying only the text of an ink story has limited usefulness. Most advanced ink stories use weaves to present different options. Along with the Continue() method and the canContinue property, the Story API also has another property called currentChoices that contains a list of the options generated by the most recent weave.

As was demonstrated in the Checking whether a story can continue section, the canContinue property is affected by the Continue() method. After each line is loaded and returned as a string, the Story class will update the canContinue property if there is more story to load. This is also true of the currentChoice property. When the Continue() method is used, it will load the next line and any weaves.

Note 

Any previously used game objects or C# files created as part of this chapter can safely be deleted. This section will create a new game object and script component, and use different code for working with weaves...

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