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Add "How to Use" Section to Readme #10

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lucasrowe opened this issue May 19, 2017 · 5 comments
Open

Add "How to Use" Section to Readme #10

lucasrowe opened this issue May 19, 2017 · 5 comments
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@lucasrowe
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The Readme could use some help for how you expect people to use TextTyper. I think more could be done to make it "scripting free" but right now even the scripting could use a little API overview.

Some suggestions for how to achieve it:

  • How do you install this thing? There's no package linked. If you want people to just download the code, at least mention that.
  • Snippet of all code needed to get something Typing
  • A list of "other methods" we've exposed that people can hook into - don't need to go into detail - this isn't an API Reference exactly

As I user of a tool like this, I want to get up and running as fast as possible. I might not want to use it once I see it in action so let me get to that point as fast as I can. I'll dive in for more features later. I definitely don't want to email the owner and ask "How do you intend for people to use this tool?"

@edwardrowe
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edwardrowe commented May 19, 2017 via email

@MechPala
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Any eta for this?
I'd like to give this asset a try but I couldn't figure out how to use it.
Tried attaching the TextTyper.cs to a UI text component and drag a .txt file to it and it did nothing. I'm doing something wrong, not sure what.

@edwardrowe
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edwardrowe commented Aug 18, 2017

Sorry about this confusion! I'll update the readme at some point today, thanks for checking the issues and pinging me. I should probably also include the examples scene in the distributed package (tests - and I considered the example Scene a test - are stripped from my exports.)

In the meantime, let me get you started.

  1. You had it mostly right to start. Add a TextTyper.cs to a GameObject with a UITextComponent.
  2. In code, call textTyperComponent.TypeText(string). To do this you will need a reference to the TextTyper component. I'd recommend creating another component that manages dialogue, and knows about the TextTyper component. Something like "Talker.cs".

Other Features:

  1. Skip printing text (as if they double pressed the "Confirm" button or something) by calling textTyperComponent.Skip()

Advanced features:

  1. Add functions that subscribe to PrintCompleted to do things like show a confirm button.
  2. Add functions that subscribe to CharacterPrinted to play sound effects for scrolling and such.

You can find examples of the scrip in this file: https://github.com/redbluegames/unity-text-typer/blob/master/Assets/RedBlueGames/TextTyper/Tests/TextTyperTester.cs

@NachoLorenzoG
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NachoLorenzoG commented Dec 30, 2018

I am having problems when I try to add your library to my assets folder.
What folder am I supposed to import into to my project? Do I need to add it in a special way or can I just drag it to the assets folder?

Thanks!

@edwardrowe
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edwardrowe commented Dec 31, 2018 via email

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