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bevy-dialogue-system

Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write. Use when lines or choices advance. Keywords: Bevy, dialogue, line index, choices, ECS.

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포함된 파일(2)

  • SKILL.md9.3 KB
  • references/ecs-ownership.md534 B

SKILL.md(원문)

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Bevy dialogue system

When to use

Load this when lines, choices, or speaker ids advance. Rendering the line is bevy-ui-text.

ECS shape

  • Components: a line id and a speaker id that you define.
  • Resources: run-wide tables live in a resource (bevy-data-resources), not an autoload.
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Engine counterparts

Godot ideaBevy idiom
Line tableA resource of ids and strings.
Current lineA component that stores the line index.
PortraitAn image handle via bevy-asset-scenes. Layout is bevy-ui-layout.

Scope

Dialogue data is a resource of lines plus a component that stores the current line index. Rich text rendering belongs on bevy-ui-text.

[dependencies]
bevy = "0.20"
#[derive(Clone)]
struct LineDef {
    speaker: &'static str,
    text: &'static str,
    next: Option<usize>,
}

#[derive(Resource)]
struct DialogueTable {
    lines: Vec<LineDef>,
}

#[derive(Component)]
struct LineMark {
    index: usize,
    open: bool,
}

fn advance_line(
    keys: Res<ButtonInput<KeyCode>>,
    table: Res<DialogueTable>,
    mut marks: Query<&mut LineMark>,
) {
    if !keys.just_pressed(KeyCode::Space) {
        return;
    }
    for mut mark in &mut marks {
        if !mark.open {
            continue;
        }
        let Some(line) = table.lines.get(mark.index) else {
            mark.open = false;
            continue;
        };
        match line.next {
            Some(next) => mark.index = next,
            None => mark.open = false,
        }
    }
}

fn spawn_conversation(mut commands: Commands) {
    commands.insert_resource(DialogueTable {
        lines: vec![
            LineDef {
                speaker: "guide",
                text: "The gate opens at dusk.",
                next: Some(1),
            },
            LineDef {
                speaker: "guide",
                text: "Bring the key.",
                next: None,
            },
        ],
    });
    commands.spawn(LineMark {
        index: 0,
        open: true,
    });
}

pub struct DialoguePlugin;

impl Plugin for DialoguePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_conversation)
            .add_systems(Update, advance_line);
    }
}

Choices are data on the line. Hide a choice when its required flag is absent.

#[derive(Clone)]
struct ChoiceDef {
    label: &'static str,
    next: usize,
    requires_flag: Option<&'static str>,
}

#[derive(Resource)]
struct ChoiceList {
    choices: Vec<ChoiceDef>,
}

#[derive(Resource, Default)]
struct StoryFlags {
    names: Vec<&'static str>,
}

#[derive(Component)]
struct LineMark {
    index: usize,
}

fn shown_choices(flags: &StoryFlags, list: &ChoiceList) -> Vec<usize> {
    list.choices
        .iter()
        .enumerate()
        .filter_map(|(index, choice)| match choice.requires_flag {
            Some(flag) if !flags.names.iter().any(|name| *name == flag) => None,
            _ => Some(index),
        })
        .collect()
}

fn choose_first(
    keys: Res<ButtonInput<KeyCode>>,
    flags: Res<StoryFlags>,
    list: Res<ChoiceList>,
    mut marks: Query<&mut LineMark>,
) {
    if !keys.just_pressed(KeyCode::Digit1) {
        return;
    }
    let Some(choice_index) = shown_choices(&flags, &list).first().copied() else {
        return;
    };
    let next = list.choices[choice_index].next;
    for mut mark in &mut marks {
        mark.index = next;
    }
}

fn open_choice(mut commands: Commands) {
    commands.spawn(LineMark { index: 0 });
}

pub struct ChoicePlugin;

impl Plugin for ChoicePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(StoryFlags {
            names: vec!["has_key"],
        })
        .insert_resource(ChoiceList {
            choices: vec![
                ChoiceDef {
                    label: "Open the gate",
                    next: 2,
                    requires_flag: Some("has_key"),
                },
                ChoiceDef {
                    label: "Leave",
                    next: 3,
                    requires_flag: None,
                },
            ],
        })
        .add_systems(Startup, open_choice)
        .add_systems(Update, choose_first);
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside this skillLoad the skill that owns itA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not copy the line table onto every speaker. WHY: the table is one resource; the line index is the per-conversation component.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

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