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dialogue-system

Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

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含まれるファイル(6)

  • SKILL.md10.7 KB
  • references/branching-and-conditions.md4.8 KB
  • references/dialogue-manager.md7.6 KB
  • references/external-formats.md4.4 KB
  • references/ui-presentation.md8.3 KB
  • references/variable-interpolation.md2.3 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Dialogue Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: resource-pattern for dialogue data as Resources, godot-ui for Control node layout, state-machine for dialogue flow management, save-load for dialogue state persistence, dialogue-manager for a full-featured dialogue addon, popochiu for adventure games.


1. Architecture Overview

┌─────────────────────────────────────────────────────────┐
│                        UI Layer                         │
│   DialogueUI (Control)                                  │
│     ├─ Label (speaker_name)                             │
│     ├─ TextureRect (portrait)                           │
│     ├─ RichTextLabel (dialogue_text, typewriter effect) │
│     └─ VBoxContainer (choice_container)                 │
│           └─ Button × N (choice buttons)                │
│                                                         │
│   Connects to: line_displayed, choice_presented signals │
└───────────────────────┬─────────────────────────────────┘
                        │ drives UI via signals
┌───────────────────────▼─────────────────────────────────┐
│              DialogueManager (Autoload / Node)           │
│   start_dialogue(dialogue_data)                         │
│   advance()  → next line or end                         │
│   choose(choice_index)                                  │
│   current_line: DialogueLine (read-only)                │
│                                                         │
│   signals: dialogue_started                             │
│             line_displayed(line)                        │
│             choice_presented(choices)                   │
│             dialogue_ended                              │
└───────────────────────┬─────────────────────────────────┘
                        │ reads
┌───────────────────────▼─────────────────────────────────┐
│                   Data Layer (Resources)                 │
│   DialogueData (Resource)                               │
│     lines: Dictionary  ← id → DialogueLine              │
│     start_line_id: String                               │
│                                                         │
│   DialogueLine (Resource)                               │
│     speaker, text, choices, next_line_id, condition     │
└─────────────────────────────────────────────────────────┘

2. DialogueLine Resource

DialogueLine holds all data for a single beat of dialogue. Choices is an Array[Dictionary] so each entry can carry a text, next_line_id, and optional condition without a separate class.

GDScript

# dialogue_line.gd
class_name DialogueLine
extends Resource

## Display name shown in the UI speaker box.
@export var speaker: String = ""

## The body text. Supports BBCode and variable placeholders: {player_name}.
@export_multiline var text: String = ""

## When non-empty, overrides next_line_id. Each Dictionary must have:
##   "text"        : String   — label on the choice button
##   "next_line_id": String   — line to jump to when chosen
##   "condition"   : String   — (optional) expression; omit or "" to always show
@export var choices: Array = []

## ID of the next DialogueLine. Ignored when choices is non-empty.
@export var next_line_id: String = ""

## Optional condition expression evaluated before displaying this line.
## If the expression returns false the manager skips to next_line_id.
## Example: "GameState.has_item('key')"
@export var condition: String = ""

C#

// DialogueLine.cs
using Godot;
using Godot.Collections;

[GlobalClass]
public partial class DialogueLine : Resource
{
    /// <summary>Display name shown in the speaker box.</summary>
    [Export] public string Speaker     { get; set; } = "";

    /// <summary>Body text. Supports BBCode and {variable} placeholders.</summary>
    [Export(PropertyHint.MultilineText)]
    public string Text                 { get; set; } = "";

    /// <summary>
    /// When non-empty, overrides NextLineId. Each Dictionary entry must contain:
    ///   "text"         : string  — choice button label
    ///   "next_line_id" : string  — line to jump to
    ///   "condition"    : string  — (optional) expression; omit or "" to always show
    /// </summary>
    [Export] public Array Choices      { get; set; } = new();

    /// <summary>ID of the next DialogueLine. Ignored when Choices is non-empty.</summary>
    [Export] public string NextLineId  { get; set; } = "";

    /// <summary>
    /// Optional condition expression. Evaluated before displaying this line.
    /// Example: "GameState.HasItem(\"key\")"
    /// </summary>
    [Export] public string Condition   { get; set; } = "";
}

3. DialogueData Resource

DialogueData is a container Resource that holds a dictionary of all lines, keyed by their string ID. Creating it as a .tres file lets you assign it to NPCs in the Inspector.

GDScript

# dialogue_data.gd
class_name DialogueData
extends Resource

## Dictionary mapping line ID strings to DialogueLine resources.
## Example: { "intro": <DialogueLine>, "ask_quest": <DialogueLine> }
@export var lines: Dictionary = {}

## ID of the first line to display when dialogue starts.
@export var start_line_id: String = ""


## Convenience accessor — returns null for unknown IDs.
func get_line(id: String) -> DialogueLine:
    return lines.get(id, null)

C#

// DialogueData.cs
using Godot;
using Godot.Collections;

[GlobalClass]
public partial class DialogueData : Resource
{
    /// <summary>Maps line ID strings to DialogueLine resources.</summary>
    [Export] public Dictionary Lines        { get; set; } = new();

    /// <summary>ID of the first line to display when dialogue starts.</summary>
    [Export] public string StartLineId      { get; set; } = "";

    /// <summary>Returns the DialogueLine for id, or null if not found.</summary>
    public DialogueLine GetLine(string id)
    {
        if (Lines.ContainsKey(id))
            return Lines[id].As<DialogueLine>();
        return null;
    }
}

Populate lines in the Inspector by adding Dictionary entries with string keys and DialogueLine resource values, or load them programmatically from JSON (see section 7).


4. DialogueManager

A singleton autoload owns the active DialogueData and tracks current line ID. start(data) sets the data and emits the first line; advance(choice_index) moves forward. Wires three signals: line_changed(line), choices_presented(choices), dialogue_ended().

See references/dialogue-manager.md for the full GDScript and C# manager (line traversal, choice handling, condition evaluation hooks, signals).


5. Branching and Conditions

Choices live on DialogueLine.choices (an Array of Dictionary). Each choice has text, next_line_id, optional condition. Conditions are GDScript expressions evaluated via the Expression class — passed a context object with project state (e.g. GameState).

See references/branching-and-conditions.md for the full choice-handling and condition-evaluator implementations (GDScript + C#), plus security notes on Expression input.


6. Dialogue UI

A CanvasLayer with a RichTextLabel for the line body (BBCode-enabled), a Label for speaker name, and a VBoxContainer for choice buttons. Typewriter effect via RichTextLabel.visible_characters driven by a Tween. UI subscribes to DialogueManager signals.

See references/ui-presentation.md for the scene-tree fragment, typewriter recipe, choice-button spawning, and full GDScript + C# wiring.


7. External Formats

Load dialogue from JSON for designer-friendly editing — map JSON keys to DialogueLine properties at load time. Or integrate the Dialogic addon for a node-graph editor (community standard).

See references/external-formats.md for the JSON loader recipe and Dialogic integration notes.


8. Variable Interpolation

Dialogue text supports {player_name}-style placeholders. Resolve via a small templater: text.format(vars) (GDScript) or string.Format with named-tag preprocessing (C#).

See references/variable-interpolation.md for the GDScript and C# interpolation helpers.


9. Implementation Checklist

  • DialogueLine and DialogueData extend Resource and carry [GlobalClass] (C#) for Inspector integration
  • DialogueManager is registered as an Autoload so all scenes share a single instance
  • start_dialogue() asserts that dialogue_data is non-null before accessing it
  • advance() guards against being called when choices are pending
  • choose() operates on the filtered visible-choices list, not the raw choices array
  • Condition strings reference only stable autoload method names — avoid referencing scene-local nodes
  • _evaluate_condition() passes a known base instance (GameState) to Expression.execute() to resolve method calls
  • Typewriter timer uses visible_characters, not frame-by-frame string slicing, for BBCode compatibility
  • Pressing ui_accept mid-typewriter reveals full text; a second press advances the line
  • Choice buttons are freed (queue_free) before creating new ones — never accumulate stale children
  • JSON loader validates file open and parse steps separately, emitting clear error messages for each failure
  • Variable interpolation is centralised in one _interpolate() helper, not scattered across signal handlers
  • next_line_id = "" signals end-of-dialogue — no magic sentinel strings beyond the empty string
  • All push_error() messages include class name and method for easy log tracing

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