Tuesday, 3 March 2020

Cutscenes

Naturally to follow on from the subtitle mechanic I decided to see how cutscenes would work / play out. I've never used Unity for advanced stuff like this, but it doesnt mean it isnt capable.
So far, I've managed to tweak my subtitle system slightly to allow for it to recieve signals via the Timeline feature, meaning I can setup scenes and uses markers to trigger specific pre-defined dialouge & audio!



The two markers at the top correspond to the inspector view: Cafe#1 and Cafe#2 respectively.

 So when the first marker is hit, it sends the signal "Cafe#1", which runs to code I made just for this cutscene and plays the associated audio file.

So alltogether, when marker 1 is hit, it fires the "Cafe#1" signal, which in turn runs the routine "CadeCut1" in the script above and also plays the audio file "CafeCut2#1". The same goes for marker 2 in the timeline, which in turns runs the next routine.

To better take advantage of this workflow, I may include a cutscene selection trigger in my player interaction mechanic for quicker usage in editor.

I don't know if this is a good way to do this but it seems to work for my purposes, next to add player animations.



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