godot-dialogue-system
0
总安装量
4
周安装量
安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-dialogue-system
Agent 安装分布
opencode
4
gemini-cli
4
codex
4
github-copilot
3
kimi-cli
3
Skill 文档
Dialogue System
Expert guidance for building flexible, data-driven dialogue systems.
NEVER Do
- NEVER hardcode dialogue in scripts â Use Resource-based DialogueLine/DialogueGraph. Hardcoded dialogue is unmaintainable for localization.
- NEVER forget to check choice conditions â Displaying unavailable choices confuses players. Filter choices by
check_conditions()before showing. - NEVER use string IDs without validation â Typos in
next_line_idcause silent failures. Addassert(dialogues.has(line_id))checks. - NEVER skip typewriter effect without player option â Some players want instant text. Add “skip typewriter” button or setting.
- NEVER store dialogue state in UI â UI should only display. Store current_line/dialogue_id in DialogueManager (AutoLoad) for scene transitions.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
dialogue_engine.gd
Graph-based dialogue with BBCode signal tags. Parses [trigger:event_id] tags from text, fires signals, and loads external JSON dialogue graphs.
dialogue_manager.gd
Data-driven dialogue engine with branching, variable storage, and conditional choices.
Dialogue Data
# dialogue_line.gd
class_name DialogueLine
extends Resource
@export var speaker: String
@export_multiline var text: String
@export var portrait: Texture2D
@export var choices: Array[DialogueChoice] = []
@export var conditions: Array[String] = [] # Quest flags, etc.
@export var next_line_id: String = ""
# dialogue_choice.gd
class_name DialogueChoice
extends Resource
@export var choice_text: String
@export var next_line_id: String
@export var conditions: Array[String] = []
@export var effects: Array[String] = [] # Set flags, give items
Dialogue Manager
# dialogue_manager.gd (AutoLoad)
extends Node
signal dialogue_started
signal dialogue_ended
signal line_displayed(line: DialogueLine)
signal choice_selected(choice: DialogueChoice)
var dialogues: Dictionary = {}
var flags: Dictionary = {}
func load_dialogue(path: String) -> void:
var data := load(path)
dialogues[path] = data
func start_dialogue(dialogue_id: String, start_line: String = "start") -> void:
dialogue_started.emit()
display_line(dialogue_id, start_line)
func display_line(dialogue_id: String, line_id: String) -> void:
var line: DialogueLine = dialogues[dialogue_id].lines[line_id]
# Check conditions
if not check_conditions(line.conditions):
# Skip to next
if line.next_line_id:
display_line(dialogue_id, line.next_line_id)
else:
end_dialogue()
return
line_displayed.emit(line)
# Auto-advance or wait for player
if line.choices.is_empty() and line.next_line_id:
# Wait for player to click
await get_tree().create_timer(0.1).timeout
elif line.choices.is_empty():
end_dialogue()
func select_choice(dialogue_id: String, choice: DialogueChoice) -> void:
choice_selected.emit(choice)
# Apply effects
for effect in choice.effects:
apply_effect(effect)
# Continue to next line
if choice.next_line_id:
display_line(dialogue_id, choice.next_line_id)
else:
end_dialogue()
func end_dialogue() -> void:
dialogue_ended.emit()
func check_conditions(conditions: Array[String]) -> bool:
for condition in conditions:
if not flags.get(condition, false):
return false
return true
func apply_effect(effect: String) -> void:
# Parse effect string, e.g., "set_flag:met_npc"
var parts := effect.split(":")
match parts[0]:
"set_flag":
flags[parts[1]] = true
"give_item":
# Integration with inventory
pass
Dialogue UI
# dialogue_ui.gd
extends Control
@onready var speaker_label := $Panel/Speaker
@onready var text_label := $Panel/Text
@onready var portrait := $Panel/Portrait
@onready var choices_container := $Panel/Choices
var current_dialogue: String
var current_line: DialogueLine
func _ready() -> void:
DialogueManager.line_displayed.connect(_on_line_displayed)
DialogueManager.dialogue_ended.connect(_on_dialogue_ended)
visible = false
func _on_line_displayed(line: DialogueLine) -> void:
visible = true
current_line = line
speaker_label.text = line.speaker
portrait.texture = line.portrait
# Typewriter effect
text_label.text = ""
for char in line.text:
text_label.text += char
await get_tree().create_timer(0.03).timeout
# Show choices
if line.choices.is_empty():
# Wait for input to continue
pass
else:
show_choices(line.choices)
func show_choices(choices: Array[DialogueChoice]) -> void:
# Clear existing
for child in choices_container.get_children():
child.queue_free()
# Add choice buttons
for choice in choices:
if not DialogueManager.check_conditions(choice.conditions):
continue
var button := Button.new()
button.text = choice.choice_text
button.pressed.connect(func(): _on_choice_selected(choice))
choices_container.add_child(button)
func _on_choice_selected(choice: DialogueChoice) -> void:
DialogueManager.select_choice(current_dialogue, choice)
func _on_dialogue_ended() -> void:
visible = false
NPC Interaction
# npc.gd
extends CharacterBody2D
@export var dialogue_path: String = "res://dialogues/npc_1.tres"
@export var start_line: String = "start"
func interact() -> void:
DialogueManager.start_dialogue(dialogue_path, start_line)
Dialogue Graph (Resource)
# dialogue_graph.gd
class_name DialogueGraph
extends Resource
@export var lines: Dictionary = {} # line_id â DialogueLine
func _init() -> void:
# Example structure
lines["start"] = create_line("Hero", "Hello!")
lines["response"] = create_line("NPC", "Greetings, traveler!")
func create_line(speaker: String, text: String) -> DialogueLine:
var line := DialogueLine.new()
line.speaker = speaker
line.text = text
return line
Localization
# Use Godot's built-in CSV import
# dialogue_en.csv:
# dialogue_id,speaker,text
# npc_1_start,Hero,"Hello!"
# npc_1_response,NPC,"Greetings!"
func get_localized_line(line_id: String) -> String:
return tr(line_id)
Advanced: Voice Acting
@onready var voice_player := $AudioStreamPlayer
func play_voice_line(line_id: String) -> void:
var audio := load("res://voice/" + line_id + ".mp3")
if audio:
voice_player.stream = audio
voice_player.play()
Best Practices
- Resource-Based – Store dialogues as resources
- Flag System – Track player choices
- Typewriter Effect – Adds polish
- Skip Button – Let players skip
Reference
- Related:
godot-signal-architecture,godot-save-load-systems,godot-ui-rich-text
Related
- Master Skill: godot-master