### **Creating a Sample Conversation with GameObjects** Let’s set up a simple conversation for **Merchant-NPC** using GameObjects. #### **Step-by-Step** 1. **Add a Conversation:** - Select **Merchant-NPC**. - In **NPCConversationManager**, set **Conversations** size to 1. - Name it **Greeting** under **Conversation Name**. 2. **Create DialogueRoot:** - Right-click **Merchant-NPC** > **Create Empty**, name it **Greeting**. - Drag **Greeting** into **Conversations[0] > Dialogue Root**. - Add **Environment** component to **Greeting**: - **Environment Image**: Assign **Assets/Resources/environment**background.sprite (or some other image you've created) - **Ambient Audio**: Assign **Assets/Resources/environment/FieldsFullTrack.wav**. (or some other ambient sound -- music will be handled in a _**musicManager.**_) 3. **Add Dialogue Nodes:** - Right-click **Greeting** > **Create Empty**, name it **Start**. - Add **DialogueNodeAuthoring** component to **Start**: - _Id_: **Start**. - _Character Name_: **Merchant**. - _Character Sprite_: **Resources/characterSprite**merchant.sprite. - _Emotional State_: **Friendly**. - _Dialogue Text_: **Welcome to my shop!**. - _Audio To Play_: **Resources/audioToPlay****/**welcome.wav. - _Animation To Play_: **Resources/animationToPlay****/**wave.anim. - _Colors_: Set as desired (e.g., white for text). - Drag Start into Conversations\[0] > Starting Node. 4. **Add a Choice Node:** - Right-click **Greeting** > **Create Empty**, name it **Buy**. - Add **DialogueNodeAuthoring** to **Buy**: - _Id_: **Buy**. - _Character Name_: **Merchant**. - _Character Sprite_: **Resources/characterSprite**merchant.sprite. - _Dialogue Text_: **Want to buy something?**. - Set Choices size to 1: - _Choice Text_: **Yes**. - _Next Node_: **Leave null** (or add another node). - In **Start**’s **Choices**, add one: - Choice Text: **Ask to buy**. - Next Node: Drag **Buy**.  5. **Test**: - Press Play, hit **T**—dialogue should display with audio, animation, and ambient sound. #### **Export to JSON** - Right-click **Merchant-NPC** > **Export Selected Conversation to JSON**. - Check **Assets/Resources/Conversations/Merchant-NPC/Greeting.json**—assets should be copied to **Resources/\[property]/**. --- ### **Sample Hierarchy Diagrams** 1. **Initial Scene Setup:** ```text - Canvas-DialogueDisplay - DialoguePanel - CharacterPanel - DialogueManager - TypingAudioSource - Merchant-NPC ``` 2. **After Adding Greeting:** ```text - Merchant-NPC - Greeting (DialogueRoot, Environment) - Start (DialogueNodeAuthoring) - Buy (DialogueNodeAuthoring) ```