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語言: 閩南語

NPC 對話

這頁是對英文翻譯過來的。若兩篇無仝,以英文頁為準。 看英文頁

你遊戲內底的角色會當用玩家咧學的語言佮伊開講,照伊的等級來調整。玩家講的逐句話就是一个回合:玩家套件共伊送出去,角色的回覆就一節一節串流轉來。

一个回合紮啥物

逐个回合攏會送角色需要的全部物件,因為 Lingara 佇回合中間袂保留任何對話:

  • npc:是啥人咧講話。伊的 name 是 1 到 32 个字元,伊的 persona(選填)是一逝描述,1 到 120 个字元,像「一个賣水餃的」。
  • scene:選填,對話發生的所在,1 到 160 个字元。
  • source_lang 佮 target_lang:玩家家己的語言,佮伊咧學的語言。兩个愛無仝,角色干焦講 target_lang。
  • level:玩家的等級,對 1 到 9。Lingara 的指南「等級的意思」有說明這个尺度。
  • line:玩家拄才講的話,1 到 500 个字元。
  • history:到這馬為止的對話,上舊的先,上濟 12 逝。逐逝有一个 speaker,是 player 抑是 npc,閣有伊的 text,1 到 500 个字元。

逐段文字攏是單一逝。對話由你的遊戲保管:玩家套件會為你開的逐个對話保留一个視窗,共逐个完成的回合加入去,共逐个回覆切做頭前 500 个字元,閣共超過 12 逝的上舊的逝提掉。

Lingara 共 persona 佮場景當做對你的遊戲來的、袂當信任的文字。這兩項會影響角色按怎講話,毋過永遠袂改變伊會當做啥物。

回覆按怎來

回覆是一節一節的文字串流過來,你的遊戲佇到的時共伊接起來。中間可能會有通知,像講回覆予人切斷矣。回覆完成的時,回合用 done 結束;失敗的時,用 error 結束。回合袂當接續:若連線斷去,玩家就愛閣講一擺彼句話。

對逐个角色一擺干焦講一句。角色猶咧回覆的時講的話會予人拒絕,袂排隊,因為逐个回合攏愛算錢。

啥人付錢

干焦計量用戶端的玩家會當開講,逐个回合攏算佇彼个用戶端的帳。玩家的權杖需要 embed:play。

程式碼範例的語言

Bevy

fn spawn_seller(mut commands: Commands) {
    let mei = NpcDialogue::new("Mei", "zh", 2)
        .and_then(|npc| npc.with_persona("a dumpling seller"))
        .and_then(|npc| npc.with_scene("the night market"))
        .expect("within Lingara's bounds");
    commands.spawn(mei);
    commands.spawn(Player);
}

/// One turn at a time: a line said while the NPC is replying is a `Busy` error.
fn talk(keys: Res<ButtonInput<KeyCode>>, npcs: Query<Entity, With<NpcDialogue>>, mut say: MessageWriter<NpcSay>) {
    if keys.just_pressed(KeyCode::Digit1) {
        for entity in &npcs {
            say.write(NpcSay { entity, line: "饺子多少钱?".into() });
        }
    }
}

/// `streaming` grows as the reply arrives; `turns` holds the finished ones.
fn show_reply(transcripts: Query<&NpcTranscript, Changed<NpcTranscript>>) {
    for transcript in &transcripts {
        if let Some(partial) = &transcript.streaming {
            info!("…{partial}");
        }
    }
}

Unity

public DialogueId OpenDialogue(string npc, string sourceLang, string targetLang, byte level) =>
    Client.DialogueOpen(new DialogueConfig { Npc = new Npc { Name = npc }, SourceLang = sourceLang, TargetLang = targetLang, Level = level });

// The reply streams back as NpcTurn events: append each Fragment's text to your label.
public RequestId Say(DialogueId dialogue, string line) => Client.DialogueSay(dialogue, line);

Godot C#

public long OpenDialogue(string npc, string sourceLang, string targetLang, byte level) =>
    Client.DialogueOpen(new DialogueConfig { Npc = new Npc { Name = npc }, SourceLang = sourceLang, TargetLang = targetLang, Level = level }).Value;

// The reply streams back as NpcTurnFragment signals, then one NpcTurnFinished.
public long Say(long dialogue, string line) => Client.DialogueSay(new DialogueId(dialogue), line).Value;

GDScript

# A LingaraNpc child per character: npc_name, target_lang and level in the
# inspector. say() returns false while a turn is in flight (turns are never
# queued, because each one is billed).
func talk_to_mei(line: String) -> void:
	if mei.say(line):
		bubble.text = "…"


func _on_mei_replied(text: String) -> void:
	bubble.text = text

Unreal C++

void ALingaraEmbedSnippetActor::Say(const FString& Line)
{
	ELingaraCallResult Result;
	FLingaraEmbedError Error;
	if (Dialogue == 0)
	{
		FLingaraDialogueConfig Config;
		Config.Npc.Name = TEXT("Mei");
		Config.Npc.Persona = TEXT("a tea seller at the night market");
		Config.SourceLang = TEXT("en");
		Config.TargetLang = TEXT("zh");
		Config.Level = 2;
		Dialogue = Lingara()->DialogueOpen(Config, Result, Error);
	}
	Reply.Reset();
	Lingara()->DialogueSay(Dialogue, Line, Result, Error);
}

// The reply streams back as npc_turn events: append each fragment.
void ALingaraEmbedSnippetActor::HandleNpcTurn(const FLingaraNpcTurn& Turn)
{
	if (Turn.Dialogue == Dialogue && Turn.Update.Type == ELingaraNpcTurnUpdateType::Fragment)
	{
		Reply += Turn.Update.Text;
	}
}

Kotlin

fun talkToMei(line: String) {
    val dialogue = npc ?: lingara.dialogueOpen(DialogueConfig(Npc("Mei", "a tea seller"), "the tea house", "en", "zh", 2, emptyList()))
    npc = dialogue
    lingara.dialogueSay(dialogue, line)
}

private fun onNpcTurn(update: NpcTurnUpdate) {
    when (update) {
        is NpcTurnUpdate.Opened -> bubble = ""
        is NpcTurnUpdate.Fragment -> bubble += update.text
        is NpcTurnUpdate.Finished -> bubble = update.text
        else -> Unit
    }
}

Java

void talkToMei(String line) {
  if (npc < 0) {
    Npc mei = new Npc("Mei", "a tea seller");
    npc =
        lingara.dialogueOpen(new DialogueConfig(mei, "the tea house", "en", "zh", 2, List.of()));
  }
  lingara.dialogueSay(npc, line);
}

void onNpcTurn(EmbedEvent.NpcTurn turn) {
  if (turn.getUpdate() instanceof NpcTurnUpdate.Fragment fragment) {
    bubble.append(fragment.getText());
  } else if (turn.getUpdate() instanceof NpcTurnUpdate.Finished finished) {
    bubble.setLength(0);
    bubble.append(finished.getText());
  }
}

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