Begin VN scene parser
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assets/games/pokergame/vn/Scene_1.xml
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36
assets/games/pokergame/vn/Scene_1.xml
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<vnscene>
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<head>
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<!-- Includes -->
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<include path="visualnovel/scene/SimpleVNScene.hpp" />
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<include path="prefabs/characters/DeathPrefab.hpp" />
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<!-- <include scene="Scene_2" /> -->
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<!-- Characters -->
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<character class="DeathPrefab" name="death" />
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<!-- Extra Assets -->
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<asset type="AudioAsset" name="audio_test" />
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<!-- Scene -->
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<scene type="SimpleVNScene" name="Scene_1" />
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<!-- Defaults -->
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<!-- <default type="animation-curve">out-quad</default> -->
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</head>
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<!-- Some other ideas I had:
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<methods>
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<method type="void" name="onSceneEnded">
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// Literal CPP code here.
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</method>
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</methods>
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-->
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<events>
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<pause duration="0.1" />
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<text character="death" emotion="happy" string="scene.1.1" />
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<character-fade character="death" duration="1.0" ease="out-quad" />
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<scene-transition scene="Scene_2" />
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</events>
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</vnscene>
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# This is a sample VN Scene that I am creating to create a scene generator.
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# The scene generator will simply create a series of events, nothing more.
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# Infact, the scene generator really is just a scene event with trailed events
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# Generator.
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# Scene name is probably going to be inherited from either the target or the
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# filename
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# By default the mode we are in is in TEXT mode, unless you explicitly change
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# the mode. The text mode takes the person, emotion and text string and tries
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# to convert it to this C++ equivallent code;
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# new VisualNovelTextboxEvent(vnManager, this->[person]->vnCharacter, this->[person]->[emotion], [text])
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# Here is our first example. We take death, give her an emotion, and write some
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# text.
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death:happy: scene.1.1
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# Here, we inherit the existing emotion. I've also omitted the space because it
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# is just there for show.
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death:scene.1.1
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# Now let's fade our character in. Fade char in events start like this
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fade death in quad over 1.0
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# Could also be written like any of these
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# fade death out
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# fade death in
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# fade death out over 1.0 seconds
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# fade death in over 1.0 seconds
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# fade death in linear
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# fade death out linear over 10 seconds
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# fade death out over 10
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# Basically the format just needs to be
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# fade [character] [in/out] (easing function) (time)
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# Each time a fade occurs the parameters will be remembered, and used for any
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# other fade after that, so you just need to define the easing curve once per
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# scene.
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