%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 4510294d23d964fe59443526f1ca7c4b, type: 3} m_Name: Narrative System m_EditorClassIdentifier: m_displayName: Narrative System m_hierarchyName: Narrative System m_context: {fileID: 11400000, guid: 595542ba9daac2f4195206f36831feb0, type: 2} m_markdownFile: {fileID: 0} m_priority: 1011 m_overrideMarkdownText: "# Narrative Sequencing\n\n## Introduction\n\nNorthStar\u2019s Narrative Sequencing System is a custom, lightweight framework for efficiently scripting game events. It primarily supports linear structures but also accommodates branching narratives and multiple task options.\n\n## Structure\n\nThe system uses Task Sequences, which function as game chapters. Each Task Sequence includes one or more Task Definitions. A sequence completes when all its tasks are marked as done. The Task Manager oversees progression, starting the next sequence once the previous one finishes.\n\nTask sequences are managed via the **Task Manager object**: ..Assets/Resources/NarrativeSequence/Task Manager.asset\n\n## Tasks\n\nNorthStar typically assigns a new Task Sequence to each teleport point, with actions at that location divided into Task Definitions.\n\nFor example, in the B2_S4 Task Sequence, where the player helps Audrey and Bessie move barrels, tasks trigger sequentially based on prerequisites. However, multiple tasks can be active simultaneously, allowing player-driven events.\n\n**Task Handler Component**\n\nA Task Handler must be present in the scene for each potential active task. It includes the following properties:\n- **Task ID** \u2013 Manages the specific task.\n- **Player Transform** \u2013 Tracks player position (typically PlayerV2).\n- **Player Gaze Camera** \u2013 Used for look direction checks.\n- **Complete When** \u2013 Determines if the task completes when all or any conditions are met.\n\n**Completion Conditions**\n\nA task completes when at least one condition is met. If no condition is set, it completes instantly. Conditions include:\n- **Hit Targets** \u2013 Requires hitting listed harpoon targets (e.g., Kraken fight).\n- **Reeled Targets** \u2013 Used for retrieving harpoon-hooked objects.\n- **Wait for Event Broadcast** \u2013 Triggers upon receiving a specified event.\n- **Rope Is Spooled** \u2013 Checks rope length between Min/Max values.\n- **Rope Is Tied** \u2013 Completes when rope is secured.\n- **Proximity** \u2013 Player reaches a set distance from the target.\n- **Look at Target** \u2013 Player faces the target within a set angle.\n- **Time Delay** \u2013 Completes after a specified duration.\n- **Wait for Event** \u2013 Triggered by a Unity Event on a referenced object.\n- **Wait for Animation** \u2013 Completes when an animation finishes.\n- **Wait for Playable** \u2013 Completes when a timeline ends.\n\n**Event Triggers**\n\nTasks can trigger events at different stages:\n- **On Task Started** \u2013 Fires when the task begins.\n- **On Task Completed** \u2013 Fires upon completion.\n- **On Reminder** \u2013 Fires at intervals while active.\n\n**Reminder Interval:** If set, triggers On Reminder actions every X seconds. (Set to 0 to disable.)\n\n**Scripted Narrative Sequences**\n\nMost narrative events in NorthStar are driven by Timelines using Playable Directors and Timeline Signals. Each Task Manager typically has:\n- **Playable Director** \u2013 Plays Timeline assets.\n- **Dialogue Player** \u2013 Controls voice-over sequences.\n\nWhen a task starts, its Dialogue Player begins playback, triggering the Playable Director. Even non-dialogue sequences follow this structure for consistency.\n\n**Best Practice:** Set Playable Director Update Method to DSP Clock to prevent audio desynchronization.\n\n## Creating New Tasks\n\n**To add a new Task Sequence:**\n1. Duplicate an existing sequence (..Assets/NorthStar/Data/Task Sequences) or create one via Create > Data > Narrative Sequencing > Task Sequence.\n2. Add Task Definitions inside the sequence.\n3. Register the sequence in the Task Manager:\n - Open the Task Manager object.\n - Add the new Task Sequence to the Sequences list (in order).\n - Refresh the Task Manager from the context menu.\n\n**Setting Task Prerequisites**\n- Use the dropdown menu to set a prerequisite or click Add Preceding Task ID for automatic ordering.\n- Leave at least one task with no prerequisite to prevent game progression from stalling.\n- If you see an Undefined ID error, ensure the Task Sequence is registered in the Task Manager.\n\n**Adding Tasks to a Scene**\n1. Place a GameObject with a Task Handler component.\n2. Assign the Task ID and required settings.\n3. Ensure a Game Flow Controller is in the scene (see Game Flow prefab).\n4. If using multi-scene sequences, set the First Task to the earliest sequence in that scene.\n\n**Testing & Debugging**\n\nFor quick narrative testing:\n- **Before Play Mode**: Set First Task to the desired sequence.\n- **During Play Mode**: Select a Task Handler and click \"Start narrative from this sequence\" to skip forward.\n\n**Note:** Some sequences rely on prior events. Skipping ahead may cause characters/objects to remain incorrectly active or disabled.\n" m_overrideMarkdownRoot: .\Documentation/