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Godot .NET Runtime for Bilingual, the dialogue-oriented portable scripting language.

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Bilingual.Runtime.Godot.Net

The Bilingual Runtime for the Godot game engine. Bilingual is a dialogue-oriented scripting language.

This project will run Bilingual scripts compiled using the Bilingual Compiler. To read how to script in Bilingual, visit the Compiler's GitHub repo.

Features

  • Character names
  • For .NET Godot Projects
  • Interpolated dialogue (inline content)
  • Custom commands
  • Async or sync support for commands
  • Basic API allows for flexibility
  • Control over wait command
  • C# inspired syntax
  • Compiled scripts can be run on engines with a supported runtime
  • Localization support
    • Plural/Ordinal support across languages
    • Accounts for possibility of grammatical gender and abbreviation in pluralized/ordinalized words

Basic Setup

Make sure to include the Bilingual.Runtime.Godot.Net folder in your addons and enable it.

To add dialogue, create a DialogueRunner node. This node will load the dialogue and run it. In the editor, include the compiled Bilingual scripts in the Runner's FilePaths variable. These will be parsed and loaded on load.

Running dialogue is easy! Just find the DialogueRunner node and load the script. Load and run the script by calling RunScript(script) on the Runner. After the script is loaded, call GetNextLine to get the next line of dialogue. And thats it!

The GetNextLine function returns a BilingualResult. Each Result has a special meaning and carries special data. You can also choose dialogue options from the Runner and set its current language.

Refer to the Test.tcs and Source/Test.cs files for a quick example.

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Godot .NET Runtime for Bilingual, the dialogue-oriented portable scripting language.

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