An ink integration for Godot Engine.
When the plugin is properly loaded, you should be able to use the new ink panel to inspect your story.
You'll also see a new ink
section in your project settings. If you want to be able to compile your .ink files on the fly you can input the path to the inklecate binary here.
The last thing you'll need to do in order to get going is to put ink-engine-runtime.dll
at the root of your Godot project.
Everything is handled in a Story
node.
If nothing is specified, the C# usage is the same as the GDScript one.
First you should navigate to your .json
or .ink
file and import it as an Ink story
in Godot. To do that, select the file in Godot, go to Import
, select Ink story
under Import As:
and click ReImport
.
To load your story, you can:
- Point the
InkFile
exported variable to your.json
/.ink
file and check theAutoLoadStory
checkbox in the inspector. - Point the
InkFile
exported variable to your.json
/.ink
file (in the inspector or via a script) and callstory.LoadStory()
.
Getting content from the story is done by calling the .Continue()
method.
var story = get_node("Story")
while story.CanContinue:
print(story.Continue())
# Alternatively, text can be accessed from story.CurrentText
Choices are made with the .ChooseChoiceIndex(int)
method.
if story.HasChoices:
for choice in story.CurrentChoices:
print(choice)
...
story.ChooseChoiceIndex(index)
If you don't want to bother accessing CurrentText
and CurrentChoices
, signals are emitted when the story continues forward and when a new choice appears.
...
story.connect("InkContinued", self, "_on_story_continued")
story.connect("InkChoices", self, "_on_choices")
func _on_story_continued(currentText, currentTags):
print(currentText)
func _on_choices(currentChoices):
for choice in choices:
print(choice)
In C#, you can use the nameof()
on the [Signal]
delegates.
story.Connect(nameof(InkStory.InkContinued), this, "OnStoryContinued");
story.Connect(nameof(InkStory.InkChoices), this, "OnChoices");
The above signals are also available through the node inspector.
You get and set the json state by calling .GetState()
and .SetState(String)
.
story.SetState(story.GetState())
Alternatively you can save and load directly from disk (either by passing a path or a file as argument) with .LoadStateFromDisk
and .SaveStateOnDisk
.
When using a path, the default behaviour is to use the user://
folder. You can bypass this by passing a full path to the functions (e.g. res://my_dope_save_file.json
).
story.SaveStateOnDisk("save.json")
story.LoadStateFromDisk("save.json")
var file = File.new()
file.open("save.json", File.WRITE)
story.SaveStateOnDisk(file)
file.close
file.open("save.json", File.READ)
story.LoadStateFromDisk(file)
file.close
Tags, global tags and knot tags are accessible respectively through .CurrentTags
, .GlobalTags
and .TagsForContentAtPath(String)
.
print(story.CurrentTags)
print(story.GlobalTags)
print(story.TagsForContentAtPath("mycoolknot"))
As shown above, current tags are also passed along the current text in the InkContinued
event.
You can jump to a particular knot or stitch with .ChoosePathString(String)
. This method will return false
if the jump failed.
if story.ChoosePathString("mycoolknot.myradstitch"):
story.Continue()
Ink variables (except InkLists for now) can be get and set.
story.GetVariable("foo")
story.SetVariable("foo", "bar")
They can also be observed with signals.
...
story.connect(story.ObserveVariable("foo"), self, "_foo_observer")
func _foo_observer(varName, varValue):
print(varName, " = ", varValue)
You can know how many times a knot/stitch has been visited with .VisitCountPathString(String)
.
print(story.VisitCountPathString("mycoolknot.myradstitch"))
If you're having trouble enabling the editor plugin, it's probably because the .cs
files aren't compiling with your project. You can solve the issue by adding this ItemGroup
to your .csproj
file.
<ItemGroup>
<Compile Include="addons\paulloz.ink\PaullozDotInk.cs" />
<Compile Include="addons\paulloz.ink\InkDock.cs" />
<Compile Include="addons\paulloz.ink\Story.cs" />
<Reference Include="Ink">
<HintPath>$(ProjectDir)/ink-engine-runtime.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
Depending on the version of Godot you're using, you might still have issues with the editor plugin.
Do not worry, you don't actually need to enable it to use godot-ink. If you don't want to bother with extensive troubleshooting, all you have to do is attach addons/paulloz.ink/Story.cs
to a node (or use it as a singleton). This node will become the Story
node for the rest of this documentation.
- Getting/Setting/Observing InkLists
- On the fly Ink to JSON compilation (works on Windows, need some tweaking for Linux and Mac OS support)
godot-ink is released under MIT license (see the LICENSE file for more information).