<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Performances on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/tags/performances/</link><description>Recent content in Performances on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/tags/performances/index.xml" rel="self" type="application/rss+xml"/><item><title>Dialogue System</title><link>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/</guid><description>&lt;p&gt;The Dialogue System is the runtime engine inside GS_Cinematics that drives all authored narrative experiences. It connects a persistent &lt;code&gt;.dialoguedb&lt;/code&gt; asset to a node-graph sequencer, world-space and screen-space UI display, and an extensible set of polymorphic conditions, effects, and performances. Every piece is a standalone component communicating through EBus interfaces, so you can replace or extend any layer without modifying the gem itself.&lt;/p&gt;
&lt;p&gt;The system is managed by the &lt;code&gt;GS_DialogueManagerComponent&lt;/code&gt;, which participates in the standard &lt;a href="../../core/gs_managers/game_manager/#startup-sequence"&gt;Game Manager startup sequence&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Performances</title><link>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/performances/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/framework/cinematics/dialogue_system/performances/</guid><description>&lt;p&gt;Performances are asynchronous actions executed from &lt;code&gt;PerformanceNodeData&lt;/code&gt; nodes within a dialogue sequence. When the &lt;a href="../dialogue_sequencer/"&gt;Dialogue Sequencer&lt;/a&gt; encounters a performance node, it instantiates the appropriate &lt;code&gt;DialoguePerformance&lt;/code&gt; subclass, starts it, and waits for it to signal completion before advancing to the next node.&lt;/p&gt;
&lt;p&gt;All performances are polymorphic by extending the class they automatically populate the performances list when adding performances to a node.&lt;/p&gt;
&lt;p&gt;For usage guides and setup examples, see &lt;a href="../../../../the_basics/cinematics/"&gt;The Basics: GS_Cinematics&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#dialogue-performance"&gt;DialoguePerformance (Abstract Base)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#moveto-performance"&gt;MoveTo_DialoguePerformance&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#pathto-performance"&gt;PathTo_DialoguePerformance&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#reposition-performance"&gt;RepositionPerformer_DialoguePerformance&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#performance-type-reference"&gt;Complete Performance Type Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#custom-performance"&gt;Creating a Custom Performance&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="dialogue-performance"&gt;DialoguePerformance (Abstract Base)&lt;/h2&gt;
&lt;p&gt;The base class for all dialogue performances. Extends &lt;code&gt;AZ::TickBus::Handler&lt;/code&gt; so that performances can drive time-based behavior across multiple frames.&lt;/p&gt;</description></item></channel></rss>