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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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[CommandInfo("Dialog",
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"Say",
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"Writes a line of story text to a Say Dialog. " +
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"Select [Game Object > Fungus > Dialog > Say Dialog] to create a new Say Dialog in your scene. " +
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"Select [Game Object > Fungus > Dialog > Character] to create a new selectable speaking character.")]
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[AddComponentMenu("")]
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public class Say : Command
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{
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[Tooltip("Story text to display to the player")]
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[TextArea(5,10)]
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public string storyText;
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[Tooltip("Speaking character to use when writing the story text")]
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public Character character;
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[Tooltip("Portrait that represents speaking character")]
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public Sprite portrait;
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[Tooltip("Voiceover audio to play when writing the story text")]
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public AudioClip voiceOverClip;
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[Tooltip("Always show this Say text when the command is executed multiple times")]
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public bool showAlways = true;
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[Tooltip("Number of times to show this Say text when the command is executed multiple times")]
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public int showCount = 1;
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[Tooltip("Wait for player input before hiding the dialog and continuing. If false then the dialog will display and execution will continue.")]
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public bool waitForInput = true;
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protected int executionCount;
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public override void OnEnter()
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{
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if (!showAlways && executionCount >= showCount)
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{
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Continue();
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return;
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}
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executionCount++;
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SayDialog sayDialog = SetSayDialog.GetActiveSayDialog();
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if (sayDialog == null)
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{
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Continue();
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return;
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}
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FungusScript fungusScript = GetFungusScript();
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sayDialog.SetCharacter(character, fungusScript);
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sayDialog.SetCharacterImage(portrait);
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sayDialog.ShowDialog(true);
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if (voiceOverClip != null)
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{
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sayDialog.PlayVoiceOver(voiceOverClip);
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}
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string subbedText = fungusScript.SubstituteVariables(storyText);
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sayDialog.Say(subbedText, waitForInput, delegate {
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if (waitForInput)
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{
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sayDialog.ShowDialog(false);
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}
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Continue();
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});
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}
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public override string GetSummary()
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{
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string namePrefix = "";
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if (character != null)
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{
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namePrefix = character.nameText + ": ";
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}
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return namePrefix + "\"" + storyText + "\"";
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}
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public override Color GetButtonColor()
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{
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return new Color32(184, 210, 235, 255);
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}
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public override void OnReset()
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{
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executionCount = 0;
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}
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}
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}
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