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69 lines
1.3 KiB
69 lines
1.3 KiB
10 years ago
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using UnityEngine;
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using System;
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using System.Collections;
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namespace Fungus
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{
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[CommandInfo("Dialog",
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"Set Say Dialog",
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"Sets a custom say dialog to use when displaying story text")]
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[AddComponentMenu("")]
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public class SetSayDialog : Command
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{
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public static SayDialog activeDialog;
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public SayDialog sayDialog;
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public static SayDialog GetActiveSayDialog()
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{
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if (activeDialog == null)
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{
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activeDialog = GameObject.FindObjectOfType<SayDialog>();
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}
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if (activeDialog == null)
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{
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// Auto spawn a say dialog from the prefab
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GameObject go = Resources.Load<GameObject>("FungusSayDialog");
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if (go != null)
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{
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GameObject spawnedGO = Instantiate(go) as GameObject;
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spawnedGO.name = "SayDialog";
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spawnedGO.SetActive(false);
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activeDialog = spawnedGO.GetComponent<SayDialog>();
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}
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}
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return activeDialog;
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}
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public override void OnEnter()
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{
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if (sayDialog != null)
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{
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activeDialog = sayDialog;
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}
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// Populate the static cached dialog
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GetActiveSayDialog();
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Continue();
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}
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public override string GetSummary()
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{
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if (sayDialog == null)
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{
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return "Error: No say dialog selected";
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}
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return sayDialog.name;
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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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}
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}
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