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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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namespace Fungus
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{
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/// <summary>
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/// Writes text in a dialog box.
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/// </summary>
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[CommandInfo("Narrative",
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"Say",
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"Writes text in a dialog box.")]
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[AddComponentMenu("")]
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public class Say : Command, ILocalizable
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{
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// Removed this tooltip as users's reported it obscures the text box
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[TextArea(5,10)]
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[SerializeField] protected string storyText = "";
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[Tooltip("Notes about this story text for other authors, localization, etc.")]
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[SerializeField] protected string description = "";
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[Tooltip("Character that is speaking")]
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[SerializeField] protected Character character;
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[Tooltip("Portrait that represents speaking character")]
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[SerializeField] protected Sprite portrait;
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[Tooltip("Voiceover audio to play when writing the text")]
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[SerializeField] protected AudioClip voiceOverClip;
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[Tooltip("Always show this Say text when the command is executed multiple times")]
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[SerializeField] protected 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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[SerializeField] protected int showCount = 1;
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[Tooltip("Type this text in the previous dialog box.")]
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[SerializeField] protected bool extendPrevious = false;
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[Tooltip("Fade out the dialog box when writing has finished and not waiting for input.")]
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[SerializeField] protected bool fadeWhenDone = true;
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[Tooltip("Wait for player to click before continuing.")]
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[SerializeField] protected bool waitForClick = true;
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[Tooltip("Stop playing voiceover when text finishes writing.")]
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[SerializeField] protected bool stopVoiceover = true;
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[Tooltip("Wait for the Voice Over to complete before continuing")]
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[SerializeField] protected bool waitForVO = false;
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//add wait for vo that overrides stopvo
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[Tooltip("Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog.")]
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[SerializeField] protected SayDialog setSayDialog;
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protected int executionCount;
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#region Public members
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/// <summary>
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/// Character that is speaking.
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/// </summary>
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public virtual Character _Character { get { return character; } }
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/// <summary>
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/// Portrait that represents speaking character.
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/// </summary>
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public virtual Sprite Portrait { get { return portrait; } set { portrait = value; } }
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/// <summary>
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/// Type this text in the previous dialog box.
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/// </summary>
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public virtual bool ExtendPrevious { get { return extendPrevious; } }
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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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// Override the active say dialog if needed
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if (character != null && character.SetSayDialog != null)
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{
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SayDialog.ActiveSayDialog = character.SetSayDialog;
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}
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if (setSayDialog != null)
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{
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SayDialog.ActiveSayDialog = setSayDialog;
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}
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var sayDialog = SayDialog.GetSayDialog();
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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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var flowchart = GetFlowchart();
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sayDialog.SetActive(true);
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sayDialog.SetCharacter(character);
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sayDialog.SetCharacterImage(portrait);
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string displayText = storyText;
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var activeCustomTags = CustomTag.activeCustomTags;
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for (int i = 0; i < activeCustomTags.Count; i++)
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{
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var ct = activeCustomTags[i];
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displayText = displayText.Replace(ct.TagStartSymbol, ct.ReplaceTagStartWith);
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if (ct.TagEndSymbol != "" && ct.ReplaceTagEndWith != "")
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{
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displayText = displayText.Replace(ct.TagEndSymbol, ct.ReplaceTagEndWith);
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}
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}
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string subbedText = flowchart.SubstituteVariables(displayText);
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sayDialog.Say(subbedText, !extendPrevious, waitForClick, fadeWhenDone, stopVoiceover, waitForVO, voiceOverClip, delegate {
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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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if (extendPrevious)
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{
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namePrefix = "EXTEND" + ": ";
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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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public override void OnStopExecuting()
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{
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var sayDialog = SayDialog.GetSayDialog();
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if (sayDialog == null)
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{
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return;
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}
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sayDialog.Stop();
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}
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#endregion
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#region ILocalizable implementation
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public virtual string GetStandardText()
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{
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return storyText;
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}
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public virtual void SetStandardText(string standardText)
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{
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storyText = standardText;
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}
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public virtual string GetDescription()
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{
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return description;
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}
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public virtual string GetStringId()
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{
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// String id for Say commands is SAY.<Localization Id>.<Command id>.[Character Name]
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string stringId = "SAY." + GetFlowchartLocalizationId() + "." + itemId + ".";
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if (character != null)
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{
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stringId += character.NameText;
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}
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return stringId;
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}
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#endregion
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}
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}
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