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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 System.Collections;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using System.Text;
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namespace Fungus
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{
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/// <summary>
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/// Helper class to manage parsing and executing the conversation format.
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/// </summary>
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public class ConversationManager
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{
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protected struct ConversationItem
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{
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public string Text { get; set; }
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public Character Character { get; set; }
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public Sprite Portrait { get; set; }
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public RectTransform Position { get; set; }
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public bool Hide { get; set; }
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public FacingDirection FacingDirection { get; set; }
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public bool Flip { get; set; }
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}
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protected Character[] characters;
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protected bool exitSayWait;
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/// <summary>
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/// Splits the string passed in by the delimiters passed in.
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/// Quoted sections are not split, and all tokens have whitespace
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/// trimmed from the start and end.
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protected static string[] Split(string stringToSplit)
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{
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var results = new List<string>();
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bool inQuote = false;
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var currentToken = new StringBuilder();
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for (int index = 0; index < stringToSplit.Length; ++index)
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{
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char currentCharacter = stringToSplit[index];
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if (currentCharacter == '"')
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{
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// When we see a ", we need to decide whether we are
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// at the start or send of a quoted section...
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inQuote = !inQuote;
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}
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else if (char.IsWhiteSpace(currentCharacter) && !inQuote)
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{
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// We've come to the end of a token, so we find the token,
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// trim it and add it to the collection of results...
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string result = currentToken.ToString().Trim( new [] { ' ', '\n', '\t', '\"'} );
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if (result != "") results.Add(result);
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// We start a new token...
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currentToken = new StringBuilder();
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}
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else
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{
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// We've got a 'normal' character, so we add it to
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// the curent token...
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currentToken.Append(currentCharacter);
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}
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}
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// We've come to the end of the string, so we add the last token...
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string lastResult = currentToken.ToString().Trim();
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if (lastResult != "")
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{
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results.Add(lastResult);
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}
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return results.ToArray();
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}
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protected virtual SayDialog GetSayDialog(Character character)
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{
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SayDialog sayDialog = null;
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if (character != null)
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{
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if (character.SetSayDialog != null)
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{
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sayDialog = character.SetSayDialog;
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}
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}
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if (sayDialog == null)
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{
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sayDialog = SayDialog.GetSayDialog();
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}
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return sayDialog;
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}
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protected virtual List<ConversationItem> Parse(string conv)
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{
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//find SimpleScript say strings with portrait options
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//You can test regex matches here: http://regexstorm.net/tester
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var sayRegex = new Regex(@"((?<sayParams>[\w ""><.']*):)?(?<text>.*)\r*(\n|$)");
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MatchCollection sayMatches = sayRegex.Matches(conv);
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var items = new List<ConversationItem>(sayMatches.Count);
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Character currentCharacter = null;
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for (int i = 0; i < sayMatches.Count; i++)
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{
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string text = sayMatches[i].Groups["text"].Value.Trim();
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string sayParams = sayMatches[i].Groups["sayParams"].Value;
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// As text and SayParams are both optional, an empty string will match the regex.
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// We can ignore any matches where both are empty
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// or if they're Lua style comments
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if ((text.Length == 0 && sayParams.Length == 0) || text.StartsWith("--"))
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{
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continue;
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}
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string[] separateParams = null;
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if (!string.IsNullOrEmpty(sayParams))
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{
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separateParams = Split(sayParams);
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}
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var item = CreateConversationItem(separateParams, text, currentCharacter);
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// Previous speaking character is the default for next conversation item
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currentCharacter = item.Character;
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items.Add(item);
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}
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return items;
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}
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/// <summary>
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/// Using the string of say parameters before the ':',
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/// set the current character, position and portrait if provided.
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/// </summary>
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/// <returns>The conversation item.</returns>
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/// <param name="sayParams">The list of say parameters.</param>
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/// <param name="text">The text for the character to say.</param>
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/// <param name="currentCharacter">The currently speaking character.</param>
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protected virtual ConversationItem CreateConversationItem(string[] sayParams, string text, Character currentCharacter)
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{
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var item = new ConversationItem();
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// Populate the story text to be written
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item.Text = text;
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if (sayParams == null || sayParams.Length == 0)
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{
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// Text only, no params - early out.
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return item;
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}
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// try to find the character param first, since we need to get its portrait
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int characterIndex = -1;
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if (characters == null)
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{
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PopulateCharacterCache();
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}
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for (int i = 0; item.Character == null && i < sayParams.Length; i++)
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{
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for (int j = 0; j < characters.Length; j++)
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{
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if (characters[j].NameStartsWith(sayParams[i]))
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{
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characterIndex = i;
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item.Character = characters[j];
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break;
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}
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}
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}
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// Assume last used character if none is specified now
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if (item.Character == null)
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{
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item.Character = currentCharacter;
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}
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// Check if there's a Hide parameter
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int hideIndex = -1;
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if (item.Character != null)
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{
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for (int i = 0; i < sayParams.Length; i++)
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{
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if (i != characterIndex &&
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string.Compare(sayParams[i], "hide", true) == 0 )
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{
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hideIndex = i;
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item.Hide = true;
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break;
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}
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}
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}
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int flipIndex = -1;
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if (item.Character != null)
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{
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for (int i = 0; i < sayParams.Length; i++)
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{
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if (i != characterIndex &&
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i != hideIndex &&
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(string.Compare(sayParams[i], ">>>", true) == 0
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|| string.Compare(sayParams[i], "<<<", true) == 0))
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{
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if (string.Compare(sayParams[i], ">>>", true) == 0) item.FacingDirection = FacingDirection.Right;
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if (string.Compare(sayParams[i], "<<<", true) == 0) item.FacingDirection = FacingDirection.Left;
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flipIndex = i;
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item.Flip = true;
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break;
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}
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}
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}
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// Next see if we can find a portrait for this character
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int portraitIndex = -1;
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if (item.Character != null)
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{
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for (int i = 0; i < sayParams.Length; i++)
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{
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if (item.Portrait == null &&
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item.Character != null &&
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i != characterIndex &&
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i != hideIndex &&
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i != flipIndex)
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{
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Sprite s = item.Character.GetPortrait(sayParams[i]);
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if (s != null)
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{
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portraitIndex = i;
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item.Portrait = s;
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break;
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}
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}
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}
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}
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// Next check if there's a position parameter
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Stage stage = Stage.GetActiveStage();
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if (stage != null)
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{
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for (int i = 0; i < sayParams.Length; i++)
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{
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if (i != characterIndex &&
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i != portraitIndex &&
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i != hideIndex)
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{
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RectTransform r = stage.GetPosition(sayParams[i]);
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if (r != null)
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{
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item.Position = r;
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break;
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}
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}
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}
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}
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return item;
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}
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#region Public members
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/// <summary>
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/// Caches the character objects in the scene for fast lookup during conversations.
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/// </summary>
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public virtual void PopulateCharacterCache()
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{
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// cache characters for faster lookup
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characters = UnityEngine.Object.FindObjectsOfType<Character>();
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}
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/// <summary>
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/// Parse and execute a conversation string.
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/// </summary>
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public virtual IEnumerator DoConversation(string conv)
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{
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if (string.IsNullOrEmpty(conv))
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{
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yield break;
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}
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var conversationItems = Parse(conv);
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if (conversationItems.Count == 0)
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{
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yield break;
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}
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// Track the current and previous parameter values
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Character currentCharacter = null;
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Sprite currentPortrait = null;
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RectTransform currentPosition = null;
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Character previousCharacter = null;
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// Play the conversation
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for (int i = 0; i < conversationItems.Count; ++i)
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{
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ConversationItem item = conversationItems[i];
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if (item.Character != null)
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{
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currentCharacter = item.Character;
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}
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currentPortrait = item.Portrait;
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currentPosition = item.Position;
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var sayDialog = GetSayDialog(currentCharacter);
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if (sayDialog == null)
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{
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// Should never happen
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yield break;
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}
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sayDialog.SetActive(true);
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if (currentCharacter != null &&
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currentCharacter != previousCharacter)
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{
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sayDialog.SetCharacter(currentCharacter);
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}
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//Handle stage changes
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var stage = Stage.GetActiveStage();
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if (currentCharacter != null &&
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!currentCharacter.State.onScreen &&
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currentPortrait == null)
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{
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// No call to show portrait of hidden character
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// so keep hidden
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item.Hide = true;
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}
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if (stage != null && currentCharacter != null &&
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(currentPortrait != currentCharacter.State.portrait ||
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currentPosition != currentCharacter.State.position))
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{
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var portraitOptions = new PortraitOptions(true);
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portraitOptions.display = item.Hide ? DisplayType.Hide : DisplayType.Show;
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portraitOptions.character = currentCharacter;
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portraitOptions.fromPosition = currentCharacter.State.position;
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portraitOptions.toPosition = currentPosition;
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portraitOptions.portrait = currentPortrait;
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//Flip option - Flip the opposite direction the character is currently facing
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if (item.Flip) portraitOptions.facing = item.FacingDirection;
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// Do a move tween if the character is already on screen and not yet at the specified position
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if (currentCharacter.State.onScreen &&
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currentPosition != currentCharacter.State.position)
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{
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portraitOptions.move = true;
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}
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if (item.Hide)
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{
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stage.Hide(portraitOptions);
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}
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else
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{
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stage.Show(portraitOptions);
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}
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}
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if (stage == null &&
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currentPortrait != null)
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{
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sayDialog.SetCharacterImage(currentPortrait);
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}
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previousCharacter = currentCharacter;
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if (!string.IsNullOrEmpty(item.Text)) {
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exitSayWait = false;
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sayDialog.Say(item.Text, true, true, true, false, null, () => {
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exitSayWait = true;
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});
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while (!exitSayWait)
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{
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yield return null;
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}
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exitSayWait = false;
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}
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}
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}
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#endregion
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}
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}
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