An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus.Script
{
public class Dialog : MonoBehaviour
{
public enum DialogSide
{
Left,
Right
};
public class Option
{
public string text;
public Action onSelect;
}
public Canvas dialogCanvas;
public List<UnityEngine.UI.Button> optionButtons = new List<UnityEngine.UI.Button>();
public Text nameText;
public Text storyText;
public Image continueImage;
public Image leftImage;
public Image rightImage;
List<Action> optionActions = new List<Action>();
public void ShowDialog(bool visible)
{
if (dialogCanvas != null)
{
dialogCanvas.gameObject.SetActive(visible);
}
}
public void SetCharacter(Character character)
{
if (character == null)
{
if (leftImage != null)
leftImage.enabled = false;
if (rightImage != null)
rightImage.enabled = false;
if (nameText != null)
nameText.text = "";
}
else
{
SetCharacterImage(character.characterImage, character.dialogSide);
SetCharacterName(character.name, character.characterColor);
}
}
public void SetCharacterImage(Sprite image, DialogSide side)
{
if (leftImage != null)
{
if (image != null &&
side == DialogSide.Left)
{
leftImage.sprite = image;
leftImage.enabled = true;
}
else
{
leftImage.enabled = false;
}
}
if (rightImage != null)
{
if (image != null &&
side == DialogSide.Right)
{
rightImage.sprite = image;
rightImage.enabled = true;
}
else
{
rightImage.enabled = false;
}
}
}
public void SetCharacterName(string name, Color color)
{
if (nameText != null)
{
nameText.text = name;
nameText.color = color;
}
}
public void Say(string text, Action onComplete)
{
Clear();
if (storyText != null)
{
storyText.text = text;
}
StartCoroutine(WriteText(text, delegate {
ShowContinueIcon(true);
StartCoroutine(WaitForInput(onComplete));
}));
}
public void Say(string text, List<Option> options)
{
Clear();
ShowContinueIcon(false);
StartCoroutine(WriteText(text, delegate {
foreach (Option option in options)
{
AddOption(option.text, option.onSelect);
}
}));
}
IEnumerator WriteText(string text, Action onWritingComplete)
{
if (storyText != null)
{
storyText.text = text;
}
if (onWritingComplete != null)
{
onWritingComplete();
}
yield break;
}
IEnumerator WaitForInput(Action onComplete)
{
// TODO: Handle touch input
while (!Input.GetMouseButtonDown(0))
{
yield return null;
}
Clear();
if (onComplete != null)
{
onComplete();
}
}
void ShowContinueIcon(bool visible)
{
if (continueImage != null)
{
continueImage.enabled = visible;
}
}
void Clear()
{
ClearStoryText();
ClearOptions();
}
void ClearStoryText()
{
if (storyText != null)
{
storyText.text = "";
}
}
void ClearOptions()
{
if (optionButtons == null)
{
return;
}
optionActions.Clear();
foreach (UnityEngine.UI.Button button in optionButtons)
{
if (button != null)
{
button.gameObject.SetActive(false);
}
}
}
bool AddOption(string text, Action action)
{
if (optionButtons == null)
{
return false;
}
bool addedOption = false;
foreach (UnityEngine.UI.Button button in optionButtons)
{
if (!button.gameObject.activeSelf)
{
button.gameObject.SetActive(true);
Text textComponent = button.GetComponentInChildren<Text>();
if (textComponent != null)
{
textComponent.text = text;
}
optionActions.Add(action);
addedOption = true;
break;
}
}
return addedOption;
}
public void SelectOption(int index)
{
if (index < optionActions.Count)
{
Action optionAction = optionActions[index];
if (optionAction != null)
{
Clear();
optionAction();
}
}
}
}
}