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Dialog class now uses Writer component to write text

Added initial test scene
master
chrisgregan 9 years ago
parent
commit
08e0677f8d
  1. 31
      Assets/Fungus/Narrative/Scripts/Dialog.cs
  2. 131
      Assets/Fungus/Narrative/Scripts/DialogInput.cs
  3. 12
      Assets/Fungus/Narrative/Scripts/DialogInput.cs.meta
  4. 10
      Assets/Fungus/Narrative/Scripts/SayDialog.cs
  5. 7
      Assets/Fungus/UI/Scripts/Commands/Write.cs
  6. 41
      Assets/Fungus/UI/Scripts/Writer.cs
  7. 973
      Assets/Tests/Narrative/NarrativeTests.unity
  8. 9
      Assets/Tests/TestTrigger.meta
  9. 12
      Assets/Tests/TestTrigger/TestTrigger.cs
  10. 12
      Assets/Tests/TestTrigger/TestTrigger.cs.meta
  11. 482
      Assets/Tests/TestTrigger/TestTrigger.unity
  12. 8
      Assets/Tests/TestTrigger/TestTrigger.unity.meta

31
Assets/Fungus/Narrative/Scripts/Dialog.cs

@ -8,7 +8,7 @@ using System.Collections.Generic;
namespace Fungus namespace Fungus
{ {
public class Dialog : MonoBehaviour public class Dialog : MonoBehaviour, IDialogInputListener
{ {
public static Character speakingCharacter; public static Character speakingCharacter;
public static string prevStoryText; public static string prevStoryText;
@ -31,9 +31,6 @@ namespace Fungus
public float moveSpeed = 1000f; public float moveSpeed = 1000f;
public LeanTweenType moveEaseType; public LeanTweenType moveEaseType;
[Tooltip("Click anywhere on screen to continue when set to true, or only on dialog when false.")]
public bool clickAnywhere = true;
public Canvas dialogCanvas; public Canvas dialogCanvas;
public Text nameText; public Text nameText;
public Text storyText; public Text storyText;
@ -46,7 +43,6 @@ namespace Fungus
protected bool italicActive; protected bool italicActive;
protected bool colorActive; protected bool colorActive;
protected string colorText; protected string colorText;
protected float clickCooldownTimer;
protected bool wasPointerClicked; protected bool wasPointerClicked;
@ -55,20 +51,6 @@ namespace Fungus
protected virtual void LateUpdate() protected virtual void LateUpdate()
{ {
wasPointerClicked = false; wasPointerClicked = false;
if (clickCooldownTimer > 0f)
{
clickCooldownTimer -= Time.deltaTime;
clickCooldownTimer = Mathf.Max(0, clickCooldownTimer);
}
if (clickCooldownTimer == 0f &&
clickAnywhere &&
Input.GetMouseButtonDown(0))
{
wasPointerClicked = true;
clickCooldownTimer = 0.2f;
}
} }
public virtual void ShowDialog(bool visible) public virtual void ShowDialog(bool visible)
@ -88,7 +70,6 @@ namespace Fungus
// A new dialog is often shown as the result of a mouse click, so we need // A new dialog is often shown as the result of a mouse click, so we need
// to make sure the previous click doesn't register on the new dialogue // to make sure the previous click doesn't register on the new dialogue
wasPointerClicked = false; wasPointerClicked = false;
clickCooldownTimer = 0.2f;
} }
} }
@ -613,13 +594,15 @@ namespace Fungus
protected virtual void OnWaitForInputTag(bool waiting) protected virtual void OnWaitForInputTag(bool waiting)
{} {}
public virtual void OnPointerClick() //
{ // IDialogInput implementation
if (clickCooldownTimer == 0f) //
public virtual void OnNextLineEvent()
{ {
wasPointerClicked = true; wasPointerClicked = true;
} }
}
} }
} }

131
Assets/Fungus/Narrative/Scripts/DialogInput.cs

@ -0,0 +1,131 @@
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
namespace Fungus
{
public interface IDialogInputListener
{
void OnNextLineEvent();
}
public class DialogInput : MonoBehaviour
{
public enum ClickMode
{
Disabled,
ClickAnywhere,
ClickOnDialog
}
public enum KeyPressMode
{
Disabled,
AnyKey,
KeyPressed
}
public ClickMode clickMode;
public KeyPressMode keyPressMode;
public float nextClickDelay = 0.2f;
[Tooltip("Keycode of the key to activate on")]
public KeyCode[] keyList;
protected bool dialogClickedFlag;
protected bool nextLineInputFlag;
protected float ignoreClickTimer;
/**
* Trigger next line input event from script.
*/
public void SetNextLineFlag()
{
nextLineInputFlag = true;
}
/**
* Set the dialog clicked flag (usually from an Event Trigger component in the dialog UI)
*/
public void SetDialogClickedFlag()
{
// Ignore repeat clicks for a short time to prevent accidentally clicking through the character dialogue
if (ignoreClickTimer > 0f)
{
return;
}
ignoreClickTimer = nextClickDelay;
// Only applies in Click On Dialog mode
if (clickMode == ClickMode.ClickOnDialog)
{
dialogClickedFlag = true;
}
}
protected virtual void Update()
{
switch (keyPressMode)
{
case KeyPressMode.Disabled:
break;
case KeyPressMode.AnyKey:
if (Input.anyKeyDown)
{
SetNextLineFlag();
}
break;
case KeyPressMode.KeyPressed:
foreach (KeyCode keyCode in keyList)
{
if (Input.GetKeyDown(keyCode))
{
SetNextLineFlag();
}
}
break;
}
switch (clickMode)
{
case ClickMode.Disabled:
break;
case ClickMode.ClickAnywhere:
if (Input.GetMouseButtonDown(0))
{
SetNextLineFlag();
}
break;
case ClickMode.ClickOnDialog:
if (dialogClickedFlag)
{
SetNextLineFlag();
dialogClickedFlag = false;
}
break;
}
if (ignoreClickTimer > 0f)
{
ignoreClickTimer = Mathf.Max (ignoreClickTimer - Time.deltaTime, 0f);
}
// Tell any listeners to move to the next line
if (nextLineInputFlag)
{
IDialogInputListener[] inputListeners = gameObject.GetComponentsInChildren<IDialogInputListener>();
foreach (IDialogInputListener inputListener in inputListeners)
{
inputListener.OnNextLineEvent();
}
nextLineInputFlag = false;
}
}
}
}

12
Assets/Fungus/Narrative/Scripts/DialogInput.cs.meta

@ -0,0 +1,12 @@
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guid: 43b85556abd314f3f870c18c013fdcef
timeCreated: 1439996546
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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10
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -45,7 +45,11 @@ namespace Fungus
public virtual void Say(string text, bool waitForInput, AudioClip voiceOverClip, Action onComplete) public virtual void Say(string text, bool waitForInput, AudioClip voiceOverClip, Action onComplete)
{ {
Clear(); Writer writer = GetComponent<Writer>();
if (writer == null)
{
writer = gameObject.AddComponent<Writer>();
}
Action onWritingComplete = delegate { Action onWritingComplete = delegate {
if (waitForInput) if (waitForInput)
@ -85,7 +89,9 @@ namespace Fungus
} }
}; };
StartCoroutine(WriteText(text, voiceOverClip, onWritingComplete, onExitTag)); ShowContinueImage(false);
writer.Write(text, true, onWritingComplete, onExitTag);
} }
public override void Clear() public override void Clear()

7
Assets/Fungus/UI/Scripts/Commands/Write.cs

@ -73,12 +73,15 @@ namespace Fungus
if (!waitUntilFinished) if (!waitUntilFinished)
{ {
writer.Write(newText, clearText); writer.Write(newText, clearText, null, null);
Continue(); Continue();
} }
else else
{ {
writer.Write(newText, clearText, () => { Continue (); } ); writer.Write(newText, clearText,
() => { Continue (); },
() => { Continue (); }
);
} }
} }

41
Assets/Fungus/UI/Scripts/Writer.cs

@ -7,8 +7,9 @@ using System;
namespace Fungus namespace Fungus
{ {
public class Writer : MonoBehaviour public class Writer : MonoBehaviour, IDialogInputListener
{ {
public GameObject targetTextObject;
public float writingSpeed = 60; public float writingSpeed = 60;
public float punctuationPause = 0.25f; public float punctuationPause = 0.25f;
public Color hiddenTextColor = new Color(1,1,1,0); public Color hiddenTextColor = new Color(1,1,1,0);
@ -63,9 +64,15 @@ namespace Fungus
protected virtual void Awake() protected virtual void Awake()
{ {
textUI = GetComponent<Text>(); GameObject go = targetTextObject;
inputField = GetComponent<InputField>(); if (go == null)
textMesh = GetComponent<TextMesh>(); {
go = gameObject;
}
textUI = go.GetComponent<Text>();
inputField = go.GetComponent<InputField>();
textMesh = go.GetComponent<TextMesh>();
} }
public virtual bool HasTextObject() public virtual bool HasTextObject()
@ -136,14 +143,6 @@ namespace Fungus
return closeText; return closeText;
} }
protected virtual void Update()
{
if (Input.anyKeyDown)
{
SetInputFlag();
}
}
public virtual void SetTextColor(Color textColor) public virtual void SetTextColor(Color textColor)
{ {
if (textUI != null) if (textUI != null)
@ -188,7 +187,7 @@ namespace Fungus
} }
} }
public virtual void Write(string content, bool clear, Action onComplete = null) public virtual void Write(string content, bool clear, Action onComplete, Action onExit)
{ {
if (clear) if (clear)
{ {
@ -203,10 +202,10 @@ namespace Fungus
TextTagParser tagParser = new TextTagParser(); TextTagParser tagParser = new TextTagParser();
List<TextTagParser.Token> tokens = tagParser.Tokenize(content); List<TextTagParser.Token> tokens = tagParser.Tokenize(content);
StartCoroutine(ProcessTokens(tokens, onComplete)); StartCoroutine(ProcessTokens(tokens, onComplete, onExit));
} }
protected virtual IEnumerator ProcessTokens(List<TextTagParser.Token> tokens, Action onComplete) protected virtual IEnumerator ProcessTokens(List<TextTagParser.Token> tokens, Action onComplete, Action onExit)
{ {
text = ""; text = "";
@ -290,6 +289,10 @@ namespace Fungus
break; break;
case TextTagParser.TokenType.Exit: case TextTagParser.TokenType.Exit:
if (onExit != null)
{
onExit();
}
yield break; yield break;
case TextTagParser.TokenType.Message: case TextTagParser.TokenType.Message:
@ -536,6 +539,14 @@ namespace Fungus
return go.GetComponent<AudioSource>(); return go.GetComponent<AudioSource>();
} }
//
// IDialogInputListener implementation
//
public virtual void OnNextLineEvent()
{
SetInputFlag();
}
} }
} }

973
Assets/Tests/Narrative/NarrativeTests.unity

File diff suppressed because it is too large Load Diff

9
Assets/Tests/TestTrigger.meta

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12
Assets/Tests/TestTrigger/TestTrigger.cs

@ -0,0 +1,12 @@
using UnityEngine;
using System.Collections;
public class TestTrigger : MonoBehaviour
{
public void DoSomething()
{
Debug.Log("Ok");
}
}

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