Browse Source

Redesign say & multiple choice dialogs #82

Replaced Choose, Option commands with new Menu command
- Menu command displays Menu dialog immediately and then continues
- Menu dialog is a simple list of buttons
Say dialog can now display and continue (via Wait For Input property)
- This allows you to display Say text and show a multiple choice menu
at the same time
There is now only one type of standard Say dialog
- Text box automatically adjusts if no character image is displayed
Added SetSayDialog and SetMenuDialog commands to explicitly switch
between custom dialog objects.
Added a MenuTimer command to display the timeout slider
- Calls a target sequence if the timer expires
master
chrisgregan 10 years ago
parent
commit
5d64c168e6
  1. 0
      Assets/Fungus/Dialog/Deprecated/Arrow.png
  2. 0
      Assets/Fungus/Dialog/Deprecated/Arrow.png.meta
  3. 7
      Assets/Fungus/Dialog/Deprecated/Choose.cs
  4. 0
      Assets/Fungus/Dialog/Deprecated/ChooseDialog.cs
  5. 0
      Assets/Fungus/Dialog/Deprecated/ChooseDialog.cs.meta
  6. 1
      Assets/Fungus/Dialog/Deprecated/ChooseDialog.prefab
  7. 0
      Assets/Fungus/Dialog/Deprecated/ChooseDialog.prefab.meta
  8. 5
      Assets/Fungus/Dialog/Deprecated/ChooseOption.cs
  9. 0
      Assets/Fungus/Dialog/Deprecated/ChooseOption.cs.meta
  10. 2
      Assets/Fungus/Dialog/Deprecated/Editor.meta
  11. 0
      Assets/Fungus/Dialog/Deprecated/Editor/AddOptionEditor.cs
  12. 0
      Assets/Fungus/Dialog/Deprecated/Editor/AddOptionEditor.cs.meta
  13. 13
      Assets/Fungus/Dialog/Deprecated/Editor/ChooseEditor.cs
  14. 0
      Assets/Fungus/Dialog/Deprecated/Editor/ChooseEditor.cs.meta
  15. 13
      Assets/Fungus/Dialog/Deprecated/Editor/ChooseOptionEditor.cs
  16. 0
      Assets/Fungus/Dialog/Deprecated/Editor/ChooseOptionEditor.cs.meta
  17. 0
      Assets/Fungus/Dialog/Deprecated/Editor/OptionEditor.cs
  18. 0
      Assets/Fungus/Dialog/Deprecated/Editor/OptionEditor.cs.meta
  19. 2
      Assets/Fungus/Dialog/Deprecated/NarratorDialog.prefab
  20. 0
      Assets/Fungus/Dialog/Deprecated/NarratorDialog.prefab.meta
  21. 0
      Assets/Fungus/Dialog/Deprecated/Option.cs
  22. 0
      Assets/Fungus/Dialog/Deprecated/Option.cs.meta
  23. 2
      Assets/Fungus/Dialog/Deprecated/SayDialog.prefab
  24. 0
      Assets/Fungus/Dialog/Deprecated/SayDialog.prefab.meta
  25. 4
      Assets/Fungus/Dialog/Editor/CharacterEditor.cs
  26. 30
      Assets/Fungus/Dialog/Editor/DialogMenuItems.cs
  27. 47
      Assets/Fungus/Dialog/Editor/MenuEditor.cs
  28. 8
      Assets/Fungus/Dialog/Editor/MenuEditor.cs.meta
  29. 41
      Assets/Fungus/Dialog/Editor/MenuTimerEditor.cs
  30. 8
      Assets/Fungus/Dialog/Editor/MenuTimerEditor.cs.meta
  31. 16
      Assets/Fungus/Dialog/Editor/SayEditor.cs
  32. 2
      Assets/Fungus/Dialog/Fonts/Exo2.meta
  33. BIN
      Assets/Fungus/Dialog/Fonts/Exo2/Exo2-Bold.ttf
  34. 14
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  35. BIN
      Assets/Fungus/Dialog/Fonts/Exo2/Exo2-Regular.ttf
  36. 14
      Assets/Fungus/Dialog/Fonts/Exo2/Exo2-Regular.ttf.meta
  37. 97
      Assets/Fungus/Dialog/Fonts/Exo2/OFL.txt
  38. 4
      Assets/Fungus/Dialog/Fonts/Exo2/OFL.txt.meta
  39. 5
      Assets/Fungus/Dialog/Images.meta
  40. 0
      Assets/Fungus/Dialog/Images/Attribution.txt
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  47. 0
      Assets/Fungus/Dialog/Images/Mushroom.png.meta
  48. BIN
      Assets/Fungus/Dialog/Images/OptionButton.png
  49. 47
      Assets/Fungus/Dialog/Images/OptionButton.png.meta
  50. BIN
      Assets/Fungus/Dialog/Images/OptionButtonDisabled.png
  51. 47
      Assets/Fungus/Dialog/Images/OptionButtonDisabled.png.meta
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      Assets/Fungus/Dialog/Images/OptionButtonHighlighted.png
  53. 47
      Assets/Fungus/Dialog/Images/OptionButtonHighlighted.png.meta
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      Assets/Fungus/Dialog/Images/OptionButtonPressed.png
  55. 47
      Assets/Fungus/Dialog/Images/OptionButtonPressed.png.meta
  56. 5
      Assets/Fungus/Dialog/Resources.meta
  57. 6
      Assets/Fungus/Dialog/Resources/FungusCharacter.prefab
  58. 0
      Assets/Fungus/Dialog/Resources/FungusCharacter.prefab.meta
  59. 87
      Assets/Fungus/Dialog/Resources/FungusEventSystem.prefab
  60. 2
      Assets/Fungus/Dialog/Resources/FungusEventSystem.prefab.meta
  61. 1385
      Assets/Fungus/Dialog/Resources/FungusMenuDialog.prefab
  62. 2
      Assets/Fungus/Dialog/Resources/FungusMenuDialog.prefab.meta
  63. 643
      Assets/Fungus/Dialog/Resources/FungusSayDialog.prefab
  64. 4
      Assets/Fungus/Dialog/Resources/FungusSayDialog.prefab.meta
  65. 2
      Assets/Fungus/Dialog/Scripts/Character.cs
  66. 112
      Assets/Fungus/Dialog/Scripts/Commands/Menu.cs
  67. 8
      Assets/Fungus/Dialog/Scripts/Commands/Menu.cs.meta
  68. 59
      Assets/Fungus/Dialog/Scripts/Commands/MenuTimer.cs
  69. 8
      Assets/Fungus/Dialog/Scripts/Commands/MenuTimer.cs.meta
  70. 88
      Assets/Fungus/Dialog/Scripts/Commands/Say.cs
  71. 69
      Assets/Fungus/Dialog/Scripts/Commands/SetMenuDialog.cs
  72. 8
      Assets/Fungus/Dialog/Scripts/Commands/SetMenuDialog.cs.meta
  73. 69
      Assets/Fungus/Dialog/Scripts/Commands/SetSayDialog.cs
  74. 8
      Assets/Fungus/Dialog/Scripts/Commands/SetSayDialog.cs.meta
  75. 6
      Assets/Fungus/Dialog/Scripts/Dialog.cs
  76. 152
      Assets/Fungus/Dialog/Scripts/MenuDialog.cs
  77. 8
      Assets/Fungus/Dialog/Scripts/MenuDialog.cs.meta
  78. 12
      Assets/Fungus/Dialog/Scripts/SayDialog.cs
  79. 8
      Assets/Fungus/FungusScript/Scripts/Command.cs
  80. 9
      Assets/Fungus/FungusScript/Scripts/Sequence.cs
  81. 2
      Assets/FungusExamples/JumpingPrax/Animations/GreenAlien.controller
  82. 2332
      Assets/FungusExamples/JumpingPrax/JumpingPrax.unity
  83. 299
      Assets/FungusExamples/TheFacility/Prefabs/CYOASayDialog.prefab
  84. 5777
      Assets/FungusExamples/TheFacility/TheFacility.unity
  85. 3101
      Assets/FungusExamples/TheHunter/TheHunter.unity
  86. 4
      Assets/FungusExamples/iTween/iTween.unity
  87. 5
      Assets/NewDialog.meta
  88. 5
      Assets/NewDialog/Scenes.meta
  89. 662
      Assets/NewDialog/Scenes/NewDialog.unity
  90. 4
      Assets/NewDialog/Scenes/NewDialog.unity.meta

0
Assets/Fungus/Dialog/Sprites/Arrow.png → Assets/Fungus/Dialog/Deprecated/Arrow.png

Before

Width:  |  Height:  |  Size: 17 KiB

After

Width:  |  Height:  |  Size: 17 KiB

0
Assets/Fungus/Dialog/Sprites/Arrow.png.meta → Assets/Fungus/Dialog/Deprecated/Arrow.png.meta

7
Assets/Fungus/Dialog/Deprecated/Choose.cs

@ -47,14 +47,9 @@ namespace Fungus
showBasicGUI = false;
if (chooseDialog == null)
{
if ( character != null ) {
// Try to get character's choose box
chooseDialog = character.chooseDialogBox;
}
if (chooseDialog == null)
{
// Try to get any SayDialog in the scene
// Try to get any ChooseDialog in the scene
chooseDialog = GameObject.FindObjectOfType<ChooseDialog>();
}

0
Assets/Fungus/Dialog/Scripts/ChooseDialog.cs → Assets/Fungus/Dialog/Deprecated/ChooseDialog.cs

0
Assets/Fungus/Dialog/Scripts/ChooseDialog.cs.meta → Assets/Fungus/Dialog/Deprecated/ChooseDialog.cs.meta

1
Assets/Fungus/Dialog/Prefabs/ChooseDialog.prefab → Assets/Fungus/Dialog/Deprecated/ChooseDialog.prefab

@ -338,7 +338,6 @@ MonoBehaviour:
m_Script: {fileID: 1301386320, guid: f5f67c52d1564df4a8936ccd202a3bd8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Priority: 3
ignoreReversedGraphics: 1
blockingObjects: 0
m_BlockingMask:

0
Assets/Fungus/Dialog/Prefabs/ChooseDialog.prefab.meta → Assets/Fungus/Dialog/Deprecated/ChooseDialog.prefab.meta

5
Assets/Fungus/Dialog/Scripts/Commands/ChooseOption.cs → Assets/Fungus/Dialog/Deprecated/ChooseOption.cs

@ -35,11 +35,6 @@ namespace Fungus
{
if (chooseDialog == null)
{
if ( character != null ) {
// Try to get character's choose box
chooseDialog = character.chooseDialogBox;
}
if (chooseDialog == null)
{
// Try to get any ChooseDialog in the scene

0
Assets/Fungus/Dialog/Scripts/Commands/ChooseOption.cs.meta → Assets/Fungus/Dialog/Deprecated/ChooseOption.cs.meta

2
Assets/Fungus/Dialog/Prefabs.meta → Assets/Fungus/Dialog/Deprecated/Editor.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 5dc9fe37d5aec4305a124d133294994f
guid: 3565c35600a5b46c0b29c75e85a3e760
folderAsset: yes
DefaultImporter:
userData:

0
Assets/Fungus/Dialog/Editor/AddOptionEditor.cs → Assets/Fungus/Dialog/Deprecated/Editor/AddOptionEditor.cs

0
Assets/Fungus/Dialog/Editor/AddOptionEditor.cs.meta → Assets/Fungus/Dialog/Deprecated/Editor/AddOptionEditor.cs.meta

13
Assets/Fungus/Dialog/Editor/ChooseEditor.cs → Assets/Fungus/Dialog/Deprecated/Editor/ChooseEditor.cs

@ -51,21 +51,10 @@ namespace Fungus
if (t.character != null && // Character is selected
t.character.portraits != null && // Character has a portraits field
t.character.portraits.Count > 0 ) // Selected Character has at least 1 portrait
{
ChooseDialog cd = t.chooseDialog;
if (t.chooseDialog == null) // If default box selected
{
cd = t.character.chooseDialogBox; // Try to get character's default choose dialog box
if (t.chooseDialog == null) // If no default specified, Try to get any ChooseDialog in the scene
{
cd = GameObject.FindObjectOfType<ChooseDialog>();
}
}
if (cd != null && cd.characterImage != null) // Check that selected choose dialog has a character image
{
showPortraits = true;
}
}
if (showPortraits)
{
CommandEditor.ObjectField<Sprite>(portraitProp,

0
Assets/Fungus/Dialog/Editor/ChooseEditor.cs.meta → Assets/Fungus/Dialog/Deprecated/Editor/ChooseEditor.cs.meta

13
Assets/Fungus/Dialog/Editor/ChooseOptionEditor.cs → Assets/Fungus/Dialog/Deprecated/Editor/ChooseOptionEditor.cs

@ -51,21 +51,10 @@ namespace Fungus
if (t.character != null && // Character is selected
t.character.portraits != null && // Character has a portraits field
t.character.portraits.Count > 0 ) // Selected Character has at least 1 portrait
{
ChooseDialog cd = t.chooseDialog;
if (t.chooseDialog == null) // If default box selected
{
cd = t.character.chooseDialogBox; // Try to get character's default choose dialog box
if (t.chooseDialog == null) // If no default specified, Try to get any ChooseDialog in the scene
{
cd = GameObject.FindObjectOfType<ChooseDialog>();
}
}
if (cd != null && cd.characterImage != null) // Check that selected choose dialog has a character image
{
showPortraits = true;
}
}
if (showPortraits)
{
CommandEditor.ObjectField<Sprite>(portraitProp,

0
Assets/Fungus/Dialog/Editor/ChooseOptionEditor.cs.meta → Assets/Fungus/Dialog/Deprecated/Editor/ChooseOptionEditor.cs.meta

0
Assets/Fungus/Dialog/Editor/OptionEditor.cs → Assets/Fungus/Dialog/Deprecated/Editor/OptionEditor.cs

0
Assets/Fungus/Dialog/Editor/OptionEditor.cs.meta → Assets/Fungus/Dialog/Deprecated/Editor/OptionEditor.cs.meta

2
Assets/Fungus/Dialog/Prefabs/NarratorDialog.prefab → Assets/Fungus/Dialog/Deprecated/NarratorDialog.prefab

@ -133,7 +133,6 @@ MonoBehaviour:
m_Script: {fileID: 1301386320, guid: f5f67c52d1564df4a8936ccd202a3bd8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Priority: 3
ignoreReversedGraphics: 1
blockingObjects: 0
m_BlockingMask:
@ -385,6 +384,7 @@ CanvasGroup:
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 100004}
m_Enabled: 1
m_Alpha: 1
m_Interactable: 1
m_BlocksRaycasts: 1

0
Assets/Fungus/Dialog/Prefabs/NarratorDialog.prefab.meta → Assets/Fungus/Dialog/Deprecated/NarratorDialog.prefab.meta

0
Assets/Fungus/Dialog/Scripts/Commands/Option.cs → Assets/Fungus/Dialog/Deprecated/Option.cs

0
Assets/Fungus/Dialog/Scripts/Commands/Option.cs.meta → Assets/Fungus/Dialog/Deprecated/Option.cs.meta

2
Assets/Fungus/Dialog/Prefabs/SayDialog.prefab → Assets/Fungus/Dialog/Deprecated/SayDialog.prefab

@ -168,7 +168,6 @@ MonoBehaviour:
m_Script: {fileID: 1301386320, guid: f5f67c52d1564df4a8936ccd202a3bd8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Priority: 3
ignoreReversedGraphics: 1
blockingObjects: 0
m_BlockingMask:
@ -529,6 +528,7 @@ CanvasGroup:
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 100006}
m_Enabled: 1
m_Alpha: 1
m_Interactable: 1
m_BlocksRaycasts: 1

0
Assets/Fungus/Dialog/Prefabs/SayDialog.prefab.meta → Assets/Fungus/Dialog/Deprecated/SayDialog.prefab.meta

4
Assets/Fungus/Dialog/Editor/CharacterEditor.cs

@ -23,8 +23,6 @@ namespace Fungus
{
nameTextProp = serializedObject.FindProperty ("nameText");
nameColorProp = serializedObject.FindProperty ("nameColor");
sayDialogBoxProp = serializedObject.FindProperty ("sayDialogBox");
chooseDialogBoxProp = serializedObject.FindProperty ("chooseDialogBox");
soundEffectProp = serializedObject.FindProperty ("soundEffect");
portraitsProp = serializedObject.FindProperty ("portraits");
notesProp = serializedObject.FindProperty ("notes");
@ -48,8 +46,6 @@ namespace Fungus
EditorGUILayout.PropertyField(nameTextProp, new GUIContent("Name Text", "Name of the character display in the dialog"));
EditorGUILayout.PropertyField(nameColorProp, new GUIContent("Name Color", "Color of name text display in the dialog"));
EditorGUILayout.PropertyField(sayDialogBoxProp, new GUIContent("Say Dialog", "Say dialog box this character should use"));
EditorGUILayout.PropertyField(chooseDialogBoxProp, new GUIContent("Choose Dialog", "Choose dialog box this character should use"));
EditorGUILayout.PropertyField(soundEffectProp, new GUIContent("Sound Effect", "Sound to play when the character is talking. Overrides the setting in the Dialog."));
ReorderableListGUI.Title(new GUIContent("Portraits", "Character image sprites to display in the dialog"));

30
Assets/Fungus/Dialog/Editor/DialogMenuItems.cs

@ -5,31 +5,41 @@ using System.Collections;
namespace Fungus
{
// The prefab names are prefixed with Fungus to avoid clashes with any other prefabs in the project
public class DialogMenuItems
{
[MenuItem("GameObject/Fungus/Dialog/Character")]
static void CreateCharacter()
{
FungusScriptMenuItems.SpawnPrefab("Assets/Fungus/Dialog/Prefabs/Character.prefab");
}
[MenuItem("GameObject/Fungus/Dialog/NarratorDialog")]
static void CreateNarratorDialog()
GameObject go = Resources.Load<GameObject>("FungusCharacter");
if (go != null)
{
FungusScriptMenuItems.SpawnPrefab("Assets/Fungus/Dialog/Prefabs/NarratorDialog.prefab");
GameObject spawnedGO = PrefabUtility.InstantiatePrefab(go) as GameObject;
spawnedGO.name = "Character";
}
}
[MenuItem("GameObject/Fungus/Dialog/SayDialog")]
static void CreateSayDialog()
{
FungusScriptMenuItems.SpawnPrefab("Assets/Fungus/Dialog/Prefabs/SayDialog.prefab");
GameObject go = Resources.Load<GameObject>("FungusSayDialog");
if (go != null)
{
GameObject spawnedGO = PrefabUtility.InstantiatePrefab(go) as GameObject;
spawnedGO.name = "SayDialog";
}
}
[MenuItem("GameObject/Fungus/Dialog/ChooseDialog")]
static void CreateChooseDialog()
[MenuItem("GameObject/Fungus/Dialog/MenuDialog")]
static void CreateMenuDialog()
{
GameObject go = Resources.Load<GameObject>("FungusMenuDialog");
if (go != null)
{
FungusScriptMenuItems.SpawnPrefab("Assets/Fungus/Dialog/Prefabs/ChooseDialog.prefab");
GameObject spawnedGO = PrefabUtility.InstantiatePrefab(go) as GameObject;
spawnedGO.name = "MenuDialog";
}
}
}

47
Assets/Fungus/Dialog/Editor/MenuEditor.cs

@ -0,0 +1,47 @@
using UnityEditor;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CustomEditor (typeof(Fungus.Menu))]
public class MenuEditor : CommandEditor
{
protected SerializedProperty textProp;
protected SerializedProperty targetSequenceProp;
protected SerializedProperty hideIfVisitedProp;
protected virtual void OnEnable()
{
textProp = serializedObject.FindProperty("text");
targetSequenceProp = serializedObject.FindProperty("targetSequence");
hideIfVisitedProp = serializedObject.FindProperty("hideIfVisited");
}
public override void DrawCommandGUI()
{
FungusScript fungusScript = FungusScriptWindow.GetFungusScript();
if (fungusScript == null)
{
return;
}
serializedObject.Update();
EditorGUILayout.PropertyField(textProp);
SequenceEditor.SequenceField(targetSequenceProp,
new GUIContent("Target Sequence", "Sequence to call when option is selected"),
new GUIContent("<None>"),
fungusScript);
EditorGUILayout.PropertyField(hideIfVisitedProp);
serializedObject.ApplyModifiedProperties();
}
}
}

8
Assets/Fungus/Dialog/Editor/MenuEditor.cs.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1cda2f9e2356d4f89a34947e7138a492
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

41
Assets/Fungus/Dialog/Editor/MenuTimerEditor.cs

@ -0,0 +1,41 @@
using UnityEditor;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CustomEditor (typeof(MenuTimer))]
public class MenuTimerEditor : CommandEditor
{
protected SerializedProperty durationProp;
protected SerializedProperty targetSequenceProp;
protected virtual void OnEnable()
{
durationProp = serializedObject.FindProperty("duration");
targetSequenceProp = serializedObject.FindProperty("targetSequence");
}
public override void DrawCommandGUI()
{
FungusScript fungusScript = FungusScriptWindow.GetFungusScript();
if (fungusScript == null)
{
return;
}
serializedObject.Update();
EditorGUILayout.PropertyField(durationProp);
SequenceEditor.SequenceField(targetSequenceProp,
new GUIContent("Target Sequence", "Sequence to call when timer expires"),
new GUIContent("<None>"),
fungusScript);
serializedObject.ApplyModifiedProperties();
}
}
}

8
Assets/Fungus/Dialog/Editor/MenuTimerEditor.cs.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4e5657f4bcb4c46f8bed6027c51ef4ba
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

16
Assets/Fungus/Dialog/Editor/SayEditor.cs

@ -39,6 +39,7 @@ namespace Fungus
protected SerializedProperty voiceOverClipProp;
protected SerializedProperty showAlwaysProp;
protected SerializedProperty showCountProp;
protected SerializedProperty waitForInputProp;
protected virtual void OnEnable()
{
@ -49,6 +50,7 @@ namespace Fungus
voiceOverClipProp = serializedObject.FindProperty("voiceOverClip");
showAlwaysProp = serializedObject.FindProperty("showAlways");
showCountProp = serializedObject.FindProperty("showCount");
waitForInputProp = serializedObject.FindProperty("waitForInput");
}
public override void DrawCommandGUI()
@ -71,21 +73,9 @@ namespace Fungus
if (t.character != null && // Character is selected
t.character.portraits != null && // Character has a portraits field
t.character.portraits.Count > 0 ) // Selected Character has at least 1 portrait
{
SayDialog sd = t.sayDialog;
if (t.sayDialog == null) // If default box selected
{
sd = t.character.sayDialogBox; // Try to get character's default say dialog box
if (t.sayDialog == null) // If no default specified, try to get any SayDialog in the scene
{
sd = GameObject.FindObjectOfType<SayDialog>();
}
}
if (sd != null && sd.characterImage != null) // Check that selected say dialog has a character image
{
showPortraits = true;
}
}
if (showPortraits)
{
@ -128,6 +118,8 @@ namespace Fungus
EditorGUILayout.PropertyField(showCountProp);
}
EditorGUILayout.PropertyField(waitForInputProp);
if (showPortraits && t.portrait != null)
{
Texture2D characterTexture = t.portrait.texture;

2
Assets/FungusExamples/TheFacility/Prefabs.meta → Assets/Fungus/Dialog/Fonts/Exo2.meta

@ -1,5 +1,5 @@
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guid: e3712f6aa5daa46efa690a7288358254
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14
Assets/Fungus/Dialog/Fonts/Exo2/Exo2-Bold.ttf.meta

@ -0,0 +1,14 @@
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guid: ee3a4060b74a7fd45b0cc411c99fd8f2
TrueTypeFontImporter:
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fontSize: 16
forceTextureCase: -2
characterSpacing: 1
characterPadding: 0
includeFontData: 1
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customCharacters:
fontRenderingMode: 0
userData:

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14
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@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: 333ca057701a73249850670faef184dc
TrueTypeFontImporter:
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fontSize: 16
forceTextureCase: -2
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fontRenderingMode: 0
userData:

97
Assets/Fungus/Dialog/Fonts/Exo2/OFL.txt

@ -0,0 +1,97 @@
Copyright (c) <dates>, <Copyright Holder> (<URL|email>),
with Reserved Font Name <Reserved Font Name>.
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>),
with Reserved Font Name <additional Reserved Font Name>.
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>).
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
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4
Assets/Fungus/Dialog/Resources/FungusSayDialog.prefab.meta

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2
Assets/Fungus/Dialog/Scripts/Character.cs

@ -10,8 +10,6 @@ namespace Fungus
{
public string nameText; // We need a separate name as the object name is used for character variations (e.g. "Smurf Happy", "Smurf Sad")
public Color nameColor = Color.white;
public SayDialog sayDialogBox;
public ChooseDialog chooseDialogBox;
public AudioClip soundEffect;
public Sprite profileSprite;
public List<Sprite> portraits;

112
Assets/Fungus/Dialog/Scripts/Commands/Menu.cs

@ -0,0 +1,112 @@
using UnityEngine;
using UnityEngine.EventSystems;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Dialog",
"Menu",
"Displays a multiple choice menu")]
[AddComponentMenu("")]
public class Menu : Command
{
// Menu displays a menu button which will execute the target sequence when clicked
// Menu Timeout executes a sequence if the timeout expires
// The 'Hide If Visited' option checks the execution count of the target sequence
// Hide Say dialog when finished? Let Say command handle that
// Can wrap in an If statement if you need a conditional option
public string text = "Option";
public Sequence targetSequence;
public bool hideIfVisited;
protected static bool eventSystemPresent;
public override void OnEnter()
{
CheckEventSystem();
MenuDialog menuDialog = SetMenuDialog.GetActiveMenuDialog();
if (menuDialog != null)
{
menuDialog.gameObject.SetActive(true);
if (hideIfVisited &&
targetSequence != null &&
targetSequence.GetExecutionCount() > 0)
{
// Don't show this option
}
else
{
menuDialog.AddOption(text, targetSequence);
}
}
Continue();
}
// There must be an Event System in the scene for Menu input to work.
// This function will automatically instantiate one if none exists.
protected virtual void CheckEventSystem()
{
if (eventSystemPresent)
{
return;
}
EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
if (eventSystem == null)
{
// Auto spawn an Event System from the prefab
GameObject go = Resources.Load<GameObject>("FungusEventSystem");
if (go != null)
{
GameObject spawnedGO = Instantiate(go) as GameObject;
spawnedGO.name = "EventSystem";
}
}
eventSystemPresent = true;
}
public override void GetConnectedSequences(ref List<Sequence> connectedSequences)
{
if (targetSequence != null)
{
connectedSequences.Add(targetSequence);
}
}
public override string GetSummary()
{
if (targetSequence == null)
{
return "Error: No target sequence selected";
}
if (text == "")
{
return "Error: No button text selected";
}
return text + " : " + targetSequence.sequenceName;
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
public override bool RunSlowInEditor()
{
return false;
}
}
}

8
Assets/Fungus/Dialog/Scripts/Commands/Menu.cs.meta

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59
Assets/Fungus/Dialog/Scripts/Commands/MenuTimer.cs

@ -0,0 +1,59 @@
using UnityEngine;
using UnityEngine.EventSystems;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Dialog",
"Menu Timer",
"Displays a timer bar and executes a target sequence if the player fails to select a menu option in time.")]
[AddComponentMenu("")]
public class MenuTimer : Command
{
public float duration;
public Sequence targetSequence;
public override void OnEnter()
{
MenuDialog menuDialog = SetMenuDialog.GetActiveMenuDialog();
if (menuDialog != null &&
targetSequence != null)
{
menuDialog.ShowTimer(duration, targetSequence);
}
Continue();
}
public override void GetConnectedSequences(ref List<Sequence> connectedSequences)
{
if (targetSequence != null)
{
connectedSequences.Add(targetSequence);
}
}
public override string GetSummary()
{
if (targetSequence == null)
{
return "Error: No target sequence selected";
}
return targetSequence.sequenceName;
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
public override bool RunSlowInEditor()
{
return false;
}
}
}

8
Assets/Fungus/Dialog/Scripts/Commands/MenuTimer.cs.meta

@ -0,0 +1,8 @@
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88
Assets/Fungus/Dialog/Scripts/Commands/Say.cs

@ -20,9 +20,6 @@ namespace Fungus
[Tooltip("Speaking character to use when writing the story text")]
public Character character;
[Tooltip("Say Dialog to use when writing the story text.")]
public SayDialog sayDialog;
[Tooltip("Portrait that represents speaking character")]
public Sprite portrait;
@ -35,9 +32,10 @@ namespace Fungus
[Tooltip("Number of times to show this Say text when the command is executed multiple times")]
public int showCount = 1;
protected int executionCount;
[Tooltip("Wait for player input before hiding the dialog and continuing. If false then the dialog will display and execution will continue.")]
public bool waitForInput = true;
protected bool showBasicGUI;
protected int executionCount;
public override void OnEnter()
{
@ -49,26 +47,13 @@ namespace Fungus
executionCount++;
showBasicGUI = false;
if (sayDialog == null)
{
if ( character != null ) {
// Try to get character's dialog box
sayDialog = character.sayDialogBox;
}
SayDialog sayDialog = SetSayDialog.GetActiveSayDialog();
if (sayDialog == null)
{
// Try to get any SayDialog in the scene
sayDialog = GameObject.FindObjectOfType<SayDialog>();
}
if (sayDialog == null)
{
// No custom dialog box exists, just use basic gui
showBasicGUI = true;
Continue();
return;
}
}
FungusScript fungusScript = GetFungusScript();
sayDialog.SetCharacter(character, fungusScript);
@ -83,8 +68,11 @@ namespace Fungus
string subbedText = fungusScript.SubstituteVariables(storyText);
sayDialog.Say(subbedText, delegate {
sayDialog.Say(subbedText, waitForInput, delegate {
if (waitForInput)
{
sayDialog.ShowDialog(false);
}
Continue();
});
}
@ -99,69 +87,11 @@ namespace Fungus
return namePrefix + "\"" + storyText + "\"";
}
protected virtual void OnGUI()
{
if (!showBasicGUI)
{
return;
}
// Draw a basic GUI to use when no uGUI dialog has been set
// Does not support drawing character images
GUILayout.BeginHorizontal(GUILayout.Width(Screen.width));
GUILayout.FlexibleSpace();
GUILayout.BeginVertical(GUILayout.Height(Screen.height));
GUILayout.FlexibleSpace();
GUILayout.BeginVertical(new GUIStyle(GUI.skin.box));
if (character != null)
{
GUILayout.Label(character.nameText);
GUILayout.Space(10);
}
GUILayout.Label(storyText);
if (GUILayout.Button("Continue"))
{
showBasicGUI = false;
Continue();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
public override void OnCommandAdded(Sequence parentSequence)
{
// Find last Say command in the sequence, then copy the Say dialog it's using.
// This saves a step when adding a new Say command
for (int i = parentSequence.commandList.Count - 1; i >= 0; --i)
{
Say sayCommand = parentSequence.commandList[i] as Say;
if (sayCommand != null)
{
if (sayCommand.sayDialog != null)
{
sayDialog = sayCommand.sayDialog;
break;
}
}
}
}
public override void OnReset()
{
executionCount = 0;

69
Assets/Fungus/Dialog/Scripts/Commands/SetMenuDialog.cs

@ -0,0 +1,69 @@
using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{
[CommandInfo("Dialog",
"Set Menu Dialog",
"Sets a custom menu dialog to use when displaying multiple choice menus")]
[AddComponentMenu("")]
public class SetMenuDialog : Command
{
public static MenuDialog activeMenuDialog;
public MenuDialog menuDialog;
public static MenuDialog GetActiveMenuDialog()
{
if (activeMenuDialog == null)
{
activeMenuDialog = GameObject.FindObjectOfType<MenuDialog>();
}
if (activeMenuDialog == null)
{
// Auto spawn a menu object from the prefab
GameObject go = Resources.Load<GameObject>("FungusMenuDialog");
if (go != null)
{
GameObject spawnedGO = Instantiate(go) as GameObject;
spawnedGO.name = "MenuDialog";
spawnedGO.SetActive(false);
activeMenuDialog = spawnedGO.GetComponent<MenuDialog>();
}
}
return activeMenuDialog;
}
public override void OnEnter()
{
if (menuDialog != null)
{
activeMenuDialog = menuDialog;
}
// Populate the static cached dialog
GetActiveMenuDialog();
Continue();
}
public override string GetSummary()
{
if (menuDialog == null)
{
return "Error: No menu dialog selected";
}
return menuDialog.name;
}
public override Color GetButtonColor()
{
return new Color32(170, 204, 169, 255);
}
}
}

8
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69
Assets/Fungus/Dialog/Scripts/Commands/SetSayDialog.cs

@ -0,0 +1,69 @@
using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{
[CommandInfo("Dialog",
"Set Say Dialog",
"Sets a custom say dialog to use when displaying story text")]
[AddComponentMenu("")]
public class SetSayDialog : Command
{
public static SayDialog activeDialog;
public SayDialog sayDialog;
public static SayDialog GetActiveSayDialog()
{
if (activeDialog == null)
{
activeDialog = GameObject.FindObjectOfType<SayDialog>();
}
if (activeDialog == null)
{
// Auto spawn a say dialog from the prefab
GameObject go = Resources.Load<GameObject>("FungusSayDialog");
if (go != null)
{
GameObject spawnedGO = Instantiate(go) as GameObject;
spawnedGO.name = "SayDialog";
spawnedGO.SetActive(false);
activeDialog = spawnedGO.GetComponent<SayDialog>();
}
}
return activeDialog;
}
public override void OnEnter()
{
if (sayDialog != null)
{
activeDialog = sayDialog;
}
// Populate the static cached dialog
GetActiveSayDialog();
Continue();
}
public override string GetSummary()
{
if (sayDialog == null)
{
return "Error: No say dialog selected";
}
return sayDialog.name;
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
}
}

8
Assets/Fungus/Dialog/Scripts/Commands/SetSayDialog.cs.meta

@ -0,0 +1,8 @@
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guid: d65d551a201c94bc79950076ff3eaf2e
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defaultReferences: []
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icon: {instanceID: 0}
userData:

6
Assets/Fungus/Dialog/Scripts/Dialog.cs

@ -76,7 +76,7 @@ namespace Fungus
if (character == null)
{
if (characterImage != null)
characterImage.enabled = false;
characterImage.gameObject.SetActive(false);
if (nameText != null)
nameText.text = "";
characterTypingSound = null;
@ -110,11 +110,11 @@ namespace Fungus
if (image != null)
{
characterImage.sprite = image;
characterImage.enabled = true;
characterImage.gameObject.SetActive(true);
}
else
{
characterImage.enabled = false;
characterImage.gameObject.SetActive(false);
}
}
}

152
Assets/Fungus/Dialog/Scripts/MenuDialog.cs

@ -0,0 +1,152 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class MenuDialog : MonoBehaviour
{
protected Button[] cachedButtons;
protected Slider cachedSlider;
public virtual void Awake()
{
Button[] optionButtons = GetComponentsInChildren<Button>();
cachedButtons = optionButtons;
Slider timeoutSlider = GetComponentInChildren<Slider>();
cachedSlider = timeoutSlider;
Clear();
}
public virtual void OnEnable()
{
// The canvas may fail to update if the menu dialog is enabled in the first game frame.
// To fix this we just need to force a canvas update when the object is enabled.
Canvas.ForceUpdateCanvases();
}
protected virtual void Clear()
{
StopAllCoroutines();
Button[] optionButtons = GetComponentsInChildren<Button>();
foreach (UnityEngine.UI.Button button in optionButtons)
{
button.onClick.RemoveAllListeners();
}
foreach (UnityEngine.UI.Button button in optionButtons)
{
if (button != null)
{
button.gameObject.SetActive(false);
}
}
Slider timeoutSlider = GetComponentInChildren<Slider>();
if (timeoutSlider != null)
{
timeoutSlider.gameObject.SetActive(false);
}
}
public virtual bool AddOption(string text, Sequence targetSequence)
{
gameObject.SetActive(true);
bool addedOption = false;
foreach (Button button in cachedButtons)
{
if (!button.gameObject.activeSelf)
{
button.gameObject.SetActive(true);
Text textComponent = button.GetComponentInChildren<Text>();
if (textComponent != null)
{
textComponent.text = text;
}
Sequence sequence = targetSequence;
button.onClick.AddListener(delegate {
StopAllCoroutines(); // Stop timeout
Clear();
gameObject.SetActive(false);
// Hide the active Say dialog in case it's still being displayed
SayDialog activeSayDialog = SetSayDialog.GetActiveSayDialog();
if (activeSayDialog != null)
{
activeSayDialog.ShowDialog(false);
}
if (sequence != null)
{
#if UNITY_EDITOR
// Select the new target sequence in the Fungus Script window
FungusScript fungusScript = sequence.GetFungusScript();
fungusScript.selectedSequence = sequence;
#endif
sequence.ExecuteCommand(0);
}
});
addedOption = true;
break;
}
}
return addedOption;
}
public virtual void ShowTimer(float duration, Sequence targetSequence)
{
gameObject.SetActive(true);
if (cachedSlider != null)
{
cachedSlider.gameObject.SetActive(true);
StopAllCoroutines();
StartCoroutine(WaitForTimeout(duration, targetSequence));
}
}
protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Sequence targetSequence)
{
float elapsedTime = 0;
Slider timeoutSlider = GetComponentInChildren<Slider>();
while (elapsedTime < timeoutDuration)
{
if (timeoutSlider != null)
{
float t = 1f - elapsedTime / timeoutDuration;
timeoutSlider.value = t;
}
elapsedTime += Time.deltaTime;
yield return null;
}
Clear();
gameObject.SetActive(false);
if (targetSequence != null)
{
targetSequence.ExecuteCommand(0);
}
}
}
}

8
Assets/Fungus/Dialog/Scripts/MenuDialog.cs.meta

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guid: ee8371d2b2fe14a9ca0a9465140027de
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userData:

12
Assets/Fungus/Dialog/Scripts/SayDialog.cs

@ -27,11 +27,13 @@ namespace Fungus
activeDialogs.Remove(this);
}
public virtual void Say(string text, Action onComplete)
public virtual void Say(string text, bool waitForInput, Action onComplete)
{
Clear();
Action onWritingComplete = delegate {
if (waitForInput)
{
ShowContinueImage(true);
StartCoroutine(WaitForInput(delegate {
Clear();
@ -41,6 +43,14 @@ namespace Fungus
onComplete();
}
}));
}
else
{
if (onComplete != null)
{
onComplete();
}
}
};
Action onExitTag = delegate {

8
Assets/Fungus/FungusScript/Scripts/Command.cs

@ -184,6 +184,14 @@ namespace Fungus
{
return Color.white;
}
/**
* Adds a delay between commands if the 'Run Slow In Editor' sequence option is enabled.
*/
public virtual bool RunSlowInEditor()
{
return true;
}
}
}

9
Assets/Fungus/FungusScript/Scripts/Sequence.cs

@ -176,14 +176,15 @@ namespace Fungus
fungusScript.AddSelectedCommand(nextCommand);
}
if (!runSlowInEditor)
if (runSlowInEditor &&
nextCommand.RunSlowInEditor())
{
activeCommand = nextCommand;
nextCommand.Execute();
StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.runSlowDuration));
}
else
{
StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.runSlowDuration));
activeCommand = nextCommand;
nextCommand.Execute();
}
}
}

2
Assets/FungusExamples/JumpingPrax/Animations/GreenAlien.controller

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2332
Assets/FungusExamples/JumpingPrax/JumpingPrax.unity

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299
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5777
Assets/FungusExamples/TheFacility/TheFacility.unity

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3101
Assets/FungusExamples/TheHunter/TheHunter.unity

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4
Assets/FungusExamples/iTween/iTween.unity

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width: 120
height: 40
sequenceName: Test iTween
description:
@ -478,7 +477,6 @@ MonoBehaviour:
description: 'This scene shows how to use the iTween commands
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portraitType: 0
runSlowDuration: .25
colorCommands: 1
hideComponents: 1

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