Browse Source

Added Example project and SetSayDialog & SetChooseDialog

master
chrisgregan 10 years ago
parent
commit
692acac12f
  1. 5
      Assets/Example.meta
  2. 5
      Assets/Example/Characters.meta
  3. BIN
      Assets/Example/Characters/Roamer.prefab
  4. 4
      Assets/Example/Characters/Roamer.prefab.meta
  5. BIN
      Assets/Example/Characters/Skipper.prefab
  6. 4
      Assets/Example/Characters/Skipper.prefab.meta
  7. BIN
      Assets/Example/Characters/Urchin Girl.prefab
  8. 4
      Assets/Example/Characters/Urchin Girl.prefab.meta
  9. 5
      Assets/Example/Dialogs.meta
  10. BIN
      Assets/Example/Dialogs/ChooseDialog.prefab
  11. 4
      Assets/Example/Dialogs/ChooseDialog.prefab.meta
  12. BIN
      Assets/Example/Dialogs/SayDialog.prefab
  13. 4
      Assets/Example/Dialogs/SayDialog.prefab.meta
  14. 5
      Assets/Example/Scenes.meta
  15. BIN
      Assets/Example/Scenes/Example.unity
  16. 4
      Assets/Example/Scenes/Example.unity.meta
  17. 5
      Assets/Example/Sprites.meta
  18. BIN
      Assets/Example/Sprites/Roamer.psd
  19. 48
      Assets/Example/Sprites/Roamer.psd.meta
  20. BIN
      Assets/Example/Sprites/RoamerProfile.psd
  21. 48
      Assets/Example/Sprites/RoamerProfile.psd.meta
  22. BIN
      Assets/Example/Sprites/Skipper.psd
  23. 48
      Assets/Example/Sprites/Skipper.psd.meta
  24. BIN
      Assets/Example/Sprites/SkipperProfile.psd
  25. 48
      Assets/Example/Sprites/SkipperProfile.psd.meta
  26. BIN
      Assets/Example/Sprites/UrchinGirl.psd
  27. 48
      Assets/Example/Sprites/UrchinGirl.psd.meta
  28. BIN
      Assets/Example/Sprites/UrchinGirlProfile.psd
  29. 48
      Assets/Example/Sprites/UrchinGirlProfile.psd.meta
  30. 21
      Assets/Fungus/Dialog/Commands/Choose.cs
  31. 22
      Assets/Fungus/Dialog/Commands/Say.cs
  32. 38
      Assets/Fungus/Dialog/Commands/SetChooseDialog.cs
  33. 8
      Assets/Fungus/Dialog/Commands/SetChooseDialog.cs.meta
  34. 38
      Assets/Fungus/Dialog/Commands/SetSayDialog.cs
  35. 8
      Assets/Fungus/Dialog/Commands/SetSayDialog.cs.meta
  36. 6
      Assets/Fungus/Dialog/Editor/ChooseEditor.cs
  37. 6
      Assets/Fungus/Dialog/Editor/SayEditor.cs
  38. 32
      Assets/Fungus/Dialog/Editor/SetChooseDialogEditor.cs
  39. 8
      Assets/Fungus/Dialog/Editor/SetChooseDialogEditor.cs.meta
  40. 32
      Assets/Fungus/Dialog/Editor/SetSayDialogEditor.cs
  41. 8
      Assets/Fungus/Dialog/Editor/SetSayDialogEditor.cs.meta

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21
Assets/Fungus/Dialog/Commands/Choose.cs

@ -10,9 +10,6 @@ namespace Fungus.Script
"Presents a list of options for the player to choose from, with an optional timeout. Add options using preceding AddOption commands.")]
public class Choose : FungusCommand
{
public ChooseDialog dialog;
static public ChooseDialog activeDialog;
public class Option
{
public string optionText;
@ -30,22 +27,12 @@ namespace Fungus.Script
public override void OnEnter()
{
// Remember active dialog between Choose calls
ChooseDialog dialog = SetChooseDialog.activeDialog;
showBasicGUI = false;
if (dialog == null)
{
if (Choose.activeDialog == null)
{
showBasicGUI = true;
return;
}
else
{
dialog = Choose.activeDialog;
}
}
else
{
activeDialog = dialog;
showBasicGUI = true;
return;
}
if (options.Count == 0)

22
Assets/Fungus/Dialog/Commands/Say.cs

@ -10,10 +10,6 @@ namespace Fungus.Script
"Writes a line of story text to the dialog. A list of options can be specified for the player to choose from. Use a non-zero timeout to give the player a limited time to choose.")]
public class Say : FungusCommand
{
public SayDialog dialog;
static public SayDialog activeDialog;
public Character character;
public string storyText;
public AudioClip voiceOverClip;
@ -32,22 +28,12 @@ namespace Fungus.Script
executionCount++;
// Remember active dialog between Say calls
SayDialog dialog = SetSayDialog.activeDialog;
showBasicGUI = false;
if (dialog == null)
{
if (activeDialog == null)
{
showBasicGUI = true;
return;
}
else
{
dialog = activeDialog;
}
}
else
{
activeDialog = dialog;
showBasicGUI = true;
return;
}
dialog.SetCharacter(character);

38
Assets/Fungus/Dialog/Commands/SetChooseDialog.cs

@ -0,0 +1,38 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus.Script
{
[CommandInfo("Dialog",
"Set Choose Dialog",
"Sets the active dialog to use for displaying story text with the Choose command.")]
public class SetChooseDialog : FungusCommand
{
public ChooseDialog dialog;
static public ChooseDialog activeDialog;
public override void OnEnter()
{
activeDialog = dialog;
Continue();
}
public override string GetSummary()
{
if (dialog == null)
{
return "Error: No dialog selected";
}
return dialog.name;
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
}
}

8
Assets/Fungus/Dialog/Commands/SetChooseDialog.cs.meta

@ -0,0 +1,8 @@
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38
Assets/Fungus/Dialog/Commands/SetSayDialog.cs

@ -0,0 +1,38 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus.Script
{
[CommandInfo("Dialog",
"Set Say Dialog",
"Sets the active dialog to use for displaying story text with the Say command.")]
public class SetSayDialog : FungusCommand
{
public SayDialog dialog;
static public SayDialog activeDialog;
public override void OnEnter()
{
activeDialog = dialog;
Continue();
}
public override string GetSummary()
{
if (dialog == null)
{
return "Error: No dialog selected";
}
return dialog.name;
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
}
}

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

@ -0,0 +1,8 @@
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6
Assets/Fungus/Dialog/Editor/ChooseEditor.cs

@ -42,11 +42,6 @@ namespace Fungus.Script
t.character,
Character.activeCharacters);
ChooseDialog dialog = FungusCommandEditor.ObjectField<ChooseDialog>(new GUIContent("Choose Dialog", "Dialog to use when displaying choices"),
new GUIContent("<Default>"),
t.dialog,
ChooseDialog.activeDialogs);
AudioClip voiceOverClip = EditorGUILayout.ObjectField(new GUIContent("Voice Over Clip", "Voice over audio to play when the choose text is displayed"),
t.voiceOverClip,
typeof(AudioClip),
@ -59,7 +54,6 @@ namespace Fungus.Script
Undo.RecordObject(t, "Set Choose");
t.chooseText = chooseText;
t.character = character;
t.dialog = dialog;
t.voiceOverClip = voiceOverClip;
t.timeoutDuration = timeoutDuration;
}

6
Assets/Fungus/Dialog/Editor/SayEditor.cs

@ -81,11 +81,6 @@ namespace Fungus.Script
t.character,
Character.activeCharacters);
SayDialog dialog = FungusCommandEditor.ObjectField<SayDialog>(new GUIContent("Say Dialog", "Dialog to use when displaying Say command story text"),
new GUIContent("<Default>"),
t.dialog,
SayDialog.activeDialogs);
AudioClip voiceOverClip = EditorGUILayout.ObjectField(new GUIContent("Voice Over Clip", "Voice over audio to play when the say text is displayed"),
t.voiceOverClip,
typeof(AudioClip),
@ -98,7 +93,6 @@ namespace Fungus.Script
Undo.RecordObject(t, "Set Say");
t.storyText = text;
t.character = character;
t.dialog = dialog;
t.voiceOverClip = voiceOverClip;
t.showOnce = showOnce;
}

32
Assets/Fungus/Dialog/Editor/SetChooseDialogEditor.cs

@ -0,0 +1,32 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Rotorz.ReorderableList;
namespace Fungus.Script
{
[CustomEditor (typeof(SetChooseDialog))]
public class SetChooseDialogEditor : FungusCommandEditor
{
public override void DrawCommandGUI()
{
SetChooseDialog t = target as SetChooseDialog;
EditorGUI.BeginChangeCheck();
ChooseDialog dialog = FungusCommandEditor.ObjectField<ChooseDialog>(new GUIContent("Choose Dialog", "Dialog to use when displaying options with the Choose command."),
new GUIContent("<None>"),
t.dialog,
ChooseDialog.activeDialogs);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(t, "Set Choose Dialog");
t.dialog = dialog;
}
}
}
}

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

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32
Assets/Fungus/Dialog/Editor/SetSayDialogEditor.cs

@ -0,0 +1,32 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Rotorz.ReorderableList;
namespace Fungus.Script
{
[CustomEditor (typeof(SetSayDialog))]
public class SetSayDialogEditor : FungusCommandEditor
{
public override void DrawCommandGUI()
{
SetSayDialog t = target as SetSayDialog;
EditorGUI.BeginChangeCheck();
SayDialog dialog = FungusCommandEditor.ObjectField<SayDialog>(new GUIContent("Say Dialog", "Dialog to use when displaying Say command story text"),
new GUIContent("<None>"),
t.dialog,
SayDialog.activeDialogs);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(t, "Set Say Dialog");
t.dialog = dialog;
}
}
}
}

8
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