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Renamed DialogAudio to WriterAudio

master
chrisgregan 10 years ago
parent
commit
979c77181e
  1. 18
      Assets/Fungus/Narrative/Scripts/SayDialog.cs
  2. 2
      Assets/Fungus/UI/Scripts/Writer.cs
  3. 2
      Assets/Fungus/UI/Scripts/WriterAudio.cs
  4. 0
      Assets/Fungus/UI/Scripts/WriterAudio.cs.meta

18
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -1,4 +1,4 @@
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using System; using System;
using System.Collections; using System.Collections;
@ -23,7 +23,7 @@ namespace Fungus
public Text storyText; public Text storyText;
public Image characterImage; public Image characterImage;
protected DialogAudio dialogAudio; protected WriterAudio writerAudio;
protected Writer writer; protected Writer writer;
protected CanvasGroup canvasGroup; protected CanvasGroup canvasGroup;
@ -91,20 +91,20 @@ namespace Fungus
return canvasGroup; return canvasGroup;
} }
protected DialogAudio GetDialogAudio() protected WriterAudio GetWriterAudio()
{ {
if (dialogAudio != null) if (writerAudio != null)
{ {
return dialogAudio; return writerAudio;
} }
dialogAudio = GetComponent<DialogAudio>(); writerAudio = GetComponent<WriterAudio>();
if (dialogAudio == null) if (writerAudio == null)
{ {
dialogAudio = gameObject.AddComponent<DialogAudio>(); writerAudio = gameObject.AddComponent<WriterAudio>();
} }
return dialogAudio; return writerAudio;
} }
protected void Start() protected void Start()

2
Assets/Fungus/UI/Scripts/Writer.cs

@ -250,7 +250,7 @@ namespace Fungus
return; return;
} }
// If this clip is null then DialogAudio will play the default sound effect (if any) // If this clip is null then WriterAudio will play the default sound effect (if any)
NotifyStart(audioClip); NotifyStart(audioClip);
string tokenText = content; string tokenText = content;

2
Assets/Fungus/Narrative/Scripts/DialogAudio.cs → Assets/Fungus/UI/Scripts/WriterAudio.cs

@ -7,7 +7,7 @@ namespace Fungus
/* /*
* Manages audio effects for Dialogs * Manages audio effects for Dialogs
*/ */
public class DialogAudio : MonoBehaviour, IWriterListener public class WriterAudio : MonoBehaviour, IWriterListener
{ {
// If none is specifed then we use any AudioSource on the gameobject, and if that doesn't exist we create one. // If none is specifed then we use any AudioSource on the gameobject, and if that doesn't exist we create one.
[Tooltip("AudioSource to use for playing sound effects.")] [Tooltip("AudioSource to use for playing sound effects.")]

0
Assets/Fungus/Narrative/Scripts/DialogAudio.cs.meta → Assets/Fungus/UI/Scripts/WriterAudio.cs.meta

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