chrisgregan
10 years ago
15 changed files with 1021 additions and 1021 deletions
File diff suppressed because it is too large
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@ -1,235 +0,0 @@
|
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using UnityEngine; |
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using UnityEngine.UI; |
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using UnityEngine.Events; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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|
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namespace Fungus.Script |
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{ |
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|
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public class DialogController : MonoBehaviour |
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{ |
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public enum DialogSide |
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{ |
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Left, |
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Right |
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}; |
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|
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public class Option |
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{ |
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public string text; |
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public Action onSelect; |
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} |
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|
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public Canvas dialogCanvas; |
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public List<UnityEngine.UI.Button> optionButtons = new List<UnityEngine.UI.Button>(); |
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public Text nameText; |
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public Text storyText; |
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public Image continueImage; |
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public Image leftImage; |
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public Image rightImage; |
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List<Action> optionActions = new List<Action>(); |
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|
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public void ShowDialog(bool visible) |
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{ |
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if (dialogCanvas != null) |
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{ |
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dialogCanvas.gameObject.SetActive(visible); |
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} |
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} |
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|
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public void SetCharacter(Character character) |
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{ |
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if (character == null) |
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{ |
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if (leftImage != null) |
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leftImage.enabled = false; |
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if (rightImage != null) |
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rightImage.enabled = false; |
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if (nameText != null) |
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nameText.text = ""; |
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} |
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else |
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{ |
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SetCharacterImage(character.characterImage, character.dialogSide); |
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SetCharacterName(character.name, character.characterColor); |
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} |
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} |
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|
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public void SetCharacterImage(Sprite image, DialogSide side) |
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{ |
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if (leftImage != null) |
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{ |
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if (image != null && |
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side == DialogSide.Left) |
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{ |
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leftImage.sprite = image; |
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leftImage.enabled = true; |
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} |
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else |
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{ |
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leftImage.enabled = false; |
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} |
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} |
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|
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if (rightImage != null) |
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{ |
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rightImage.sprite = null; |
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if (image != null && |
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side == DialogSide.Right) |
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{ |
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rightImage.sprite = image; |
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rightImage.enabled = true; |
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} |
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else |
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{ |
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rightImage.sprite = null; |
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rightImage.enabled = false; |
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} |
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} |
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} |
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|
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public void SetCharacterName(string name, Color color) |
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{ |
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if (nameText != null) |
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{ |
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nameText.text = name; |
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nameText.color = color; |
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} |
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} |
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|
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public void Say(string text, Action onComplete) |
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{ |
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Clear(); |
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if (storyText != null) |
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{ |
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storyText.text = text; |
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} |
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// TODO: Wait for text to finish writing |
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ShowContinueIcon(true); |
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StartCoroutine(WaitForInput(onComplete)); |
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} |
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public void Say(string text, List<Option> options) |
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{ |
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Clear(); |
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if (storyText != null) |
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{ |
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storyText.text = text; |
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} |
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ShowContinueIcon(false); |
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foreach (Option option in options) |
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{ |
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AddOption(option.text, option.onSelect); |
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} |
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} |
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|
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IEnumerator WaitForInput(Action onComplete) |
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{ |
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// TODO: Handle touch input |
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while (!Input.GetMouseButtonDown(0)) |
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{ |
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yield return null; |
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} |
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Clear(); |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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} |
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|
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void ShowContinueIcon(bool visible) |
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{ |
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if (continueImage != null) |
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{ |
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continueImage.enabled = visible; |
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} |
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} |
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|
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void Clear() |
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{ |
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ClearStoryText(); |
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ClearOptions(); |
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} |
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|
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void ClearStoryText() |
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{ |
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if (storyText != null) |
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{ |
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storyText.text = ""; |
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} |
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} |
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|
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void ClearOptions() |
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{ |
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if (optionButtons == null) |
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{ |
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return; |
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} |
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optionActions.Clear(); |
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foreach (UnityEngine.UI.Button button in optionButtons) |
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{ |
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if (button != null) |
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{ |
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button.gameObject.SetActive(false); |
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} |
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} |
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} |
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|
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bool AddOption(string text, Action action) |
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{ |
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if (optionButtons == null) |
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{ |
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return false; |
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} |
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|
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bool addedOption = false; |
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foreach (UnityEngine.UI.Button button in optionButtons) |
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{ |
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if (!button.gameObject.activeSelf) |
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{ |
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button.gameObject.SetActive(true); |
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Text textComponent = button.GetComponentInChildren<Text>(); |
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if (textComponent != null) |
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{ |
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textComponent.text = text; |
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} |
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optionActions.Add(action); |
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addedOption = true; |
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break; |
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} |
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} |
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return addedOption; |
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} |
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|
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public void SelectOption(int index) |
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{ |
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if (index < optionActions.Count) |
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{ |
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Action optionAction = optionActions[index]; |
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if (optionAction != null) |
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{ |
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Clear(); |
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optionAction(); |
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} |
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} |
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} |
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} |
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|
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} |
@ -0,0 +1,878 @@
|
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using UnityEngine; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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|
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namespace Fungus |
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{ |
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/** |
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* Permitted states for Dialogs. |
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*/ |
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public enum DialogMode |
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{ |
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/// Dialog has no pending content to display so is not shown. |
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Idle, |
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/// Dialog is currently writing out content. |
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Writing, |
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/// Dialog has finished writing out content and is waiting for player input. |
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Waiting |
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} |
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|
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/** |
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* Interface for Dialog implementations. |
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* This allows us to introduce new types of Dialog in future. |
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*/ |
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public interface IDialog |
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{ |
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/** |
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* Returns the current state of the Dialog. |
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*/ |
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DialogMode GetDialogMode(); |
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/** |
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* Display a line of story text. |
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* If any options have previously been added using AddOption(), these will be displayed and the |
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* user must choose an option to continue. The sayAction parameter is ignored |
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* @param sayText The line of story text to be displayed. |
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* @param sayAction Delegate method to call when the player taps to continue. |
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*/ |
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void Say(string sayText, Action sayAction); |
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/** |
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* Clear the current list of options previously added using AddOption(). |
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*/ |
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void ClearOptions(); |
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|
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/** |
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* Add an option to the list of options to be displayed on the next call to Say(). |
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* @param optionText Text to display on the button for the option. |
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* @param optionAction Delegate method to call when the option button is pressed. |
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*/ |
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void AddOption(string optionText, Action optionAction); |
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|
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/** |
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* Sets a time limit for the player to choose between multiple options. |
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* If the player fails to make a choice in time then the timeoutAction delegate method is called. |
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* This setting only applies to the next Say() command and will be reset afterwards. |
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* @timeoutDuration Length of time for the player to choose an option. |
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* @timeoutAction Delegate method to call when player fails to choose an option. |
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*/ |
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void SetTimeout(float timeoutDuration, Action timeoutAction); |
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} |
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|
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[ExecuteInEditMode] |
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public class LegacyDialog : MonoBehaviour, IDialog |
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{ |
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/** |
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* Padding values for each side of the dialog. |
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* Values are in normalized screen coords [0..1] |
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*/ |
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[Serializable] |
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public class Layout |
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{ |
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/** |
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* Push the left dialog edge away from the left side of the screen. |
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*/ |
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[Tooltip("Push the left dialog edge away from the left side of the screen.")] |
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public bool leftSpace = false; |
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|
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/** |
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* Push the top dialog edge away from the top side of the screen. |
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*/ |
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[Tooltip("Push the top dialog edge away from the top side of the screen.")] |
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public bool topSpace = true; |
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|
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/** |
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* Push the right dialog edge away from the right side of the screen. |
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*/ |
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[Tooltip("Push the right dialog edge away from the right side of the screen.")] |
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public bool rightSpace = false; |
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|
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/** |
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* Push the bottom dialog edge away from the bottom side of the screen. |
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*/ |
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[Tooltip("Push the bottom dialog edge away from the bottom side of the screen.")] |
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public bool bottomSpace = false; |
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|
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/** |
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* Minimum dimensions of the dialog in normalized screen coordinates [0..1]. |
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* The dialog may expand beyond these dimensions to fit content. |
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*/ |
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[Tooltip("Minimum dimensions of the dialog in normalized screen coordinates [0..1].")]
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public Vector2 size = new Vector2(1f, 0.25f); |
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|
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/** |
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* Offset the dialog relative to the top left corner of the screen. |
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* Coordinates are in normalized screen coordinates [0..1] |
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*/ |
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[Tooltip("Offset the dialog relative to the top left corner of the screen.")] |
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public Vector2 offset; |
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} |
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|
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/** |
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* Layout values used to control size and position of the dialog. |
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*/ |
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[Tooltip("Layout values used to control size and position of the dialog.")] |
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public Layout layout; |
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|
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/** |
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* Defines the dialog display properties of a game character. |
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*/ |
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[System.Serializable] |
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public class Character |
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{ |
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/** |
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* Side of screen to display character image. |
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*/ |
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public enum ImageSide |
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{ |
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/// Display image on the left side of the dialog. |
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Left, |
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/// Display image on the right side of the dialog. |
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Right |
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} |
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|
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/** |
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* Identifier for this character for use with the SetCharacter() command. |
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*/ |
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[Tooltip("Identifier for this character for use with the SetCharacter() command.")] |
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public string characterID; |
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|
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/** |
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* Name text to display for the character on the dialog. |
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* If empty then the name field is not displayed. |
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*/ |
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[Tooltip("Name text to display for the character on the dialog.")] |
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public string name; |
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|
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/** |
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* The color of the name text label. |
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* This always overrides any color value specified in the NameStyle property. |
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*/ |
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[Tooltip("The color of the name text label.")] |
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public Color nameColor; |
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|
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/** |
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* Image to display for the character. |
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* If no image is specified then no character image will be displayed. |
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*/ |
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[Tooltip("Image to display for the character.")] |
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public Texture2D image; |
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|
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/** |
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* Side of dialog where character image will be displayed. |
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*/ |
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[Tooltip("Side of dialog where character image will be displayed.")] |
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public ImageSide imageSide; |
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} |
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|
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/** |
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* List of game characters that can be displayed using this dialog. |
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*/ |
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[Tooltip("List of game characters that can be displayed using this dialog.")] |
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public Character[] characters; |
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|
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/** |
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* Active character to use when displaying dialog (set using the SetCharacter() command). |
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*/ |
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[Tooltip("Active character to use when displaying dialog.")] |
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public int activeCharacter; |
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|
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/** |
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* Writing speed for say text in characters per second. |
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*/ |
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[Range(0, 1000)] |
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[Tooltip("Writing speed for say text in characters per second.")] |
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public int writingSpeed = 100; |
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|
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/** |
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* Sound to play while text is being written in the dialog. |
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*/ |
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[Tooltip("Sound to play while text is being written in the dialog.")] |
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public AudioClip writingSound; |
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|
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/** |
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* Loop the writing sound as long as text is being written. |
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*/ |
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[Tooltip("Loop the writing sound while text is being written.")] |
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public bool loopWritingSound = true; |
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|
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/** |
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* Sound effect to play when the player taps to continue. |
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*/ |
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[Tooltip("Sound effect to play when the player taps to continue.")] |
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public AudioClip continueSound; |
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|
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/** |
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* Icon to display under the story text when waiting for player to tap to continue. |
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*/ |
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[Tooltip("Icon to display under the story text when waiting for player to tap to continue.")] |
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public Texture2D continueIcon; |
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|
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/** |
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* Number of buttons to display in the same row when showing multiple options. |
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*/ |
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[Range(0, 10)] |
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[Tooltip("Number of buttons to display in the same row when showing multiple options.")] |
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public int buttonsPerRow = 2; |
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|
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/** |
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* Minimum width of each button as a fraction of the screen width [0..1]. |
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* This is useful to create a column of buttons with matching width. |
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*/ |
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[Range(0, 1)] |
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[Tooltip("Minimum width of each button as a fraction of the screen width [0..1].")]
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public float minButtonWidth = 0; |
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|
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/** |
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* Padding values for each side of the character image. |
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*/ |
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[System.Serializable] |
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public class ImagePadding |
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{ |
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/** |
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* Padding to apply to left side of image as a fraction of screen height [-2..2]. |
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*/ |
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[Range(-2,2)] |
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[Tooltip("Padding to apply to left side of image as a fraction of screen height [-2..2].")]
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public float left; |
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|
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/** |
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* Padding to apply to right side of image as a fraction of screen height [-2..2]. |
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*/ |
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[Range(-2,2)] |
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[Tooltip("Padding to apply to right side of image as a fraction of screen height [-2..2].")]
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public float right; |
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|
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/** |
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* Padding to apply to top side of image as a fraction of screen height [-1..1]. |
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*/ |
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[Range(-1,1)] |
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[Tooltip("Padding to apply to top side of image as a fraction of screen height [-1..1].")]
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public float top; |
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|
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/** |
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* Padding to apply to bottom side of image as a fraction of screen height [-1..1]. |
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*/ |
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[Range(-1,1)] |
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[Tooltip("Padding to apply to bottom side of image as a fraction of screen height [-1..1].")]
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public float bottom; |
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} |
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|
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/** |
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* Padding offset to apply around the character image. |
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*/ |
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[Tooltip("Padding offset to apply around the character image.")] |
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public ImagePadding imagePadding; |
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/** |
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* Scale of character image, specified as a fraction of current screen height [0..1]. |
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*/ |
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[Range(0, 1)] |
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[Tooltip("Scale of character image, specified as a fraction of current screen height [0..1].")]
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public float imageScale = 0.25f; |
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|
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/** |
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* Animation frames for multiple choice time indicator. |
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*/ |
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[Tooltip("Animation frames for multiple choice time indicator.")] |
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public Texture2D[] timerAnimation; |
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|
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/** |
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* Scale of timer image, specified as a fraction of current screen height [0..1]. |
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*/ |
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[Range(0, 1)] |
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[Tooltip("Scale of timer image, specified as a fraction of current screen height [0..1].")]
|
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public float timerScale = 0.2f; |
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|
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/** |
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* Sound effect to play when time indicator advances. |
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*/ |
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[Tooltip("Sound effect to play when time indicator advances.")] |
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public AudioClip timerSound; |
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|
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/** |
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* Style for dialog box background. |
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*/ |
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[Tooltip("Style for dialog box background.")] |
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public GUIStyle boxStyle; |
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|
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/** |
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* Style for name text. |
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*/ |
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[Tooltip("Style for name text.")] |
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public GUIStyle nameTextStyle; |
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|
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/** |
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* Style for say text. |
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*/ |
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[Tooltip("Style for say text.")] |
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public GUIStyle sayTextStyle; |
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|
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/** |
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* Style for option buttons |
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*/ |
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[Tooltip("Style for option buttons.")] |
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public GUIStyle buttonStyle; |
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|
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DialogMode dialogMode; |
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|
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public DialogMode GetDialogMode() |
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{ |
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return dialogMode; |
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} |
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|
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class Option |
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{ |
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public string optionText; |
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public Action optionAction; |
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|
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public Option(string _optionText, Action _optionAction) |
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{ |
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optionText = _optionText; |
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optionAction = _optionAction; |
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} |
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} |
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|
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List<Option> options = new List<Option>(); |
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|
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float timeoutDuration; |
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Action timeoutAction; |
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float timeoutTimer; |
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int timeoutAnimationIndex; |
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|
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string sayText = ""; |
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string previousSayText = ""; |
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string displayedSayText = ""; |
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|
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Action deferredAction; |
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Action continueAction; |
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|
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float continueTimer; |
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bool instantCompleteText; |
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bool fullscreen; |
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|
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// Cache scaled GUIStyle objects so we're not creating lots of new objects every frame |
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GUIStyle cachedBoxStyle; |
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GUIStyle cachedNameTextStyle; |
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GUIStyle cachedSayTextStyle; |
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GUIStyle cachedButtonStyle; |
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|
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void Start() |
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{ |
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if (!Application.isPlaying) |
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{ |
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return; |
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} |
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|
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CacheScaledStyles(); |
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|
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fullscreen = Screen.fullScreen; |
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} |
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|
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void Update() |
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{ |
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writingSpeed = Math.Max(writingSpeed, 0); |
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buttonsPerRow = Math.Max(buttonsPerRow, 1); |
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minButtonWidth = Mathf.Max(minButtonWidth, 0); |
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imageScale = Mathf.Max(imageScale, 0); |
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timerScale = Mathf.Max(timerScale, 0); |
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layout.size.x = Mathf.Clamp01(layout.size.x); |
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layout.size.y = Mathf.Clamp01(layout.size.y); |
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layout.offset.x = Mathf.Clamp01(layout.offset.x); |
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layout.offset.y = Mathf.Clamp01(layout.offset.y); |
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|
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if (!Application.isPlaying) |
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{ |
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return; |
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} |
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|
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if (continueTimer > 0) |
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{ |
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continueTimer -= Time.deltaTime; |
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continueTimer = Mathf.Max(continueTimer, 0f); |
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} |
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|
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if (sayText.Length == 0) |
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{ |
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dialogMode = DialogMode.Idle; |
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} |
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|
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// Check if the sayText field has been modified directly. |
||||
// If that has happened, then write the text with no Action |
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if (sayText != previousSayText && |
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sayText.Length > 0) |
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{ |
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StopAllCoroutines(); |
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Say(sayText, null); |
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} |
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|
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if (timeoutTimer > 0) |
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{ |
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timeoutTimer -= Time.deltaTime; |
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timeoutTimer = Mathf.Max(timeoutTimer, 0f); |
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} |
||||
|
||||
// Update cached GUIStyles when running in editor or when switching to/from fullscreen |
||||
if (Application.isEditor || |
||||
fullscreen != Screen.fullScreen) |
||||
{ |
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CacheScaledStyles(); |
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|
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fullscreen = Screen.fullScreen; |
||||
} |
||||
} |
||||
|
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void CacheScaledStyles() |
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{ |
||||
cachedBoxStyle = ScaleFontSize(boxStyle); |
||||
cachedNameTextStyle = ScaleFontSize(nameTextStyle); |
||||
cachedSayTextStyle = ScaleFontSize(sayTextStyle); |
||||
cachedButtonStyle = ScaleFontSize(buttonStyle); |
||||
} |
||||
|
||||
public void Say(string _sayText, Action sayAction) |
||||
{ |
||||
string copyText = _sayText; |
||||
|
||||
// Hack: Handle Say(""); by writing a single space character. |
||||
if (copyText.Length == 0) |
||||
{ |
||||
copyText = " "; |
||||
} |
||||
|
||||
continueAction = sayAction; |
||||
previousSayText = copyText; |
||||
|
||||
if (timeoutDuration > 0 && |
||||
options.Count > 0) |
||||
{ |
||||
// Activate timeout timer |
||||
timeoutTimer = timeoutDuration; |
||||
} |
||||
|
||||
WriteSayText(copyText); |
||||
} |
||||
|
||||
void WriteSayText(string _sayText) |
||||
{ |
||||
// Disable quick continue for a short period to prevent accidental taps |
||||
continueTimer = 0.4f; |
||||
instantCompleteText = false; |
||||
|
||||
sayText = _sayText; |
||||
|
||||
if (_sayText.Contains("<")) |
||||
{ |
||||
// Hack to avoid displaying partial color tag text - write instantly |
||||
displayedSayText = _sayText; |
||||
dialogMode = DialogMode.Waiting; |
||||
} |
||||
else |
||||
{ |
||||
// Use a coroutine to write the story text out over time |
||||
StartCoroutine(WriteStoryInternal()); |
||||
} |
||||
} |
||||
|
||||
// Coroutine to write story text out over a period of time |
||||
IEnumerator WriteStoryInternal() |
||||
{ |
||||
// Zero CPS means write instantly |
||||
if (writingSpeed == 0) |
||||
{ |
||||
displayedSayText = sayText; |
||||
yield break; |
||||
} |
||||
|
||||
GameObject typingAudio = null; |
||||
|
||||
if (writingSound != null) |
||||
{ |
||||
typingAudio = new GameObject("WritingSound"); |
||||
typingAudio.AddComponent<AudioSource>(); |
||||
typingAudio.audio.clip = writingSound; |
||||
typingAudio.audio.loop = loopWritingSound; |
||||
typingAudio.audio.Play(); |
||||
} |
||||
|
||||
dialogMode = DialogMode.Writing; |
||||
|
||||
displayedSayText = ""; |
||||
|
||||
// Make one character visible at a time |
||||
float writeDelay = (1f / (float)writingSpeed); |
||||
float timeAccumulator = 0f; |
||||
int i = 0; |
||||
|
||||
while (true) |
||||
{ |
||||
if (instantCompleteText) |
||||
{ |
||||
instantCompleteText = false; |
||||
displayedSayText = sayText; |
||||
break; |
||||
} |
||||
|
||||
timeAccumulator += Time.deltaTime; |
||||
|
||||
while (timeAccumulator > writeDelay) |
||||
{ |
||||
i++; |
||||
timeAccumulator -= writeDelay; |
||||
} |
||||
|
||||
if (i >= sayText.Length) |
||||
{ |
||||
displayedSayText = sayText; |
||||
break; |
||||
} |
||||
else |
||||
{ |
||||
string left = sayText.Substring(0, i + 1); |
||||
string right = sayText.Substring(i + 1); |
||||
|
||||
displayedSayText = left; |
||||
displayedSayText += "<color=#FFFFFF00>"; |
||||
displayedSayText += right; |
||||
displayedSayText += "</color>"; |
||||
} |
||||
|
||||
yield return null; |
||||
} |
||||
|
||||
dialogMode = DialogMode.Waiting; |
||||
|
||||
if (typingAudio != null) |
||||
{ |
||||
Destroy(typingAudio); |
||||
} |
||||
} |
||||
|
||||
GUIStyle ScaleFontSize(GUIStyle style) |
||||
{ |
||||
GUIStyle styleCopy = new GUIStyle(style); |
||||
styleCopy.fontSize = Mathf.RoundToInt(styleCopy.fontSize * ((float)Screen.height / 768f)); |
||||
return styleCopy; |
||||
} |
||||
|
||||
public void ClearOptions() |
||||
{ |
||||
options.Clear(); |
||||
} |
||||
|
||||
public void AddOption(string optionText, Action optionAction) |
||||
{ |
||||
options.Add(new Option(optionText, optionAction)); |
||||
} |
||||
|
||||
public void SetTimeout(float _timeoutDuration, Action _timeoutAction) |
||||
{ |
||||
timeoutDuration = _timeoutDuration; |
||||
timeoutAction = _timeoutAction; |
||||
} |
||||
|
||||
public void SetCharacter(string characterID) |
||||
{ |
||||
for (int i = 0; i < characters.Length; ++i) |
||||
{ |
||||
if (characters[i].characterID == characterID) |
||||
{ |
||||
activeCharacter = i; |
||||
return; |
||||
} |
||||
} |
||||
Debug.Log ("Failed to find character ID " + characterID); |
||||
} |
||||
|
||||
public virtual void OnGUI() |
||||
{ |
||||
if (!Application.isPlaying || |
||||
dialogMode == DialogMode.Idle || |
||||
characters.Length == 0 || |
||||
activeCharacter >= characters.Length) |
||||
{ |
||||
return; |
||||
} |
||||
|
||||
Rect areaRect = new Rect(layout.offset.x * Screen.width, layout.offset.y * Screen.height, Screen.width, Screen.height); |
||||
Rect sideImageRect = new Rect(); |
||||
Rect dialogRect = new Rect(); |
||||
|
||||
// The left and right padding values are also calculated based on Screen.height to give |
||||
// consistent padding regardless of the screen aspect ratio |
||||
RectOffset imagePaddingRect = new RectOffset(Mathf.RoundToInt(imagePadding.left * Screen.height), |
||||
Mathf.RoundToInt(imagePadding.right * Screen.height), |
||||
Mathf.RoundToInt(imagePadding.top * Screen.height), |
||||
Mathf.RoundToInt(imagePadding.bottom * Screen.height)); |
||||
|
||||
Character character = characters[activeCharacter]; |
||||
|
||||
GUILayout.BeginArea(areaRect); |
||||
{ |
||||
if (layout.topSpace) |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
|
||||
GUILayout.BeginHorizontal(); |
||||
{ |
||||
if (layout.leftSpace) |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
|
||||
GUILayout.BeginHorizontal(cachedBoxStyle, GUILayout.MinWidth(Screen.width * layout.size.x), GUILayout.MinHeight(Screen.height * layout.size.y)); |
||||
{ |
||||
if (character.imageSide == Character.ImageSide.Left && |
||||
character.image != null) |
||||
{ |
||||
// Reserve a rect for the side image based on the current screen height and imageScale |
||||
float sideImageHeight = Screen.height * imageScale; |
||||
float sideImageWidth = (sideImageHeight / character.image.height) * character.image.width; |
||||
float w = sideImageWidth + imagePaddingRect.left + imagePaddingRect.right; |
||||
float h = sideImageHeight + imagePaddingRect.top + imagePaddingRect.bottom; |
||||
sideImageRect = GUILayoutUtility.GetRect(w, h, GUILayout.Width(w), GUILayout.Height(h)); |
||||
} |
||||
else if (character.imageSide == Character.ImageSide.Right) |
||||
{ |
||||
DrawTimer(); |
||||
} |
||||
|
||||
GUILayout.BeginVertical(GUILayout.ExpandWidth(false)); |
||||
{ |
||||
if (character.name.Length > 0) |
||||
{ |
||||
cachedNameTextStyle.normal.textColor = character.nameColor; |
||||
GUILayout.Label(new GUIContent(character.name), cachedNameTextStyle); |
||||
} |
||||
|
||||
GUILayout.FlexibleSpace(); |
||||
|
||||
GUILayout.Label(new GUIContent(displayedSayText), cachedSayTextStyle); |
||||
|
||||
GUILayout.FlexibleSpace(); |
||||
|
||||
// Show buttons for player options, or the continue icon if there are no options |
||||
if (options.Count > 0) |
||||
{ |
||||
GUILayout.BeginHorizontal(); |
||||
{ |
||||
GUILayout.BeginVertical(); |
||||
{ |
||||
int buttonCount = 0; |
||||
for (int i = 0; i < options.Count; ++i) |
||||
{ |
||||
if (buttonCount == 0) |
||||
{ |
||||
GUILayout.BeginHorizontal(); |
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
buttonCount++; |
||||
|
||||
if (GUILayout.Button(options[i].optionText, cachedButtonStyle, GUILayout.MinWidth(Screen.width * minButtonWidth))) |
||||
{ |
||||
AudioSource.PlayClipAtPoint(continueSound, new Vector3()); |
||||
|
||||
if (options[i].optionAction == null) |
||||
{ |
||||
deferredAction = DoNullAction; |
||||
} |
||||
else |
||||
{ |
||||
deferredAction = options[i].optionAction; |
||||
} |
||||
} |
||||
|
||||
if (buttonCount == buttonsPerRow || |
||||
i == options.Count - 1) |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
GUILayout.EndHorizontal(); |
||||
buttonCount = 0; |
||||
} |
||||
} |
||||
} |
||||
GUILayout.EndVertical(); |
||||
} |
||||
GUILayout.EndHorizontal(); |
||||
} |
||||
else if (continueIcon != null) |
||||
{ |
||||
GUILayout.BeginHorizontal(); |
||||
GUILayout.FlexibleSpace(); |
||||
|
||||
Rect continueButtonRect = GUILayoutUtility.GetRect(continueIcon.width, |
||||
continueIcon.height, |
||||
GUILayout.MaxWidth(continueIcon.width), |
||||
GUILayout.MaxHeight(continueIcon.height)); |
||||
|
||||
|
||||
if (dialogMode == DialogMode.Waiting) |
||||
{ |
||||
continueButtonRect.y += Mathf.Sin(Time.timeSinceLevelLoad * 15f) * (float)(continueIcon.height * 0.2f); |
||||
GUI.DrawTexture(continueButtonRect, continueIcon); |
||||
} |
||||
|
||||
GUILayout.FlexibleSpace(); |
||||
GUILayout.EndHorizontal(); |
||||
} |
||||
|
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
GUILayout.EndVertical(); |
||||
|
||||
if (character.imageSide == Character.ImageSide.Right && |
||||
character.image != null) |
||||
{ |
||||
// Reserve a rect for the side image based on the current screen height and imageScale |
||||
float sideImageHeight = Screen.height * imageScale; |
||||
float sideImageWidth = (sideImageHeight / character.image.height) * character.image.width; |
||||
float w = sideImageWidth + imagePaddingRect.left + imagePaddingRect.right; |
||||
float h = sideImageHeight + imagePaddingRect.top + imagePaddingRect.bottom; |
||||
sideImageRect = GUILayoutUtility.GetRect(w, h, GUILayout.Width(w), GUILayout.Height(h)); |
||||
} |
||||
else if (character.imageSide == Character.ImageSide.Left) |
||||
{ |
||||
DrawTimer(); |
||||
} |
||||
} |
||||
GUILayout.EndHorizontal(); |
||||
|
||||
// Get rect of dialog for testing mouse hit later on |
||||
dialogRect = GUILayoutUtility.GetLastRect(); |
||||
|
||||
if (layout.rightSpace) |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
} |
||||
GUILayout.EndHorizontal(); |
||||
|
||||
if (layout.bottomSpace) |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
} |
||||
GUILayout.EndArea(); |
||||
|
||||
if (character.image != null) |
||||
{ |
||||
// Adjust side image rect based on aspect ratio of the image. |
||||
float sideImageHeight = character.image.height * ((sideImageRect.width - imagePaddingRect.left - imagePaddingRect.right) / character.image.width); |
||||
sideImageRect.yMax = sideImageRect.yMin + sideImageHeight + imagePaddingRect.bottom + imagePaddingRect.top; |
||||
sideImageRect = imagePaddingRect.Remove(sideImageRect); |
||||
|
||||
// Adjust rect based on layout offset |
||||
sideImageRect.x += areaRect.x; |
||||
sideImageRect.y += areaRect.y; |
||||
|
||||
// Draw side image |
||||
GUI.DrawTexture(sideImageRect, character.image); |
||||
} |
||||
|
||||
bool clickedOnDialog = (Input.GetMouseButtonUp(0) && dialogRect.Contains(Event.current.mousePosition)); |
||||
|
||||
if (dialogMode == DialogMode.Writing) |
||||
{ |
||||
if (clickedOnDialog || Input.GetKeyUp("space")) |
||||
{ |
||||
instantCompleteText = true; |
||||
} |
||||
} |
||||
|
||||
if (dialogMode == DialogMode.Waiting) |
||||
{ |
||||
// Player can continue by clicking anywhere |
||||
if (options.Count == 0 && |
||||
continueTimer == 0 && |
||||
(clickedOnDialog || Input.GetKeyUp("space"))) |
||||
{ |
||||
if (continueSound != null) |
||||
{ |
||||
AudioSource.PlayClipAtPoint(continueSound, new Vector3()); |
||||
} |
||||
|
||||
if (continueAction == null) |
||||
{ |
||||
deferredAction = DoNullAction; |
||||
} |
||||
else |
||||
{ |
||||
deferredAction = continueAction; |
||||
} |
||||
} |
||||
|
||||
// Check if timeout timer has expired |
||||
if (options.Count > 0 && |
||||
timeoutDuration > 0 && |
||||
timeoutTimer == 0) |
||||
{ |
||||
deferredAction = timeoutAction; |
||||
} |
||||
} |
||||
|
||||
// Execute any deferred actions on the last call to OnGUI |
||||
if (Event.current.type == EventType.Repaint) |
||||
{ |
||||
if (deferredAction != null) |
||||
{ |
||||
Action tempAction = deferredAction; |
||||
|
||||
displayedSayText = ""; |
||||
sayText = ""; |
||||
deferredAction = null; |
||||
dialogMode = DialogMode.Idle; |
||||
ClearOptions(); |
||||
timeoutAction = null; |
||||
timeoutDuration = 0; |
||||
timeoutTimer = 0; |
||||
timeoutAnimationIndex = 0; |
||||
|
||||
tempAction(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
void DrawTimer() |
||||
{ |
||||
if (timeoutTimer > 0 && |
||||
timerAnimation.Length > 0) |
||||
{ |
||||
GUILayout.BeginHorizontal(); |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
|
||||
GUILayout.BeginVertical(); |
||||
{ |
||||
GUILayout.FlexibleSpace(); |
||||
|
||||
float t = 1f - timeoutTimer / timeoutDuration; |
||||
int index = Mathf.RoundToInt(Mathf.Lerp(0, timerAnimation.Length - 1, t)); |
||||
|
||||
// Play a sound effect for each animation frame |
||||
if (timeoutAnimationIndex != index && |
||||
timerSound != null) |
||||
{ |
||||
AudioSource.PlayClipAtPoint(timerSound, Vector3.zero); |
||||
} |
||||
|
||||
timeoutAnimationIndex = index; |
||||
|
||||
float height = Screen.height * timerScale; |
||||
GUILayout.Box(timerAnimation[timeoutAnimationIndex], new GUIStyle(), GUILayout.Height(height)); |
||||
|
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
GUILayout.EndVertical(); |
||||
|
||||
GUILayout.FlexibleSpace(); |
||||
} |
||||
GUILayout.EndHorizontal(); |
||||
} |
||||
} |
||||
|
||||
void DoNullAction() |
||||
{} |
||||
} |
||||
} |
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2 |
||||
guid: 3a0bbe22c246e4c78ad8e9816cbae9d5 |
||||
guid: d5fe4de5a03e34488bb65c75039a328d |
||||
MonoImporter: |
||||
serializedVersion: 2 |
||||
defaultReferences: [] |
Binary file not shown.
Loading…
Reference in new issue