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Refactored Writer to use IWriter interface

master
Christopher 9 years ago
parent
commit
e2f70fd83c
  1. 8
      Assets/Fungus/Narrative/Scripts/SayDialog.cs
  2. 8
      Assets/Fungus/UI/Scripts/Commands/Write.cs
  3. 75
      Assets/Fungus/UI/Scripts/IWriter.cs
  4. 12
      Assets/Fungus/UI/Scripts/IWriter.cs.meta
  5. 203
      Assets/Fungus/UI/Scripts/Writer.cs

8
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -46,7 +46,7 @@ namespace Fungus
protected float startStoryTextInset;
protected WriterAudio writerAudio;
protected Writer writer;
protected IWriter writer;
protected CanvasGroup canvasGroup;
protected bool fadeWhenDone = true;
@ -83,14 +83,14 @@ namespace Fungus
return activeSayDialog;
}
protected Writer GetWriter()
protected IWriter GetWriter()
{
if (writer != null)
{
return writer;
}
writer = GetComponent<Writer>();
writer = GetComponent<IWriter>();
if (writer == null)
{
writer = gameObject.AddComponent<Writer>();
@ -160,7 +160,7 @@ namespace Fungus
public virtual IEnumerator SayInternal(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, Action onComplete)
{
Writer writer = GetWriter();
IWriter writer = GetWriter();
if (writer.IsWriting || writer.IsWaitingForInput)
{

8
Assets/Fungus/UI/Scripts/Commands/Write.cs

@ -43,12 +43,12 @@ namespace Fungus
[SerializeField] protected ColorData setColor = new ColorData(Color.white);
protected Writer GetWriter()
protected IWriter GetWriter()
{
Writer writer = textObject.GetComponent<Writer>();
IWriter writer = textObject.GetComponent<IWriter>();
if (writer == null)
{
writer = textObject.AddComponent<Writer>() as Writer;
writer = textObject.AddComponent<Writer>();
}
return writer;
@ -62,7 +62,7 @@ namespace Fungus
return;
}
Writer writer = GetWriter();
IWriter writer = GetWriter();
if (writer == null)
{
Continue();

75
Assets/Fungus/UI/Scripts/IWriter.cs

@ -0,0 +1,75 @@
using UnityEngine;
using System.Collections;
namespace Fungus
{
/// <summary>
/// Writes text using a typewriter effect to a UI text object.
/// </summary>
public interface IWriter
{
/// <summary>
/// This property is true when the writer is writing text or waiting (i.e. still processing tokens).
/// </summary>
bool IsWriting { get; }
/// <summary>
/// This property is true when the writer is waiting for user input to continue.
/// </summary>
bool IsWaitingForInput { get; }
/// <summary>
/// Stop writing text.
/// </summary>
void Stop();
/// <summary>
/// Writes text using a typewriter effect to a UI text object.
/// </summary>
/// <param name="content">Text to be written</param>
/// <param name="clear">If true clears the previous text.</param>
/// <param name="waitForInput">Writes the text and then waits for player input before calling onComplete.</param>
/// <param name="stopAudio">Stops any currently playing audioclip.</param>
/// <param name="audioClip">Audio clip to play when text starts writing.</param>
/// <param name="onComplete">Callback to call when writing is finished.</param>
IEnumerator Write(string content, bool clear, bool waitForInput, bool stopAudio, AudioClip audioClip, System.Action onComplete);
/// <summary>
/// Sets the color property of the text UI object.
/// </summary>
void SetTextColor(Color textColor);
/// <summary>
/// Sets the alpha component of the color property of the text UI object.
/// </summary>
void SetTextAlpha(float textAlpha);
}
/// <summary>
/// Implement this interface to be notified about Writer events.
/// </summary>
public interface IWriterListener
{
///
/// Called when a user input event (e.g. a click) has been handled by the Writer.
///
void OnInput();
/// Called when the Writer starts writing new text
/// <param name="audioClip">An optional audioClip sound effect can be supplied (e.g. for voiceover)</param>
void OnStart(AudioClip audioClip);
/// Called when the Writer has paused writing text (e.g. on a {wi} tag).
void OnPause();
/// Called when the Writer has resumed writing text.
void OnResume();
/// Called when the Writer has finshed writing text.
/// <param name="stopAudio">Controls whether audio should be stopped when writing ends.</param>
void OnEnd(bool stopAudio);
/// Called every time the Writer writes a new character glyph.
void OnGlyph();
}
}

12
Assets/Fungus/UI/Scripts/IWriter.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: fcf9b300dd82848cca0aec7c2e5cfee1
timeCreated: 1473432327
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

203
Assets/Fungus/UI/Scripts/Writer.cs

@ -11,38 +11,10 @@ using System.Text;
namespace Fungus
{
/// <summary>
/// Implement this interface to be notified about Writer events.
/// </summary>
public interface IWriterListener
{
///
/// Called when a user input event (e.g. a click) has been handled by the Writer.
///
void OnInput();
/// Called when the Writer starts writing new text
/// <param name="audioClip">An optional audioClip sound effect can be supplied (e.g. for voiceover)</param>
void OnStart(AudioClip audioClip);
/// Called when the Writer has paused writing text (e.g. on a {wi} tag).
void OnPause();
/// Called when the Writer has resumed writing text.
void OnResume();
/// Called when the Writer has finshed writing text.
/// <param name="stopAudio">Controls whether audio should be stopped when writing ends.</param>
void OnEnd(bool stopAudio);
/// Called every time the Writer writes a new character glyph.
void OnGlyph();
}
/// <summary>
/// Writes text using a typewriter effect to a UI text object.
/// </summary>
public class Writer : MonoBehaviour, IDialogInputListener
public class Writer : MonoBehaviour, IWriter, IDialogInputListener
{
[Tooltip("Gameobject containing a Text, Inout Field or Text Mesh object to write to")]
[SerializeField] protected GameObject targetTextObject;
@ -70,11 +42,9 @@ namespace Fungus
// This property is true when the writer is waiting for user input to continue
protected bool isWaitingForInput;
public virtual bool IsWaitingForInput { get { return isWaitingForInput; } }
// This property is true when the writer is writing text or waiting (i.e. still processing tokens)
protected bool isWriting;
public virtual bool IsWriting { get { return isWriting; } }
protected float currentWritingSpeed;
protected float currentPunctuationPause;
@ -285,87 +255,6 @@ namespace Fungus
}
}
public virtual void SetTextColor(Color textColor)
{
if (textUI != null)
{
textUI.color = textColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
inputField.textComponent.color = textColor;
}
}
else if (textMesh != null)
{
textMesh.color = textColor;
}
}
public virtual void SetTextAlpha(float textAlpha)
{
if (textUI != null)
{
Color tempColor = textUI.color;
tempColor.a = textAlpha;
textUI.color = tempColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
Color tempColor = inputField.textComponent.color;
tempColor.a = textAlpha;
inputField.textComponent.color = tempColor;
}
}
else if (textMesh != null)
{
Color tempColor = textMesh.color;
tempColor.a = textAlpha;
textMesh.color = tempColor;
}
}
public virtual void Stop()
{
if (isWriting || isWaitingForInput)
{
exitFlag = true;
}
}
public virtual IEnumerator Write(string content, bool clear, bool waitForInput, bool stopAudio, AudioClip audioClip, Action onComplete)
{
if (clear)
{
this.text = "";
}
if (!HasTextObject())
{
yield break;
}
// If this clip is null then WriterAudio will play the default sound effect (if any)
NotifyStart(audioClip);
string tokenText = content;
if (waitForInput)
{
tokenText += "{wi}";
}
TextTagParser tagParser = new TextTagParser();
List<TextTagParser.Token> tokens = tagParser.Tokenize(tokenText);
gameObject.SetActive(true);
yield return StartCoroutine(ProcessTokens(tokens, stopAudio, onComplete));
}
virtual protected bool CheckParamCount(List<string> paramList, int count)
{
if (paramList == null)
@ -381,7 +270,6 @@ namespace Fungus
return true;
}
protected virtual bool TryGetSingleParam(List<string> paramList, int index, float defaultValue, out float value)
{
value = defaultValue;
@ -908,5 +796,94 @@ namespace Fungus
}
#endregion
#region IWriter implementation
public virtual bool IsWriting { get { return isWriting; } }
public virtual bool IsWaitingForInput { get { return isWaitingForInput; } }
public virtual void Stop()
{
if (isWriting || isWaitingForInput)
{
exitFlag = true;
}
}
public virtual IEnumerator Write(string content, bool clear, bool waitForInput, bool stopAudio, AudioClip audioClip, Action onComplete)
{
if (clear)
{
this.text = "";
}
if (!HasTextObject())
{
yield break;
}
// If this clip is null then WriterAudio will play the default sound effect (if any)
NotifyStart(audioClip);
string tokenText = content;
if (waitForInput)
{
tokenText += "{wi}";
}
TextTagParser tagParser = new TextTagParser();
List<TextTagParser.Token> tokens = tagParser.Tokenize(tokenText);
gameObject.SetActive(true);
yield return StartCoroutine(ProcessTokens(tokens, stopAudio, onComplete));
}
public virtual void SetTextColor(Color textColor)
{
if (textUI != null)
{
textUI.color = textColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
inputField.textComponent.color = textColor;
}
}
else if (textMesh != null)
{
textMesh.color = textColor;
}
}
public virtual void SetTextAlpha(float textAlpha)
{
if (textUI != null)
{
Color tempColor = textUI.color;
tempColor.a = textAlpha;
textUI.color = tempColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
Color tempColor = inputField.textComponent.color;
tempColor.a = textAlpha;
inputField.textComponent.color = tempColor;
}
}
else if (textMesh != null)
{
Color tempColor = textMesh.color;
tempColor.a = textAlpha;
textMesh.color = tempColor;
}
}
#endregion
}
}

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