using UnityEngine; using System; using System.Collections; using System.Collections.Generic; namespace Fungus { [CommandInfo("Narrative", "Say", "Writes text in a dialog box.")] [AddComponentMenu("")] public class Say : Command, ILocalizable { // Removed this tooltip as users's reported it obscures the text box [TextArea(5,10)] public string storyText = ""; [Tooltip("Notes about this story text for other authors, localization, etc.")] public string description = ""; [Tooltip("Character that is speaking")] public Character character; [Tooltip("Portrait that represents speaking character")] public Sprite portrait; [Tooltip("Voiceover audio to play when writing the text")] public AudioClip voiceOverClip; [Tooltip("Always show this Say text when the command is executed multiple times")] public bool showAlways = true; [Tooltip("Number of times to show this Say text when the command is executed multiple times")] public int showCount = 1; [Tooltip("Type this text in the previous dialog box.")] public bool extendPrevious = false; [Tooltip("Fade out the dialog box when writing has finished and not waiting for input.")] public bool fadeWhenDone = true; [Tooltip("Wait for player to click before continuing.")] public bool waitForClick = true; [Tooltip("Stop playing voiceover when text finishes writing.")] public bool stopVoiceover = true; [Tooltip("Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog.")] public SayDialog setSayDialog; protected int executionCount; public override void OnEnter() { if (!showAlways && executionCount >= showCount) { Continue(); return; } executionCount++; // Override the active say dialog if needed if (character != null && character.setSayDialog != null) { SayDialog.activeSayDialog = character.setSayDialog; } if (setSayDialog != null) { SayDialog.activeSayDialog = setSayDialog; } SayDialog sayDialog = SayDialog.GetSayDialog(); if (sayDialog == null) { Continue(); return; } Flowchart flowchart = GetFlowchart(); sayDialog.gameObject.SetActive(true); sayDialog.SetCharacter(character, flowchart); sayDialog.SetCharacterImage(portrait); string displayText = storyText; foreach (CustomTag ct in CustomTag.activeCustomTags) { displayText = displayText.Replace(ct.tagStartSymbol, ct.replaceTagStartWith); if (ct.tagEndSymbol != "" && ct.replaceTagEndWith != "") { displayText = displayText.Replace(ct.tagEndSymbol, ct.replaceTagEndWith); } } string subbedText = flowchart.SubstituteVariables(displayText); sayDialog.Say(subbedText, !extendPrevious, waitForClick, fadeWhenDone, voiceOverClip, stopVoiceover, delegate { Continue(); }); } public override string GetSummary() { string namePrefix = ""; if (character != null) { namePrefix = character.nameText + ": "; } if (extendPrevious) { namePrefix = "EXTEND" + ": "; } return namePrefix + "\"" + storyText + "\""; } public override Color GetButtonColor() { return new Color32(184, 210, 235, 255); } public override void OnReset() { executionCount = 0; } public override void OnStopExecuting() { SayDialog sayDialog = SayDialog.GetSayDialog(); if (sayDialog == null) { return; } sayDialog.Stop(); } // // ILocalizable implementation // public virtual string GetStandardText() { return storyText; } public virtual void SetStandardText(string standardText) { storyText = standardText; } public virtual string GetDescription() { return description; } public virtual string GetStringId() { // String id for Say commands is SAY...[Character Name] string stringId = "SAY." + GetFlowchartLocalizationId() + "." + itemId + "."; if (character != null) { stringId += character.nameText; } return stringId; } } }