// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). // It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) using UnityEngine; using UnityEngine.Serialization; using System.Collections.Generic; using System; using Fungus.Utils; namespace Fungus { /// /// A Character that can be used in dialogue via the Say, Conversation and Portrait commands. /// [ExecuteInEditMode] public class Character : MonoBehaviour, ICharacter, ILocalizable { [Tooltip("Character name as displayed in Say Dialog.")] [SerializeField] protected string nameText; // We need a separate name as the object name is used for character variations (e.g. "Smurf Happy", "Smurf Sad") [Tooltip("Color to display the character name in Say Dialog.")] [SerializeField] protected Color nameColor = Color.white; [Tooltip("Sound effect to play when this character is speaking.")] [SerializeField] protected AudioClip soundEffect; [Tooltip("List of portrait images that can be displayed for this character.")] [SerializeField] protected List portraits; [Tooltip("Direction that portrait sprites face.")] [SerializeField] protected FacingDirection portraitsFace; [Tooltip("Sets the active Say dialog with a reference to a Say Dialog object in the scene. This Say Dialog will be used whenever the character speaks.")] [SerializeField] protected SayDialog setSayDialog; [FormerlySerializedAs("notes")] [TextArea(5,10)] [SerializeField] protected string description; protected PortraitState portaitState = new PortraitState(); static public List activeCharacters = new List(); protected virtual void OnEnable() { if (!activeCharacters.Contains(this)) { activeCharacters.Add(this); } } protected virtual void OnDisable() { activeCharacters.Remove(this); } #region ICharacter implementation public virtual string NameText { get { return nameText; } } public virtual Color NameColor { get { return nameColor; } } public virtual AudioClip SoundEffect { get { return soundEffect; } } public virtual Sprite ProfileSprite { get; set; } public virtual List Portraits { get { return portraits; } } public virtual FacingDirection PortraitsFace { get { return portraitsFace; } } public virtual PortraitState State { get { return portaitState; } } public virtual ISayDialog SetSayDialog { get { return setSayDialog; } } public string GetObjectName() { return gameObject.name; } public virtual bool NameStartsWith(string matchString) { return name.StartsWith(matchString, true, System.Globalization.CultureInfo.CurrentCulture) || nameText.StartsWith(matchString, true, System.Globalization.CultureInfo.CurrentCulture); } public virtual Sprite GetPortrait(string portraitString) { if (String.IsNullOrEmpty(portraitString)) { return null; } for (int i = 0; i < portraits.Count; i++) { if (portraits[i] != null && String.Compare(portraits[i].name, portraitString, true) == 0) { return portraits[i]; } } return null; } #endregion #region ILocalizable implementation public virtual string GetStandardText() { return nameText; } public virtual void SetStandardText(string standardText) { nameText = standardText; } public virtual string GetDescription() { return description; } public virtual string GetStringId() { // String id for character names is CHARACTER. return "CHARACTER." + nameText; } #endregion } }