using UnityEngine; using UnityEngine.UI; using System; using System.Collections; using System.Collections.Generic; namespace Fungus { public class SayDialog : Dialog { // Currently active Say Dialog used to display Say text public static SayDialog activeSayDialog; public Image continueImage; public AudioClip continueSound; public static SayDialog GetSayDialog() { if (activeSayDialog == null) { // Use first Say Dialog found in the scene (if any) SayDialog sd = GameObject.FindObjectOfType(); if (sd != null) { activeSayDialog = sd; } if (activeSayDialog == null) { // Auto spawn a say dialog object from the prefab GameObject prefab = Resources.Load("SayDialog"); if (prefab != null) { GameObject go = Instantiate(prefab) as GameObject; go.SetActive(false); go.name = "SayDialog"; activeSayDialog = go.GetComponent(); } } } return activeSayDialog; } public virtual void Say(string text, bool waitForInput, Action onComplete) { Clear(); Action onWritingComplete = delegate { if (waitForInput) { ShowContinueImage(true); StartCoroutine(WaitForInput(delegate { if (continueSound != null) { AudioSource.PlayClipAtPoint(continueSound, Vector3.zero); } Clear(); StopVoiceOver(); if (onComplete != null) { onComplete(); } })); } else { if (onComplete != null) { onComplete(); } } }; Action onExitTag = delegate { Clear(); if (onComplete != null) { onComplete(); } }; StartCoroutine(WriteText(text, onWritingComplete, onExitTag)); } public override void Clear() { base.Clear(); ShowContinueImage(false); } protected override void OnWaitForInputTag(bool waiting) { ShowContinueImage(waiting); } protected virtual void ShowContinueImage(bool visible) { if (continueImage != null) { continueImage.enabled = visible; } } } }