using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
/**
* Permitted states for Dialogs.
*/
public enum DialogMode
{
/// Dialog has no pending content to display so is not shown.
Idle,
/// Dialog is currently writing out content.
Writing,
/// Dialog has finished writing out content and is waiting for player input.
Waiting
}
/**
* Interface for Dialog implementations.
* This allows us to introduce new types of Dialog in future.
*/
public interface IDialog
{
/**
* Returns the current state of the Dialog.
*/
DialogMode GetDialogMode();
/**
* Display a line of story text.
* If any options have previously been added using AddOption(), these will be displayed and the
* user must choose an option to continue. The sayAction parameter is ignored
* @param sayText The line of story text to be displayed.
* @param sayAction Delegate method to call when the player taps to continue.
*/
void Say(string sayText, Action sayAction);
/**
* Clear the current list of options previously added using AddOption().
*/
void ClearOptions();
/**
* Add an option to the list of options to be displayed on the next call to Say().
* @param optionText Text to display on the button for the option.
* @param optionAction Delegate method to call when the option button is pressed.
*/
void AddOption(string optionText, Action optionAction);
/**
* Sets a time limit for the player to choose between multiple options.
* If the player fails to make a choice in time then the timeoutAction delegate method is called.
* This setting only applies to the next Say() command and will be reset afterwards.
* @timeoutDuration Length of time for the player to choose an option.
* @timeoutAction Delegate method to call when player fails to choose an option.
*/
void SetTimeout(float timeoutDuration, Action timeoutAction);
}
[ExecuteInEditMode]
public class Dialog : MonoBehaviour, IDialog
{
/**
* Padding values for each side of the dialog.
* Values are in normalized screen coords [0..1]
*/
[Serializable]
public class Layout
{
/**
* Pushes the left dialog edge away from the left side of the screen.
*/
public bool leftSpace = false;
/**
* Pushes the top dialog edge away from the top side of the screen.
*/
public bool topSpace = true;
/**
* Pushes the right dialog edge away from the right side of the screen.
*/
public bool rightSpace = false;
/**
* Pushes the bottom dialog edge away from the bottom side of the screen.
*/
public bool bottomSpace = false;
/**
* Minimum dimensions of the dialog.
* The dialog may expand beyond these dimensions to fit content.
* Coordinates are in normalized screen coordinates [0..1]
*/
public Vector2 size = new Vector2(1f, 0.25f);
/**
* Offsets the dialog relative to the top left corner of the screen.
* Coordinates are in normalized screen coordinates [0..1]
*/
public Vector2 offset;
}
/**
* Layout values used to control size and position of the dialog.
*/
public Layout layout;
/**
* Defines the dialog display properties of a game character.
*/
[System.Serializable]
public class Character
{
/**
* Side of screen to display character image.
*/
public enum ImageSide
{
/// Display image on the left side of the dialog.
Left,
/// Display image on the right side of the dialog.
Right
}
/**
* Indentifier for this character for use with the SetCharacter() method.
*/
public string characterID;
/**
* Name text to display for the character.
* If empty then the name field is not displayed.
*/
public string name;
/**
* The color for the name text.
* This always overrides any color value specified in the NameStyle property.
*/
public Color nameColor;
/**
* Image to display for the character.
* If no image is specified then no character image will be displayed.
*/
public Texture2D image;
/**
* Side of dialog where character image will be displayed.
*/
public ImageSide imageSide;
}
/**
* List of game characters that can be displayed using this dialog.
*/
public Character[] characters;
/**
* Active character to use when displaying dialog.
*/
public int activeCharacter;
/**
* Writing speed for say text in Characters Per Second.
*/
public int writingSpeed = 100;
/**
* Sound to play while text is being written in the dialog.
*/
public AudioClip writingSound;
/**
* Loop the writing sound as long as text is being written.
*/
public bool loopWritingSound = true;
/**
* Sound effect to play when the player taps to continue.
*/
public AudioClip continueSound;
/**
* Icon to display under the story text when waiting for player to tap to continue.
*/
public Texture2D continueIcon;
/**
* Number of buttons to display in the same row when showing multiple options
*/
public int buttonsPerRow = 2;
/**
* Minimum width of each button as a fraction of the screen width [0..1].
* This is useful to create a column of buttons with matching width.
*/
public float minButtonWidth = 0;
/**
* Padding offset to apply around the character image, in pixels.
*/
public RectOffset imagePadding;
/**
* Scale of character image, specified as a fraction of current screen height [0..1].
*/
public float imageScale = 0.25f;
/**
* Animation frames for multiple choice time indicator
*/
public Texture2D[] timerAnimation;
/**
* Scale of timer image, specified as a fraction of current screen height [0..1].
*/
public float timerScale = 0.2f;
/**
* Sound effect to play when time indicator advances.
*/
public AudioClip timerSound;
/**
* Style for dialog box background.
*/
public GUIStyle boxStyle;
/**
* Style for name text.
*/
public GUIStyle nameTextStyle;
/**
* Style for say text.
*/
public GUIStyle sayTextStyle;
/**
* Style for option buttons
*/
public GUIStyle buttonStyle;
DialogMode dialogMode;
public DialogMode GetDialogMode()
{
return dialogMode;
}
class Option
{
public string optionText;
public Action optionAction;
public Option(string _optionText, Action _optionAction)
{
optionText = _optionText;
optionAction = _optionAction;
}
}
List