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379 lines
13 KiB
379 lines
13 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Text.RegularExpressions; |
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using UnityEngine; |
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using System.Text; |
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namespace Fungus.Utils |
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{ |
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public class ConversationManager : IConversationManager |
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{ |
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protected struct ConversationItem |
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{ |
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public string Text { get; set; } |
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public Character Character { get; set; } |
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public Sprite Portrait { get; set; } |
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public RectTransform Position { get; set; } |
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public bool Hide { get; set; } |
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public FacingDirection FacingDirection { get; set; } |
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public bool Flip { get; set; } |
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} |
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protected Character[] characters; |
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protected bool exitSayWait; |
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/// <summary> |
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/// Splits the string passed in by the delimiters passed in. |
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/// Quoted sections are not split, and all tokens have whitespace |
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/// trimmed from the start and end. |
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protected static string[] Split(string stringToSplit) |
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{ |
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var results = new List<string>(); |
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bool inQuote = false; |
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var currentToken = new StringBuilder(); |
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for (int index = 0; index < stringToSplit.Length; ++index) |
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{ |
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char currentCharacter = stringToSplit[index]; |
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if (currentCharacter == '"') |
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{ |
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// When we see a ", we need to decide whether we are |
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// at the start or send of a quoted section... |
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inQuote = !inQuote; |
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} |
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else if (char.IsWhiteSpace(currentCharacter) && !inQuote) |
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{ |
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// We've come to the end of a token, so we find the token, |
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// trim it and add it to the collection of results... |
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string result = currentToken.ToString().Trim( new [] { ' ', '\n', '\t', '\"'} ); |
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if (result != "") results.Add(result); |
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// We start a new token... |
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currentToken = new StringBuilder(); |
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} |
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else |
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{ |
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// We've got a 'normal' character, so we add it to |
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// the curent token... |
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currentToken.Append(currentCharacter); |
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} |
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} |
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// We've come to the end of the string, so we add the last token... |
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string lastResult = currentToken.ToString().Trim(); |
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if (lastResult != "") |
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{ |
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results.Add(lastResult); |
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} |
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return results.ToArray(); |
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} |
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protected SayDialog GetSayDialog(Character character) |
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{ |
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SayDialog sayDialog = null; |
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if (character != null) |
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{ |
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if (character.SetSayDialog != null) |
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{ |
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sayDialog = character.SetSayDialog; |
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} |
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} |
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if (sayDialog == null) |
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{ |
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sayDialog = SayDialog.GetSayDialog(); |
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} |
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return sayDialog; |
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} |
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protected virtual List<ConversationItem> Parse(string conv) |
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{ |
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//find SimpleScript say strings with portrait options |
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//You can test regex matches here: http://regexstorm.net/tester |
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var sayRegex = new Regex(@"((?<sayParams>[\w ""><.']*):)?(?<text>.*)\r*(\n|$)"); |
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MatchCollection sayMatches = sayRegex.Matches(conv); |
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var items = new List<ConversationItem>(sayMatches.Count); |
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Character currentCharacter = null; |
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for (int i = 0; i < sayMatches.Count; i++) |
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{ |
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string text = sayMatches[i].Groups["text"].Value.Trim(); |
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string sayParams = sayMatches[i].Groups["sayParams"].Value; |
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// As text and SayParams are both optional, an empty string will match the regex. |
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// We can ignore any matches where both are empty |
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// or if they're Lua style comments |
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if ((text.Length == 0 && sayParams.Length == 0) || text.StartsWith("--")) |
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{ |
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continue; |
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} |
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string[] separateParams = null; |
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if (!string.IsNullOrEmpty(sayParams)) |
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{ |
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separateParams = Split(sayParams); |
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} |
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var item = CreateConversationItem(separateParams, text, currentCharacter); |
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// Previous speaking character is the default for next conversation item |
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currentCharacter = item.Character; |
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items.Add(item); |
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} |
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return items; |
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} |
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/// <summary> |
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/// Using the string of say parameters before the ':', |
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/// set the current character, position and portrait if provided. |
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/// </summary> |
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/// <returns>The conversation item.</returns> |
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/// <param name="sayParams">The list of say parameters.</param> |
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/// <param name="text">The text for the character to say.</param> |
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/// <param name="currentCharacter">The currently speaking character.</param> |
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protected virtual ConversationItem CreateConversationItem(string[] sayParams, string text, Character currentCharacter) |
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{ |
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var item = new ConversationItem(); |
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// Populate the story text to be written |
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item.Text = text; |
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if (sayParams == null || sayParams.Length == 0) |
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{ |
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// Text only, no params - early out. |
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return item; |
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} |
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// try to find the character param first, since we need to get its portrait |
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int characterIndex = -1; |
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if (characters == null) |
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{ |
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PopulateCharacterCache(); |
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} |
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for (int i = 0; item.Character == null && i < sayParams.Length; i++) |
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{ |
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for (int j = 0; j < characters.Length; j++) |
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{ |
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if (characters[j].NameStartsWith(sayParams[i])) |
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{ |
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characterIndex = i; |
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item.Character = characters[j]; |
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break; |
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} |
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} |
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} |
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// Assume last used character if none is specified now |
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if (item.Character == null) |
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{ |
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item.Character = currentCharacter; |
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} |
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// Check if there's a Hide parameter |
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int hideIndex = -1; |
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if (item.Character != null) |
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{ |
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for (int i = 0; i < sayParams.Length; i++) |
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{ |
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if (i != characterIndex && |
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string.Compare(sayParams[i], "hide", true) == 0 ) |
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{ |
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hideIndex = i; |
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item.Hide = true; |
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break; |
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} |
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} |
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} |
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int flipIndex = -1; |
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if (item.Character != null) |
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{ |
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for (int i = 0; i < sayParams.Length; i++) |
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{ |
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if (i != characterIndex && |
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i != hideIndex && |
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(string.Compare(sayParams[i], ">>>", true) == 0 |
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|| string.Compare(sayParams[i], "<<<", true) == 0)) |
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{ |
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if (string.Compare(sayParams[i], ">>>", true) == 0) item.FacingDirection = FacingDirection.Right; |
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if (string.Compare(sayParams[i], "<<<", true) == 0) item.FacingDirection = FacingDirection.Left; |
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flipIndex = i; |
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item.Flip = true; |
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break; |
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} |
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} |
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} |
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// Next see if we can find a portrait for this character |
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int portraitIndex = -1; |
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if (item.Character != null) |
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{ |
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for (int i = 0; i < sayParams.Length; i++) |
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{ |
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if (item.Portrait == null && |
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item.Character != null && |
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i != characterIndex && |
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i != hideIndex && |
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i != flipIndex) |
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{ |
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Sprite s = item.Character.GetPortrait(sayParams[i]); |
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if (s != null) |
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{ |
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portraitIndex = i; |
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item.Portrait = s; |
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break; |
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} |
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} |
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} |
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} |
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// Next check if there's a position parameter |
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Stage stage = Stage.GetActiveStage(); |
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if (stage != null) |
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{ |
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for (int i = 0; i < sayParams.Length; i++) |
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{ |
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if (i != characterIndex && |
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i != portraitIndex && |
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i != hideIndex) |
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{ |
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RectTransform r = stage.GetPosition(sayParams[i]); |
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if (r != null) |
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{ |
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item.Position = r; |
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break; |
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} |
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} |
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} |
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} |
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return item; |
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} |
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#region IConversationManager |
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public void PopulateCharacterCache() |
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{ |
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// cache characters for faster lookup |
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characters = UnityEngine.Object.FindObjectsOfType<Character>(); |
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} |
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public IEnumerator DoConversation(string conv) |
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{ |
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if (string.IsNullOrEmpty(conv)) |
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{ |
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yield break; |
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} |
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var conversationItems = Parse(conv); |
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if (conversationItems.Count == 0) |
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{ |
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yield break; |
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} |
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// Track the current and previous parameter values |
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Character currentCharacter = null; |
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Sprite currentPortrait = null; |
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RectTransform currentPosition = null; |
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Character previousCharacter = null; |
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// Play the conversation |
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for (int i = 0; i < conversationItems.Count; ++i) |
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{ |
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ConversationItem item = conversationItems[i]; |
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if (item.Character != null) |
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{ |
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currentCharacter = item.Character; |
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} |
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currentPortrait = item.Portrait; |
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currentPosition = item.Position; |
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var sayDialog = GetSayDialog(currentCharacter); |
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if (sayDialog == null) |
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{ |
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// Should never happen |
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yield break; |
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} |
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sayDialog.SetActive(true); |
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if (currentCharacter != null && |
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currentCharacter != previousCharacter) |
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{ |
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sayDialog.SetCharacter(currentCharacter); |
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} |
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var stage = Stage.GetActiveStage(); |
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if (stage != null && currentCharacter != null && |
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(currentPortrait != currentCharacter.State.portrait || |
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currentPosition != currentCharacter.State.position)) |
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{ |
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var portraitOptions = new PortraitOptions(true); |
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portraitOptions.display = item.Hide ? DisplayType.Hide : DisplayType.Show; |
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portraitOptions.character = currentCharacter; |
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portraitOptions.fromPosition = currentCharacter.State.position; |
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portraitOptions.toPosition = currentPosition; |
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portraitOptions.portrait = currentPortrait; |
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//Flip option - Flip the opposite direction the character is currently facing |
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if (item.Flip) portraitOptions.facing = item.FacingDirection; |
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// Do a move tween if the character is already on screen and not yet at the specified position |
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if (currentCharacter.State.onScreen && |
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currentPosition != currentCharacter.State.position) |
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{ |
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portraitOptions.move = true; |
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} |
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if (item.Hide) |
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{ |
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stage.Hide(portraitOptions); |
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} |
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else |
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{ |
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stage.Show(portraitOptions); |
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} |
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} |
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if (stage == null && |
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currentPortrait != null) |
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{ |
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sayDialog.SetCharacterImage(currentPortrait); |
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} |
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previousCharacter = currentCharacter; |
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if (!string.IsNullOrEmpty(item.Text)) { |
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exitSayWait = false; |
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sayDialog.Say(item.Text, true, true, true, false, null, () => { |
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exitSayWait = true; |
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}); |
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while (!exitSayWait) |
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{ |
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yield return null; |
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} |
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exitSayWait = false; |
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} |
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} |
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} |
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#endregion |
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} |
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}
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