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803 lines
20 KiB
803 lines
20 KiB
using UnityEngine; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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|
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namespace Fungus |
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{ |
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/** |
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* Interface for Dialog implementations. |
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* This allows us to introduce new types of Dialog in future. |
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*/ |
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public interface IDialog |
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{ |
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/** |
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* Display a line of story text. |
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* If any options have previously been added using AddOption(), these will be displayed and the |
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* user must choose an option to continue. The sayAction parameter is ignored |
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* @param sayText The line of story text to be displayed. |
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* @param sayAction Delegate method to call when the player taps to continue. |
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*/ |
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void Say(string sayText, Action sayAction); |
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/** |
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* Clear the current list of options previously added using AddOption(). |
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*/ |
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void ClearOptions(); |
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/** |
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* Add an option to the list of options to be displayed on the next call to Say(). |
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* @param optionText Text to display on the button for the option. |
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* @param optionAction Delegate method to call when the option button is pressed. |
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*/ |
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void AddOption(string optionText, Action optionAction); |
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/** |
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* Sets a time limit for the player to choose between multiple options. |
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* If the player fails to make a choice in time then the timeoutAction delegate method is called. |
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* This setting only applies to the next Say() command and will be reset afterwards. |
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* @timeoutDuration Length of time for the player to choose an option. |
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* @timeoutAction Delegate method to call when player fails to choose an option. |
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*/ |
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void SetTimeout(float timeoutDuration, Action timeoutAction); |
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} |
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[ExecuteInEditMode] |
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public class Dialog : MonoBehaviour, IDialog |
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{ |
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/** |
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* Padding values for each side of the dialog. |
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* Values are in normalized screen coords [0..1] |
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*/ |
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[Serializable] |
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public class Layout |
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{ |
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/** |
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* Pushes the left dialog edge away from the left side of the screen. |
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*/ |
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public bool leftSpace = false; |
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/** |
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* Pushes the top dialog edge away from the top side of the screen. |
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*/ |
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public bool topSpace = true; |
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/** |
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* Pushes the right dialog edge away from the right side of the screen. |
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*/ |
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public bool rightSpace = false; |
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/** |
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* Pushes the bottom dialog edge away from the bottom side of the screen. |
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*/ |
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public bool bottomSpace = false; |
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/** |
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* Minimum dimensions of the dialog. |
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* The dialog may expand beyond these dimensions to fit content. |
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* Coordinates are in normalized screen coordinates [0..1] |
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*/ |
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public Vector2 size = new Vector2(1f, 0.25f); |
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/** |
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* Offsets the dialog relative to the top left corner of the screen. |
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* Coordinates are in normalized screen coordinates [0..1] |
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*/ |
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public Vector2 offset; |
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} |
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/** |
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* Layout values used to control size and position of the dialog. |
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*/ |
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public Layout layout; |
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/** |
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* Defines the dialog display properties of a game character. |
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*/ |
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[System.Serializable] |
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public class Character |
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{ |
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/** |
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* Side of screen to display character image. |
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*/ |
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public enum ImageSide |
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{ |
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/// Display image on the left side of the dialog. |
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Left, |
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/// Display image on the right side of the dialog. |
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Right |
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} |
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/** |
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* Indentifier for this character for use with the SetCharacter() method. |
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*/ |
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public string characterID; |
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/** |
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* Name text to display for the character. |
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* If empty then the name field is not displayed. |
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*/ |
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public string name; |
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/** |
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* The color for the name text. |
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* This always overrides any color value specified in the NameStyle property. |
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*/ |
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public Color nameColor; |
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/** |
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* Image to display for the character. |
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* If no image is specified then no character image will be displayed. |
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*/ |
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public Texture2D image; |
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/** |
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* Side of dialog where character image will be displayed. |
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*/ |
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public ImageSide imageSide; |
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} |
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/** |
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* List of game characters that can be displayed using this dialog. |
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*/ |
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public Character[] characters; |
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/** |
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* Active character to use when displaying dialog. |
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*/ |
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public int activeCharacter; |
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/** |
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* Writing speed for say text in Characters Per Second. |
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*/ |
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public int writingSpeed = 100; |
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/** |
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* Sound to play while text is being written in the dialog. |
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*/ |
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public AudioClip writingSound; |
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/** |
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* Loop the writing sound as long as text is being written. |
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*/ |
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public bool loopWritingSound = true; |
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/** |
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* Sound effect to play when the player taps to continue. |
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*/ |
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public AudioClip continueSound; |
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/** |
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* Icon to display under the story text when waiting for player to tap to continue. |
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*/ |
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public Texture2D continueIcon; |
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/** |
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* Number of buttons to display in the same row when showing multiple options |
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*/ |
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public int buttonsPerRow = 2; |
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/** |
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* Minimum width of each button as a fraction of the screen width [0..1]. |
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* This is useful to create a column of buttons with matching width. |
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*/ |
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public float minButtonWidth = 0; |
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/** |
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* Padding offset to apply around the character image, in pixels. |
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*/ |
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public RectOffset imagePadding; |
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/** |
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* Scale of character image, specified as a fraction of current screen height [0..1]. |
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*/ |
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public float imageScale = 0.25f; |
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/** |
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* Animation frames for multiple choice time indicator |
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*/ |
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public Texture2D[] timerAnimation; |
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/** |
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* Scale of timer image, specified as a fraction of current screen height [0..1]. |
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*/ |
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public float timerScale = 0.2f; |
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/** |
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* Sound effect to play when time indicator advances. |
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*/ |
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public AudioClip timerSound; |
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/** |
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* Style for dialog box background. |
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*/ |
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public GUIStyle boxStyle; |
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/** |
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* Style for name text. |
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*/ |
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public GUIStyle nameTextStyle; |
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/** |
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* Style for say text. |
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*/ |
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public GUIStyle sayTextStyle; |
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/** |
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* Style for option buttons |
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*/ |
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public GUIStyle buttonStyle; |
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/** |
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* Allowed states for dialog |
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*/ |
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public enum DialogMode |
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{ |
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Idle, |
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Writing, |
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Waiting |
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} |
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/** |
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* Current state of dialog |
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*/ |
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[HideInInspector] |
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public DialogMode dialogMode; |
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class Option |
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{ |
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public string optionText; |
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public Action optionAction; |
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public Option(string _optionText, Action _optionAction) |
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{ |
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optionText = _optionText; |
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optionAction = _optionAction; |
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} |
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} |
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List<Option> options = new List<Option>(); |
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float timeoutDuration; |
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Action timeoutAction; |
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float timeoutTimer; |
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int timeoutAnimationIndex; |
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string sayText = ""; |
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string previousSayText = ""; |
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string displayedSayText = ""; |
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Action deferredAction; |
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Action continueAction; |
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bool executeAsCommand; |
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float continueTimer; |
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bool instantCompleteText; |
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GameObject typingAudio; |
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// Cached versions of scaled style objects |
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GUIStyle cachedBoxStyle; |
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GUIStyle cachedNameTextStyle; |
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GUIStyle cachedSayTextStyle; |
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GUIStyle cachedButtonStyle; |
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void Start() |
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{ |
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if (!Application.isPlaying) |
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{ |
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return; |
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} |
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// Apply resolution independent scaling to styles |
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// Cache these so we're not creating lots of new objects every frame |
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cachedBoxStyle = ScaleFontSize(boxStyle); |
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cachedNameTextStyle = ScaleFontSize(nameTextStyle); |
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cachedSayTextStyle = ScaleFontSize(sayTextStyle); |
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cachedButtonStyle = ScaleFontSize (buttonStyle); |
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} |
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void Update() |
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{ |
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writingSpeed = Math.Max(writingSpeed, 0); |
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buttonsPerRow = Math.Max(buttonsPerRow, 1); |
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minButtonWidth = Mathf.Max(minButtonWidth, 0); |
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imageScale = Mathf.Max(imageScale, 0); |
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timerScale = Mathf.Max(timerScale, 0); |
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layout.size.x = Mathf.Clamp01(layout.size.x); |
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layout.size.y = Mathf.Clamp01(layout.size.y); |
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layout.offset.x = Mathf.Clamp01(layout.offset.x); |
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layout.offset.y = Mathf.Clamp01(layout.offset.y); |
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if (!Application.isPlaying) |
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{ |
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return; |
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} |
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if (continueTimer > 0) |
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{ |
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continueTimer -= Time.deltaTime; |
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continueTimer = Mathf.Max(continueTimer, 0f); |
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} |
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if (sayText.Length == 0) |
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{ |
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dialogMode = DialogMode.Idle; |
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} |
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// Check if the sayText field has been modified directly. |
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// If that has happened, then write the text with no Action |
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if (sayText != previousSayText && |
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sayText.Length > 0) |
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{ |
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StopAllCoroutines(); |
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Say(sayText, null); |
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} |
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if (timeoutTimer > 0) |
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{ |
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timeoutTimer -= Time.deltaTime; |
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timeoutTimer = Mathf.Max(timeoutTimer, 0f); |
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} |
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if (Application.isEditor) |
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{ |
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// Live update of GUIStyles when running in editor |
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// Not bid deal if we're triggering garbage collection inside editor |
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cachedBoxStyle = ScaleFontSize(boxStyle); |
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cachedNameTextStyle = ScaleFontSize(nameTextStyle); |
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cachedSayTextStyle = ScaleFontSize(sayTextStyle); |
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cachedButtonStyle = ScaleFontSize(buttonStyle); |
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} |
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} |
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public void Say(string _sayText, Action sayAction) |
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{ |
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string subbedText = Game.stringTable.SubstituteStrings(_sayText); |
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// Hack: Handle Say(""); by writing a single space character. |
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if (subbedText.Length == 0) |
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{ |
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subbedText = " "; |
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} |
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continueAction = sayAction; |
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previousSayText = subbedText; |
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if (timeoutDuration > 0 && |
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options.Count > 0) |
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{ |
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// Activate timeout timer |
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timeoutTimer = timeoutDuration; |
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} |
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WriteSayText(subbedText); |
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} |
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void WriteSayText(string _sayText) |
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{ |
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// Disable quick continue for a short period to prevent accidental taps |
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continueTimer = 0.4f; |
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instantCompleteText = false; |
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sayText = _sayText; |
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// Hack to avoid displaying partial color tag text |
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if (_sayText.Contains("<")) |
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{ |
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displayedSayText = _sayText; |
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} |
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else |
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{ |
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// Use a coroutine to write the story text out over time |
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StartCoroutine(WriteStoryInternal()); |
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} |
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} |
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// Coroutine to write story text out over a period of time |
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IEnumerator WriteStoryInternal() |
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{ |
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// Zero CPS means write instantly |
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if (writingSpeed == 0) |
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{ |
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displayedSayText = sayText; |
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yield break; |
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} |
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if (writingSound != null) |
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{ |
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typingAudio = new GameObject(); |
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typingAudio.AddComponent<AudioSource>(); |
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typingAudio.audio.clip = writingSound; |
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typingAudio.audio.loop = loopWritingSound; |
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typingAudio.audio.Play(); |
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} |
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dialogMode = DialogMode.Writing; |
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displayedSayText = ""; |
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// Make one character visible at a time |
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float writeDelay = (1f / (float)writingSpeed); |
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float timeAccumulator = 0f; |
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int i = 0; |
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while (true) |
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{ |
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if (instantCompleteText) |
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{ |
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instantCompleteText = false; |
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displayedSayText = sayText; |
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break; |
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} |
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timeAccumulator += Time.deltaTime; |
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while (timeAccumulator > writeDelay) |
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{ |
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i++; |
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timeAccumulator -= writeDelay; |
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} |
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if (i >= sayText.Length) |
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{ |
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displayedSayText = sayText; |
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break; |
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} |
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else |
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{ |
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string left = sayText.Substring(0, i + 1); |
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string right = sayText.Substring(i + 1); |
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displayedSayText = left; |
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displayedSayText += "<color=#FFFFFF00>"; |
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displayedSayText += right; |
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displayedSayText += "</color>"; |
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} |
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yield return null; |
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} |
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dialogMode = DialogMode.Waiting; |
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if (typingAudio != null) |
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{ |
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Destroy(typingAudio); |
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} |
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} |
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GUIStyle ScaleFontSize(GUIStyle style) |
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{ |
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GUIStyle styleCopy = new GUIStyle(style); |
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styleCopy.fontSize = Mathf.RoundToInt(styleCopy.fontSize * ((float)Screen.height / 768f)); |
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return styleCopy; |
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} |
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public void ClearOptions() |
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{ |
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options.Clear(); |
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} |
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public void AddOption(string optionText, Action optionAction) |
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{ |
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string subbedText = Game.stringTable.FormatLinkText(Game.stringTable.SubstituteStrings(optionText)); |
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options.Add(new Option(subbedText, optionAction)); |
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} |
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public void SetTimeout(float _timeoutDuration, Action _timeoutAction) |
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{ |
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timeoutDuration = _timeoutDuration; |
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timeoutAction = _timeoutAction; |
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} |
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public void SetCharacter(string characterID) |
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{ |
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for (int i = 0; i < characters.Length; ++i) |
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{ |
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if (characters[i].characterID == characterID) |
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{ |
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activeCharacter = i; |
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return; |
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} |
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} |
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Debug.Log ("Failed to find character ID " + characterID); |
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} |
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public virtual void OnGUI() |
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{ |
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if (!Application.isPlaying || |
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dialogMode == DialogMode.Idle || |
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characters.Length == 0 || |
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activeCharacter >= characters.Length) |
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{ |
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return; |
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} |
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Rect areaRect = new Rect(layout.offset.x * Screen.width, layout.offset.y * Screen.height, Screen.width, Screen.height); |
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Rect sideImageRect = new Rect(); |
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Rect dialogRect = new Rect(); |
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Character character = characters[activeCharacter]; |
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GUILayout.BeginArea(areaRect); |
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{ |
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if (layout.topSpace) |
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{ |
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GUILayout.FlexibleSpace(); |
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} |
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GUILayout.BeginHorizontal(); |
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{ |
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if (layout.leftSpace) |
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{ |
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GUILayout.FlexibleSpace(); |
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} |
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GUILayout.BeginHorizontal(cachedBoxStyle, GUILayout.MinWidth(Screen.width * layout.size.x), GUILayout.MinHeight(Screen.height * layout.size.y)); |
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{ |
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if (character.imageSide == Character.ImageSide.Left && |
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character.image != null) |
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{ |
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// Reserve a rect for the side image based on the current screen height and imageScale |
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float sideImageHeight = Screen.height * imageScale; |
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float sideImageWidth = (sideImageHeight / character.image.height) * character.image.width; |
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float w = sideImageWidth + imagePadding.left + imagePadding.right; |
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float h = sideImageHeight + imagePadding.top + imagePadding.bottom; |
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sideImageRect = GUILayoutUtility.GetRect(w, h, GUILayout.Width(w), GUILayout.Height(h)); |
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} |
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else if (character.imageSide == Character.ImageSide.Right) |
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{ |
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DrawTimer(); |
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} |
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GUILayout.BeginVertical(GUILayout.ExpandWidth(false)); |
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{ |
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if (character.name.Length > 0) |
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{ |
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cachedNameTextStyle.normal.textColor = character.nameColor; |
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GUILayout.Label(new GUIContent(character.name), cachedNameTextStyle); |
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} |
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GUILayout.FlexibleSpace(); |
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GUILayout.Label(new GUIContent(displayedSayText), cachedSayTextStyle); |
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GUILayout.FlexibleSpace(); |
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// Show buttons for player options, or the continue icon if there are no options |
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if (options.Count > 0) |
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{ |
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GUILayout.BeginHorizontal(); |
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{ |
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GUILayout.BeginVertical(); |
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{ |
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int buttonCount = 0; |
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for (int i = 0; i < options.Count; ++i) |
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{ |
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if (buttonCount == 0) |
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{ |
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GUILayout.BeginHorizontal(); |
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GUILayout.FlexibleSpace(); |
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} |
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buttonCount++; |
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if (GUILayout.Button(options[i].optionText, cachedButtonStyle, GUILayout.MinWidth(Screen.width * minButtonWidth))) |
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{ |
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if (options[i].optionAction == null) |
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{ |
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deferredAction = DoNullAction; |
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executeAsCommand = false; |
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} |
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else |
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{ |
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deferredAction = options[i].optionAction; |
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executeAsCommand = true; |
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} |
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} |
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if (buttonCount == buttonsPerRow || |
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i == options.Count - 1) |
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{ |
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GUILayout.FlexibleSpace(); |
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GUILayout.EndHorizontal(); |
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buttonCount = 0; |
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} |
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} |
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} |
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GUILayout.EndVertical(); |
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} |
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GUILayout.EndHorizontal(); |
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} |
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else if (continueIcon != null) |
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{ |
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GUILayout.BeginHorizontal(); |
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GUILayout.FlexibleSpace(); |
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Rect continueButtonRect = GUILayoutUtility.GetRect(continueIcon.width, |
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continueIcon.height, |
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GUILayout.MaxWidth(continueIcon.width), |
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GUILayout.MaxHeight(continueIcon.height)); |
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if (dialogMode == DialogMode.Waiting) |
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{ |
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continueButtonRect.y += Mathf.Sin(Time.timeSinceLevelLoad * 15f) * (float)(continueIcon.height * 0.2f); |
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GUI.DrawTexture(continueButtonRect, continueIcon); |
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} |
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GUILayout.FlexibleSpace(); |
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GUILayout.EndHorizontal(); |
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} |
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GUILayout.FlexibleSpace(); |
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} |
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GUILayout.EndVertical(); |
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if (character.imageSide == Character.ImageSide.Right && |
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character.image != null) |
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{ |
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// Reserve a rect for the side image based on the current screen height and imageScale |
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float sideImageHeight = Screen.height * imageScale; |
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float sideImageWidth = (sideImageHeight / character.image.height) * character.image.width; |
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float w = sideImageWidth + imagePadding.left + imagePadding.right; |
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float h = sideImageHeight + imagePadding.top + imagePadding.bottom; |
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sideImageRect = GUILayoutUtility.GetRect(w, h, GUILayout.Width(w), GUILayout.Height(h)); |
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} |
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else if (character.imageSide == Character.ImageSide.Left) |
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{ |
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DrawTimer(); |
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} |
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} |
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GUILayout.EndHorizontal(); |
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// Get rect of dialog for testing mouse hit later on |
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dialogRect = GUILayoutUtility.GetLastRect(); |
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if (layout.rightSpace) |
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{ |
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GUILayout.FlexibleSpace(); |
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} |
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} |
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GUILayout.EndHorizontal(); |
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if (layout.bottomSpace) |
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{ |
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GUILayout.FlexibleSpace(); |
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} |
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} |
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GUILayout.EndArea(); |
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if (character.image != null) |
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{ |
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// Adjust side image rect based on aspect ratio of the image. |
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float sideImageHeight = character.image.height * ((sideImageRect.width - imagePadding.left - imagePadding.right) / character.image.width); |
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sideImageRect.yMax = sideImageRect.yMin + sideImageHeight + imagePadding.bottom + imagePadding.top; |
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sideImageRect = imagePadding.Remove(sideImageRect); |
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// Adjust rect based on layout offset |
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sideImageRect.x += areaRect.x; |
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sideImageRect.y += areaRect.y; |
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// Draw side image |
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GUI.DrawTexture(sideImageRect, character.image); |
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} |
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bool clickedOnDialog = (Input.GetMouseButtonUp(0) && dialogRect.Contains(Event.current.mousePosition)); |
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if (dialogMode == DialogMode.Writing) |
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{ |
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if (clickedOnDialog || Input.GetKeyUp("space")) |
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{ |
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instantCompleteText = true; |
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} |
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} |
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if (dialogMode == DialogMode.Waiting) |
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{ |
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// Player can continue by clicking anywhere |
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if (options.Count == 0 && |
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continueTimer == 0 && |
|
(clickedOnDialog || Input.GetKeyUp("space"))) |
|
{ |
|
if (continueSound != null) |
|
{ |
|
AudioSource.PlayClipAtPoint(continueSound, new Vector3()); |
|
} |
|
|
|
if (continueAction == null) |
|
{ |
|
deferredAction = DoNullAction; |
|
executeAsCommand = false; |
|
} |
|
else |
|
{ |
|
deferredAction = continueAction; |
|
executeAsCommand = false; |
|
} |
|
} |
|
|
|
// Check if timeout timer has expired |
|
if (options.Count > 0 && |
|
timeoutDuration > 0 && |
|
timeoutTimer == 0) |
|
{ |
|
deferredAction = timeoutAction; |
|
executeAsCommand = true; |
|
} |
|
} |
|
|
|
// Execute any deferred actions on the last call to OnGUI |
|
if (Event.current.type == EventType.Repaint) |
|
{ |
|
if (deferredAction != null) |
|
{ |
|
Action tempAction = deferredAction; |
|
|
|
displayedSayText = ""; |
|
sayText = ""; |
|
deferredAction = null; |
|
dialogMode = DialogMode.Idle; |
|
ClearOptions(); |
|
timeoutAction = null; |
|
timeoutDuration = 0; |
|
timeoutTimer = 0; |
|
timeoutAnimationIndex = 0; |
|
|
|
if (executeAsCommand) |
|
{ |
|
executeAsCommand = false; |
|
|
|
// Execute next command |
|
CommandQueue commandQueue = Game.GetInstance().commandQueue; |
|
commandQueue.CallCommandMethod(tempAction); |
|
} |
|
else |
|
{ |
|
tempAction(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
void DrawTimer() |
|
{ |
|
if (timeoutTimer > 0 && |
|
timerAnimation.Length > 0) |
|
{ |
|
GUILayout.BeginHorizontal(); |
|
{ |
|
GUILayout.FlexibleSpace(); |
|
|
|
GUILayout.BeginVertical(); |
|
{ |
|
GUILayout.FlexibleSpace(); |
|
|
|
float t = 1f - timeoutTimer / timeoutDuration; |
|
int index = Mathf.RoundToInt(Mathf.Lerp(0, timerAnimation.Length - 1, t)); |
|
|
|
// Play a sound effect for each animation frame |
|
if (timeoutAnimationIndex != index && |
|
timerSound != null) |
|
{ |
|
AudioSource.PlayClipAtPoint(timerSound, Vector3.zero); |
|
} |
|
|
|
timeoutAnimationIndex = index; |
|
|
|
float height = Screen.height * timerScale; |
|
GUILayout.Box(timerAnimation[timeoutAnimationIndex], new GUIStyle(), GUILayout.Height(height)); |
|
|
|
GUILayout.FlexibleSpace(); |
|
} |
|
GUILayout.EndVertical(); |
|
|
|
GUILayout.FlexibleSpace(); |
|
} |
|
GUILayout.EndHorizontal(); |
|
} |
|
} |
|
|
|
void DoNullAction() |
|
{} |
|
} |
|
} |