An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class Dialog : MonoBehaviour
{
public static Character speakingCharacter;
public static string prevStoryText;
public float writingSpeed = 60;
public AudioClip writingSound;
public bool loopWritingSound = true;
public bool beepPerCharacter = false;
public float slowBeepsAt = 10f;
public float fastBeepsAt = 30f;
public float punctuationPause = 0.25f;
public bool alwaysFadeDialog = false;
public float fadeDuration = 1f;
public LeanTweenType fadeEaseType;
public bool alwaysMoveDialog = false;
public Vector2 startPosition;
protected Vector2 endPosition;
public float moveSpeed = 1000f;
public LeanTweenType moveEaseType;
[Tooltip("Click anywhere on screen to continue when set to true, or only on dialog when false.")]
public bool clickAnywhere = true;
public Canvas dialogCanvas;
public Text nameText;
public Text storyText;
public Image characterImage;
public AudioClip characterTypingSound;
protected float currentSpeed;
protected float currentPunctuationPause;
protected bool boldActive;
protected bool italicActive;
protected bool colorActive;
protected string colorText;
protected float clickCooldownTimer;
protected bool wasPointerClicked;
protected AudioSource voiceOverAudio;
protected virtual void LateUpdate()
{
wasPointerClicked = false;
if (clickCooldownTimer > 0f)
{
clickCooldownTimer -= Time.deltaTime;
clickCooldownTimer = Mathf.Max(0, clickCooldownTimer);
}
if (clickCooldownTimer == 0f &&
clickAnywhere &&
Input.GetMouseButtonDown(0))
{
wasPointerClicked = true;
clickCooldownTimer = 0.2f;
}
}
public virtual void ShowDialog(bool visible)
{
if (dialogCanvas != null)
{
LeanTween.cancel(dialogCanvas.gameObject);
dialogCanvas.GetComponent<CanvasGroup>().alpha = 1;
dialogCanvas.gameObject.SetActive(visible);
}
if (visible)
{
// A new dialog is often shown as the result of a mouse click, so we need
// to make sure the previous click doesn't register on the new dialogue
wasPointerClicked = false;
clickCooldownTimer = 0.2f;
}
}
public virtual void FadeInDialog()
{
LeanTween.cancel(dialogCanvas.gameObject);
dialogCanvas.GetComponent<CanvasGroup>().alpha = 0;
dialogCanvas.gameObject.SetActive(true);
if (fadeDuration == 0) fadeDuration = float.Epsilon;
LeanTween.value(dialogCanvas.gameObject,0,1,fadeDuration).setEase(fadeEaseType).setOnUpdate(
(float fadeAmount)=>{
dialogCanvas.GetComponent<CanvasGroup>().alpha = fadeAmount;
}
).setOnComplete(
()=>{
dialogCanvas.GetComponent<CanvasGroup>().alpha = 1;
}
);
}
public virtual void MoveInDialog()
{
endPosition = this.transform.position;
float moveDuration = (Vector3.Distance(startPosition,this.transform.position)/moveSpeed);
if (moveSpeed == 0) moveDuration = float.Epsilon;
LeanTween.value(this.gameObject,(Vector2)startPosition,(Vector2)endPosition,moveDuration).setEase(moveEaseType).setOnUpdate(
(Vector3 updatePosition)=>{
this.transform.position = updatePosition;
}
).setOnComplete(
()=>{
this.transform.position = endPosition;
}
);
}
public virtual void FadeOutDialog()
{
LeanTween.cancel(dialogCanvas.gameObject);
if (fadeDuration == 0) fadeDuration = float.Epsilon;
LeanTween.value(dialogCanvas.gameObject,1,0,fadeDuration).setEase(fadeEaseType).setOnUpdate(
(float fadeAmount)=>{
dialogCanvas.GetComponent<CanvasGroup>().alpha = fadeAmount;
}
).setOnComplete(
()=>{
dialogCanvas.gameObject.SetActive(false);
dialogCanvas.GetComponent<CanvasGroup>().alpha = 1;
}
);
}
public virtual void MoveOutDialog()
{
endPosition = this.transform.position;
float moveDuration = (Vector3.Distance(startPosition,this.transform.position)/moveSpeed);
if (moveSpeed == 0) moveDuration = float.Epsilon;
LeanTween.value(this.gameObject,(Vector2)endPosition,(Vector2)startPosition,moveDuration).setEase(moveEaseType).setOnUpdate(
(Vector3 updatePosition)=>{
this.transform.position = updatePosition;
}
).setOnComplete(
()=>{
this.transform.position = endPosition;
}
);
}
public virtual void SetCharacter(Character character, Flowchart flowchart = null)
{
if (character == null)
{
if (characterImage != null)
characterImage.gameObject.SetActive(false);
if (nameText != null)
nameText.text = "";
characterTypingSound = null;
}
else
{
Character prevSpeakingCharacter = speakingCharacter;
speakingCharacter = character;
// Dim portraits of non-speaking characters
foreach (Stage s in Stage.activeStages)
{
if (s.dimPortraits)
{
foreach (Character c in s.charactersOnStage)
{
if (prevSpeakingCharacter != speakingCharacter)
{
if (c != speakingCharacter)
{
Portrait.Dim(c,s);
}
else
{
Portrait.Undim(c,s);
}
}
}
}
}
string characterName = character.nameText;
if (characterName == "")
{
// Use game object name as default
characterName = character.name;
}
if (flowchart != null)
{
characterName = flowchart.SubstituteVariables(characterName);
}
characterTypingSound = character.soundEffect;
SetCharacterName(characterName, character.nameColor);
}
}
public virtual void SetCharacterImage(Sprite image)
{
if (characterImage != null)
{
if (image != null)
{
characterImage.sprite = image;
characterImage.gameObject.SetActive(true);
}
else
{
characterImage.gameObject.SetActive(false);
}
}
}
public virtual void SetCharacterName(string name, Color color)
{
if (nameText != null)
{
nameText.text = name;
nameText.color = color;
}
}
protected virtual IEnumerator WriteText(string text, Action onWritingComplete, Action onExitTag)
{
storyText.text = "";
// Parse the story text & tag markup to produce a list of tokens for processing
DialogParser parser = new DialogParser();
parser.Tokenize(text);
if (parser.tokens.Count == 0)
{
if (onWritingComplete != null)
{
onWritingComplete();
}
yield break;
}
DialogText dialogText = new DialogText();
dialogText.writingSpeed = writingSpeed;
dialogText.punctuationPause = punctuationPause;
dialogText.beepPerCharacter = beepPerCharacter;
dialogText.slowBeepsAt = slowBeepsAt;
dialogText.fastBeepsAt = fastBeepsAt;
GameObject typingAudio = null;
if (characterTypingSound != null || writingSound != null)
{
typingAudio = new GameObject("WritingSound");
typingAudio.AddComponent<AudioSource>();
typingAudio.hideFlags = HideFlags.HideInHierarchy;
if (characterTypingSound != null)
{
typingAudio.GetComponent<AudioSource>().clip = characterTypingSound;
}
else if (writingSound != null)
{
typingAudio.GetComponent<AudioSource>().clip = writingSound;
}
typingAudio.GetComponent<AudioSource>().loop = loopWritingSound;
typingAudio.GetComponent<AudioSource>().Play();
dialogText.typingAudio = typingAudio.GetComponent<AudioSource>();
}
foreach (Token token in parser.tokens)
{
switch (token.type)
{
case TokenType.Words:
dialogText.Append(token.param);
break;
case TokenType.BoldStart:
dialogText.boldActive = true;
break;
case TokenType.BoldEnd:
dialogText.boldActive = false;
break;
case TokenType.ItalicStart:
dialogText.italicActive = true;
break;
case TokenType.ItalicEnd:
dialogText.italicActive = false;
break;
case TokenType.ColorStart:
dialogText.colorActive = true;
dialogText.colorText = token.param;
break;
case TokenType.ColorEnd:
dialogText.colorActive = false;
break;
case TokenType.Wait:
float duration = 1f;
if (!Single.TryParse(token.param, out duration))
{
duration = 1f;
}
yield return StartCoroutine(WaitForSecondsOrInput(duration));
break;
case TokenType.WaitForInputNoClear:
OnWaitForInputTag(true);
yield return StartCoroutine(WaitForInput(null));
OnWaitForInputTag(false);
break;
case TokenType.WaitForInputAndClear:
OnWaitForInputTag(true);
yield return StartCoroutine(WaitForInput(null));
OnWaitForInputTag(false);
currentSpeed = writingSpeed;
dialogText.Clear();
StopVoiceOver();
break;
case TokenType.WaitOnPunctuationStart:
float newPunctuationPause = 0f;
if (!Single.TryParse(token.param, out newPunctuationPause))
{
newPunctuationPause = 0f;
}
dialogText.punctuationPause = newPunctuationPause;
break;
case TokenType.WaitOnPunctuationEnd:
dialogText.punctuationPause = punctuationPause;
break;
case TokenType.Clear:
dialogText.Clear();
break;
case TokenType.SpeedStart:
float newSpeed = 0;
if (!Single.TryParse(token.param, out newSpeed))
{
newSpeed = 0f;
}
dialogText.writingSpeed = newSpeed;
break;
case TokenType.SpeedEnd:
dialogText.writingSpeed = writingSpeed;
break;
case TokenType.Exit:
if (onExitTag != null)
{
prevStoryText = storyText.text;
Destroy(typingAudio);
onExitTag();
}
yield break;
case TokenType.Message:
Flowchart.BroadcastFungusMessage(token.param);
break;
case TokenType.VerticalPunch:
float vPunchIntensity = 0;
if (!Single.TryParse(token.param, out vPunchIntensity))
{
vPunchIntensity = 0f;
}
VerticalPunch(vPunchIntensity);
break;
case TokenType.HorizontalPunch:
float hPunchIntensity = 0;
if (!Single.TryParse(token.param, out hPunchIntensity))
{
hPunchIntensity = 0f;
}
HorizontalPunch(hPunchIntensity);
break;
case TokenType.Shake:
float shakeIntensity = 0;
if (!Single.TryParse(token.param, out shakeIntensity))
{
shakeIntensity = 0f;
}
Shake(shakeIntensity);
break;
case TokenType.Shiver:
float shiverIntensity = 0;
if (!Single.TryParse(token.param, out shiverIntensity))
{
shiverIntensity = 0f;
}
Shiver(shiverIntensity);
break;
case TokenType.Flash:
float flashDuration = 0;
if (!Single.TryParse(token.param, out flashDuration))
{
flashDuration = 0f;
}
Flash(flashDuration);
break;
case TokenType.Audio:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.PlayOneShot(audioSource.clip);
}
}
break;
case TokenType.AudioLoop:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.Play();
audioSource.loop = true;
}
}
break;
case TokenType.AudioPause:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.Pause ();
}
}
break;
case TokenType.AudioStop:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.Pause ();
}
}
break;
}
// Update text writing
while (!dialogText.UpdateGlyphs(wasPointerClicked))
{
storyText.text = dialogText.GetDialogText();
yield return null;
}
storyText.text = dialogText.GetDialogText();
wasPointerClicked = false;
// Now process next token
}
prevStoryText = storyText.text;
Destroy(typingAudio);
if (onWritingComplete != null)
{
onWritingComplete();
}
yield break;
}
protected virtual AudioSource FindAudio(string audioObjectName)
{
GameObject go = GameObject.Find(audioObjectName);
if (go == null)
{
return null;
}
return go.GetComponent<AudioSource>();
}
protected virtual void VerticalPunch(float intensity)
{
iTween.ShakePosition(this.gameObject, new Vector3(0f, intensity, 0f), 0.5f);
}
protected virtual void HorizontalPunch(float intensity)
{
iTween.ShakePosition(this.gameObject, new Vector3(intensity, 0f, 0f), 0.5f);
}
protected virtual void Shake(float intensity)
{
iTween.ShakePosition(this.gameObject, new Vector3(intensity, intensity, 0f), 0.5f);
}
protected virtual void Shiver(float intensity)
{
iTween.ShakePosition(this.gameObject, new Vector3(intensity, intensity, 0f), 1f);
}
protected virtual void Flash(float duration)
{
CameraController cameraController = CameraController.GetInstance();
cameraController.screenFadeTexture = CameraController.CreateColorTexture(new Color(1f,1f,1f,1f), 32, 32);
cameraController.Fade(1f, duration, delegate {
cameraController.screenFadeTexture = CameraController.CreateColorTexture(new Color(1f,1f,1f,1f), 32, 32);
cameraController.Fade(0f, duration, null);
});
}
public virtual void Clear()
{
ClearStoryText();
// Reset control variables
currentSpeed = 60;
currentPunctuationPause = 0.25f;
boldActive = false;
italicActive = false;
colorActive = false;
colorText = "";
// Kill any active write coroutine
StopAllCoroutines();
}
protected virtual void ClearStoryText()
{
if (storyText != null)
{
storyText.text = "";
}
}
protected virtual IEnumerator WaitForInput(Action onInput)
{
while (!wasPointerClicked)
{
yield return null;
}
wasPointerClicked = false;
if (onInput != null)
{
// Stop all tweening portraits
foreach( Character c in Character.activeCharacters )
{
if (c.state.portraitImage != null)
{
if (LeanTween.isTweening(c.state.portraitObj))
{
LeanTween.cancel(c.state.portraitObj, true);
c.state.portraitImage.material.SetFloat( "_Fade", 1 );
Portrait.SetRectTransform(c.state.portraitImage.rectTransform, c.state.position);
if (c.state.dimmed == true)
{
c.state.portraitImage.material.SetColor("_Color", new Color(0.5f,0.5f,0.5f,1f));
}
else
{
c.state.portraitImage.material.SetColor("_Color", new Color(1f,1f,1f,1f));
}
}
}
}
onInput();
}
}
protected virtual IEnumerator WaitForSecondsOrInput(float duration)
{
float timer = duration;
while (timer > 0 && !wasPointerClicked)
{
timer -= Time.deltaTime;
yield return null;
}
wasPointerClicked = false;
}
protected virtual void OnWaitForInputTag(bool waiting)
{}
public virtual void OnPointerClick()
{
if (clickCooldownTimer == 0f)
{
wasPointerClicked = true;
}
}
public virtual void PlayVoiceOver(AudioClip voiceOverSound)
{
if (voiceOverAudio == null)
{
voiceOverAudio = gameObject.AddComponent<AudioSource>();
}
voiceOverAudio.clip = voiceOverSound;
voiceOverAudio.Play();
}
public virtual void StopVoiceOver()
{
if (voiceOverAudio)
{
Destroy(voiceOverAudio);
}
}
}
}