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