An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
using System.Collections.Generic;
using System;
namespace Fungus
{
/// <summary>
/// A Character that can be used in dialogue via the Say, Conversation and Portrait commands.
/// </summary>
[ExecuteInEditMode]
public class Character : MonoBehaviour, ILocalizable
{
[SerializeField] protected string nameText; // We need a separate name as the object name is used for character variations (e.g. "Smurf Happy", "Smurf Sad")
public string NameText { get { return nameText; } }
[SerializeField] protected Color nameColor = Color.white;
public Color NameColor { get { return nameColor; } }
[SerializeField] protected AudioClip soundEffect;
public AudioClip SoundEffect { get { return soundEffect; } }
[SerializeField] protected Sprite profileSprite;
public Sprite ProfileSprite { get { return profileSprite; } set { profileSprite = value; } }
[SerializeField] protected List<Sprite> portraits;
public List<Sprite> Portraits { get { return portraits; } }
[SerializeField] protected FacingDirection portraitsFace;
public FacingDirection PortraitsFace { get { return portraitsFace; } }
[SerializeField] protected PortraitState state = new PortraitState();
public PortraitState State { get { return state; } }
[Tooltip("Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog.")]
[SerializeField] protected SayDialog setSayDialog;
public SayDialog SetSayDialog { get { return setSayDialog; } }
[FormerlySerializedAs("notes")]
[TextArea(5,10)]
[SerializeField] protected string description;
static public List<Character> activeCharacters = new List<Character>();
protected virtual void OnEnable()
{
if (!activeCharacters.Contains(this))
{
activeCharacters.Add(this);
}
}
protected virtual void OnDisable()
{
activeCharacters.Remove(this);
}
//
// ILocalizable implementation
//
public virtual string GetStandardText()
{
return nameText;
}
public virtual void SetStandardText(string standardText)
{
nameText = standardText;
}
public bool NameStartsWith(string matchString)
{
return name.StartsWith(matchString, true, System.Globalization.CultureInfo.CurrentCulture)
|| nameText.StartsWith(matchString, true, System.Globalization.CultureInfo.CurrentCulture);
}
/// <summary>
/// Looks for a portrait by name on a character
/// If none is found, give a warning and return a blank sprite
/// </summary>
/// <param name="portrait_string"></param>
/// <returns>Character portrait sprite</returns>
public virtual Sprite GetPortrait(string portrait_string)
{
if (String.IsNullOrEmpty(portrait_string))
{
return null;
}
for (int i = 0; i < portraits.Count; i++)
{
if (portraits[i] != null && String.Compare(portraits[i].name, portrait_string, true) == 0)
{
return portraits[i];
}
}
return null;
}
public virtual string GetDescription()
{
return description;
}
public virtual string GetStringId()
{
// String id for character names is CHARACTER.<Character Name>
return "CHARACTER." + nameText;
}
}
}