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424 lines
14 KiB
424 lines
14 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 UnityEngine; |
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using UnityEngine.UI; |
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using System; |
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using System.Collections; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Presents story text to the player in a dialogue box. |
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/// </summary> |
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public class SayDialog : MonoBehaviour, ISayDialog |
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{ |
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[Tooltip("Duration to fade dialogue in/out")] |
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[SerializeField] protected float fadeDuration = 0.25f; |
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[Tooltip("The continue button UI object")] |
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[SerializeField] protected Button continueButton; |
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[Tooltip("The canvas UI object")] |
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[SerializeField] protected Canvas dialogCanvas; |
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[Tooltip("The name text UI object")] |
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[SerializeField] protected Text nameText; |
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[Tooltip("The story text UI object")] |
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[SerializeField] protected Text storyText; |
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public virtual Text StoryText { get { return storyText; } } |
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[Tooltip("The character UI object")] |
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[SerializeField] protected Image characterImage; |
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public virtual Image CharacterImage { get { return characterImage; } } |
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[Tooltip("Adjust width of story text when Character Image is displayed (to avoid overlapping)")] |
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[SerializeField] protected bool fitTextWithImage = true; |
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protected float startStoryTextWidth; |
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protected float startStoryTextInset; |
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protected WriterAudio writerAudio; |
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protected IWriter writer; |
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protected CanvasGroup canvasGroup; |
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protected bool fadeWhenDone = true; |
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protected float targetAlpha = 0f; |
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protected float fadeCoolDownTimer = 0f; |
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protected Sprite currentCharacterImage; |
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// Currently active Say Dialog used to display Say text |
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public static ISayDialog activeSayDialog; |
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// Most recent speaking character |
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public static ICharacter speakingCharacter; |
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public static ISayDialog GetSayDialog() |
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{ |
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if (activeSayDialog == null) |
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{ |
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// Use first Say Dialog found in the scene (if any) |
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SayDialog sd = GameObject.FindObjectOfType<SayDialog>(); |
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if (sd != null) |
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{ |
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activeSayDialog = sd; |
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} |
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if (activeSayDialog == null) |
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{ |
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// Auto spawn a say dialog object from the prefab |
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GameObject prefab = Resources.Load<GameObject>("Prefabs/SayDialog"); |
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if (prefab != null) |
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{ |
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GameObject go = Instantiate(prefab) as GameObject; |
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go.SetActive(false); |
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go.name = "SayDialog"; |
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activeSayDialog = go.GetComponent<ISayDialog>(); |
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} |
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} |
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} |
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return activeSayDialog; |
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} |
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protected IWriter GetWriter() |
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{ |
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if (writer != null) |
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{ |
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return writer; |
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} |
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writer = GetComponent<IWriter>(); |
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if (writer == null) |
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{ |
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writer = gameObject.AddComponent<Writer>(); |
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} |
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return writer; |
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} |
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protected CanvasGroup GetCanvasGroup() |
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{ |
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if (canvasGroup != null) |
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{ |
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return canvasGroup; |
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} |
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canvasGroup = GetComponent<CanvasGroup>(); |
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if (canvasGroup == null) |
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{ |
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canvasGroup = gameObject.AddComponent<CanvasGroup>(); |
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} |
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return canvasGroup; |
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} |
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protected WriterAudio GetWriterAudio() |
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{ |
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if (writerAudio != null) |
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{ |
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return writerAudio; |
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} |
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writerAudio = GetComponent<WriterAudio>(); |
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if (writerAudio == null) |
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{ |
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writerAudio = gameObject.AddComponent<WriterAudio>(); |
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} |
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return writerAudio; |
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} |
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protected void Start() |
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{ |
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// Dialog always starts invisible, will be faded in when writing starts |
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GetCanvasGroup().alpha = 0f; |
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// Add a raycaster if none already exists so we can handle dialog input |
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GraphicRaycaster raycaster = GetComponent<GraphicRaycaster>(); |
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if (raycaster == null) |
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{ |
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gameObject.AddComponent<GraphicRaycaster>(); |
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} |
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// It's possible that SetCharacterImage() has already been called from the |
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// Start method of another component, so check that no image has been set yet. |
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// Same for nameText. |
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if (nameText != null && nameText.text == "") |
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{ |
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SetCharacterName("", Color.white); |
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} |
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if (currentCharacterImage == null) |
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{ |
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// Character image is hidden by default. |
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SetCharacterImage(null); |
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} |
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} |
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protected virtual void LateUpdate() |
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{ |
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UpdateAlpha(); |
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if (continueButton != null) |
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{ |
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continueButton.gameObject.SetActive( GetWriter().IsWaitingForInput ); |
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} |
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} |
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protected virtual void UpdateAlpha() |
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{ |
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if (GetWriter().IsWriting) |
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{ |
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targetAlpha = 1f; |
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fadeCoolDownTimer = 0.1f; |
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} |
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else if (fadeWhenDone && fadeCoolDownTimer == 0f) |
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{ |
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targetAlpha = 0f; |
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} |
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else |
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{ |
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// Add a short delay before we start fading in case there's another Say command in the next frame or two. |
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// This avoids a noticeable flicker between consecutive Say commands. |
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fadeCoolDownTimer = Mathf.Max(0f, fadeCoolDownTimer - Time.deltaTime); |
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} |
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CanvasGroup canvasGroup = GetCanvasGroup(); |
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if (fadeDuration <= 0f) |
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{ |
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canvasGroup.alpha = targetAlpha; |
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} |
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else |
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{ |
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float delta = (1f / fadeDuration) * Time.deltaTime; |
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float alpha = Mathf.MoveTowards(canvasGroup.alpha, targetAlpha, delta); |
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canvasGroup.alpha = alpha; |
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if (alpha <= 0f) |
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{ |
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// Deactivate dialog object once invisible |
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gameObject.SetActive(false); |
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} |
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} |
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} |
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protected virtual void ClearStoryText() |
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{ |
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if (storyText != null) |
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{ |
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storyText.text = ""; |
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} |
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} |
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public static void StopPortraitTweens() |
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{ |
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// Stop all tweening portraits |
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foreach( Character c in Character.activeCharacters ) |
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{ |
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if (c.State.portraitImage != null) |
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{ |
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if (LeanTween.isTweening(c.State.portraitImage.gameObject)) |
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{ |
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LeanTween.cancel(c.State.portraitImage.gameObject, true); |
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PortraitController.SetRectTransform(c.State.portraitImage.rectTransform, c.State.position); |
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if (c.State.dimmed == true) |
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{ |
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c.State.portraitImage.color = new Color(0.5f, 0.5f, 0.5f, 1f); |
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} |
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else |
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{ |
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c.State.portraitImage.color = Color.white; |
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} |
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} |
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} |
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} |
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} |
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#region ISayDialog implementation |
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public virtual void SetActive(bool state) |
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{ |
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gameObject.SetActive(state); |
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} |
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public virtual void SetCharacter(ICharacter character, IFlowchart flowchart = null) |
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{ |
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if (character == null) |
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{ |
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if (characterImage != null) |
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{ |
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characterImage.gameObject.SetActive(false); |
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} |
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if (nameText != null) |
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{ |
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nameText.text = ""; |
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} |
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speakingCharacter = null; |
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} |
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else |
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{ |
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ICharacter prevSpeakingCharacter = speakingCharacter; |
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speakingCharacter = character; |
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// Dim portraits of non-speaking characters |
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foreach (Stage stage in Stage.activeStages) |
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{ |
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if (stage.DimPortraits) |
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{ |
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foreach (var c in stage.CharactersOnStage) |
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{ |
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if (prevSpeakingCharacter != speakingCharacter) |
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{ |
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if (c != null && !c.Equals(speakingCharacter)) |
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{ |
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stage.SetDimmed(c, true); |
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} |
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else |
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{ |
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stage.SetDimmed(c, false); |
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} |
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} |
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} |
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} |
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} |
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string characterName = character.NameText; |
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if (characterName == "") |
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{ |
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// Use game object name as default |
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characterName = character.GetObjectName(); |
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} |
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if (flowchart != null) |
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{ |
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characterName = flowchart.SubstituteVariables(characterName); |
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} |
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SetCharacterName(characterName, character.NameColor); |
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} |
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} |
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public virtual void SetCharacterImage(Sprite image) |
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{ |
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if (characterImage == null) |
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{ |
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return; |
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} |
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if (image != null) |
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{ |
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characterImage.sprite = image; |
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characterImage.gameObject.SetActive(true); |
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currentCharacterImage = image; |
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} |
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else |
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{ |
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characterImage.gameObject.SetActive(false); |
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if (startStoryTextWidth != 0) |
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{ |
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storyText.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, |
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startStoryTextInset, |
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startStoryTextWidth); |
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} |
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} |
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// Adjust story text box to not overlap image rect |
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if (fitTextWithImage && |
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storyText != null && |
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characterImage.gameObject.activeSelf) |
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{ |
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if (startStoryTextWidth == 0) |
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{ |
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startStoryTextWidth = storyText.rectTransform.rect.width; |
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startStoryTextInset = storyText.rectTransform.offsetMin.x; |
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} |
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// Clamp story text to left or right depending on relative position of the character image |
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if (storyText.rectTransform.position.x < characterImage.rectTransform.position.x) |
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{ |
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storyText.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, |
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startStoryTextInset, |
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startStoryTextWidth - characterImage.rectTransform.rect.width); |
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} |
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else |
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{ |
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storyText.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right, |
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startStoryTextInset, |
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startStoryTextWidth - characterImage.rectTransform.rect.width); |
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} |
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} |
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} |
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public virtual void SetCharacterName(string name, Color color) |
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{ |
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if (nameText != null) |
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{ |
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nameText.text = name; |
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nameText.color = color; |
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} |
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} |
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public virtual void Say(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, Action onComplete) |
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{ |
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StartCoroutine(DoSay(text, clearPrevious, waitForInput, fadeWhenDone, stopVoiceover, voiceOverClip, onComplete)); |
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} |
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public virtual IEnumerator DoSay(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, Action onComplete) |
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{ |
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IWriter writer = GetWriter(); |
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if (writer.IsWriting || writer.IsWaitingForInput) |
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{ |
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writer.Stop(); |
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while (writer.IsWriting || writer.IsWaitingForInput) |
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{ |
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yield return null; |
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} |
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} |
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gameObject.SetActive(true); |
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this.fadeWhenDone = fadeWhenDone; |
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// Voice over clip takes precedence over a character sound effect if provided |
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AudioClip soundEffectClip = null; |
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if (voiceOverClip != null) |
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{ |
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WriterAudio writerAudio = GetWriterAudio(); |
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writerAudio.OnVoiceover(voiceOverClip); |
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} |
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else if (speakingCharacter != null) |
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{ |
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soundEffectClip = speakingCharacter.SoundEffect; |
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} |
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yield return StartCoroutine(writer.Write(text, clearPrevious, waitForInput, stopVoiceover, soundEffectClip, onComplete)); |
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} |
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public virtual bool FadeWhenDone { set { fadeWhenDone = value; } } |
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public virtual void Stop() |
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{ |
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fadeWhenDone = true; |
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GetWriter().Stop(); |
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} |
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public virtual void Clear() |
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{ |
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ClearStoryText(); |
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// Kill any active write coroutine |
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StopAllCoroutines(); |
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} |
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#endregion |
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} |
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}
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