begin dialogue frontend implementation, placeholder dialogue ui

This commit is contained in:
Cat Flynn 2021-02-19 16:33:02 +00:00
parent ddce06585f
commit 5d79c1b637
15 changed files with 1160 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "KernelPanic/Dialogue/Settings")]
public class DialogueSettings : ScriptableObject
{
public float HideAfter => _hideAfter;
[SerializeField]
private float _hideAfter;
}

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using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[CreateAssetMenu(menuName = "KernelPanic/Dialogue/Dialogue System")]
public partial class DialogueSystem : ScriptableObject
{
[SerializeField] private DialogueSettings _settings;
// https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event
public event EventHandler<DialogueLine> onDialogueLine;
public void PlayLine(string key)
{
DialogueLine dl;
dl.text = DialogueDatabase.ReadDialogue(key);
// TODO: get dialogue line duration from FMOD
dl.duration = _settings.HideAfter;
onDialogueLine?.Invoke(this, dl);
// TODO: tell FMOD to play the key
}
}
public struct DialogueLine
{
public string text;
public float duration;
}
#region Editor
#if UNITY_EDITOR
[CustomEditor(typeof(DialogueSystem))]
public class DialogueSystemEditor : Editor
{
private DialogueSystem _dialogue;
private string _key;
private void OnEnable()
{
_dialogue = target as DialogueSystem;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
_key = EditorGUILayout.TextField("key", _key);
if (GUILayout.Button("Play Line"))
{
_dialogue.PlayLine(_key);
}
}
}
#endif
#endregion

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
#endif
// updates visible subtitle text and a character portrait of the speaker
public class DialogueUI : MonoBehaviour
{
[SerializeField] private DialogueSystem _dialogue;
[SerializeField] private TMP_Text _text;
[SerializeField] private Image _portrait;
private bool _dismissed;
private void OnEnable()
{
_dialogue.onDialogueLine += (_, dl) => ShowLine(dl);
_text.text = string.Empty;
_portrait.enabled = false;
}
public void Dismiss()
{
_dismissed = true;
}
private IEnumerator _subtitleRoutine;
private void ShowLine(DialogueLine line)
{
// there is a line currently being shown, abort its coroutine and hide ui elements
if (_subtitleRoutine != null && _text.text != null)
{
HideSubtitle();
StopCoroutine(_subtitleRoutine);
}
_subtitleRoutine = ShowLineCR(line.text, line.duration);
StartCoroutine(_subtitleRoutine);
}
private IEnumerator ShowLineCR(string text, float duration)
{
// update text and show portrait
_text.text = text;
_portrait.enabled = true;
// wait until timeout of dismissal
var timer = 0f;
while (!_dismissed && timer < duration)
{
timer += Time.deltaTime;
// wait for next frame
yield return null;
}
// hide ui elements
HideSubtitle();
_dismissed = false;
}
private void HideSubtitle()
{
_text.text = string.Empty;
_portrait.enabled = false;
}
}
#region Editor
#if UNITY_EDITOR
[CustomEditor(typeof(DialogueUI))]
public class DialogueUIEditor : Editor
{
private DialogueUI _dialogueUI;
private void OnEnable()
{
_dialogueUI = target as DialogueUI;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!Application.isPlaying) return;
if (GUILayout.Button("Dismiss"))
{
_dialogueUI.Dismiss();
}
}
}
#endif
#endregion

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