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"KernelPanic/Dialogue/Settings")] +public class DialogueSettings : ScriptableObject +{ + public float HideAfter => _hideAfter; + + [SerializeField] + private float _hideAfter; +} diff --git a/game/Assets/Scripts/Dialogue/DialogueSettings.cs.meta b/game/Assets/Scripts/Dialogue/DialogueSettings.cs.meta new file mode 100644 index 0000000..5e87543 --- /dev/null +++ b/game/Assets/Scripts/Dialogue/DialogueSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a6a4c7f569d69ca4e8498fdcd96476ce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Dialogue/DialogueSystem.cs b/game/Assets/Scripts/Dialogue/DialogueSystem.cs new file mode 100644 index 0000000..2287db3 --- /dev/null +++ b/game/Assets/Scripts/Dialogue/DialogueSystem.cs @@ -0,0 +1,64 @@ +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 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 + diff --git a/game/Assets/Scripts/Dialogue/DialogueSystem.cs.meta b/game/Assets/Scripts/Dialogue/DialogueSystem.cs.meta new file mode 100644 index 0000000..19184f7 --- /dev/null +++ b/game/Assets/Scripts/Dialogue/DialogueSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5605190150fc9a046a68dd80708b5a7d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/game/Assets/Scripts/Dialogue/DialogueUI.cs b/game/Assets/Scripts/Dialogue/DialogueUI.cs new file mode 100644 index 0000000..4c79612 --- /dev/null +++ b/game/Assets/Scripts/Dialogue/DialogueUI.cs @@ -0,0 +1,105 @@ +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, 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