dialogue juice
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@ -14,7 +14,7 @@ public class DialogueUI : MonoBehaviour
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{
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[SerializeField] private DialogueSystem _dialogue;
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[SerializeField] private TMP_Text _text;
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[SerializeField] private Image _portrait;
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[SerializeField] private GameObject _portrait;
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private bool _dismissed;
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@ -23,7 +23,7 @@ public class DialogueUI : MonoBehaviour
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_dialogue.onDialogueLine += (_, dl) => ShowLine(dl);
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_text.text = string.Empty;
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_portrait.enabled = false;
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_portrait.SetActive(false);
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}
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public void Dismiss()
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@ -50,7 +50,7 @@ public class DialogueUI : MonoBehaviour
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{
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// update text and show portrait
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_text.text = text;
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_portrait.enabled = true;
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_portrait.SetActive( true );
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// wait until timeout of dismissal
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var timer = 0f;
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@ -71,7 +71,7 @@ public class DialogueUI : MonoBehaviour
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private void HideSubtitle()
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{
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_text.text = string.Empty;
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_portrait.enabled = false;
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_portrait.SetActive( false );
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}
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}
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@ -0,0 +1,68 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class SpriteAnimLoop : MonoBehaviour
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{
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[SerializeField]
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private SpriteRenderer _renderer;
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[SerializeField]
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private Image _image;
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[System.Serializable]
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private struct SpriteFrame
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{
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public Sprite Sprite;
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public float ShowTime;
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}
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[SerializeField]
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private SpriteFrame[] _frames;
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private float _time;
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private int _spriteIndex;
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public void ResetAnim()
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{
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_time = 0f;
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_spriteIndex = 0;
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}
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private void OnEnable()
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{
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ResetAnim();
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}
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private void Update()
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{
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if ( _frames.Length == 0 )
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return;
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bool update = false;
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_time += Time.unscaledDeltaTime;
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while ( _time > _frames[ _spriteIndex ].ShowTime )
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{
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_time -= _frames[ _spriteIndex ].ShowTime;
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_spriteIndex = (_spriteIndex + 1) % _frames.Length;
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update = true;
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}
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if ( update )
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{
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var sprite = _frames[ _spriteIndex ].Sprite;
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if (_renderer != null)
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{
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_renderer.sprite = sprite;
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}
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if ( _image != null )
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{
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_image.sprite = sprite;
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}
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}
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}
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assetBundleVariant:
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Loading…
Reference in New Issue