Merge branch 'feature/menus' into 'main'

dialogue juice

See merge request kernel-panic/revival!40
This commit is contained in:
Cat Flynn 2021-03-11 12:11:07 +00:00
commit ca03ab9150
24 changed files with 4621 additions and 928 deletions

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@ -13,8 +13,11 @@ using UnityEditor;
public class DialogueUI : MonoBehaviour
{
[SerializeField] private DialogueSystem _dialogue;
[SerializeField] private float _fadeTime;
[SerializeField] private CanvasGroup _dialogueGroup;
[SerializeField] private TMP_Text _text;
[SerializeField] private Image _portrait;
[SerializeField] private GameObject _portrait;
private bool _dismissed;
@ -23,7 +26,7 @@ public class DialogueUI : MonoBehaviour
_dialogue.onDialogueLine += (_, dl) => ShowLine(dl);
_text.text = string.Empty;
_portrait.enabled = false;
_portrait.SetActive(false);
}
public void Dismiss()
@ -49,8 +52,19 @@ public class DialogueUI : MonoBehaviour
private IEnumerator ShowLineCR(string text, float duration)
{
// update text and show portrait
float a = 0f;
_dialogueGroup.alpha = a;
_text.text = text;
_portrait.enabled = true;
_portrait.SetActive( true );
while ( a < 1f )
{
yield return null;
a += Time.deltaTime / _fadeTime;
_dialogueGroup.alpha = a;
}
_dialogueGroup.alpha = 1f;
// wait until timeout of dismissal
var timer = 0f;
@ -62,6 +76,15 @@ public class DialogueUI : MonoBehaviour
yield return null;
}
while ( a > 0f )
{
yield return null;
a -= Time.deltaTime / _fadeTime;
_dialogueGroup.alpha = a;
}
_dialogueGroup.alpha = 0f;
// hide ui elements
HideSubtitle();
@ -71,7 +94,7 @@ public class DialogueUI : MonoBehaviour
private void HideSubtitle()
{
_text.text = string.Empty;
_portrait.enabled = false;
_portrait.SetActive( false );
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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{
[SerializeField]
private SpriteRenderer _renderer;
[SerializeField]
private Image _image;
[System.Serializable]
private struct SpriteFrame
{
public Sprite Sprite;
public float ShowTime;
}
[SerializeField]
private SpriteFrame[] _frames;
private float _time;
private int _spriteIndex;
public void ResetAnim()
{
_time = 0f;
_spriteIndex = 0;
}
private void OnEnable()
{
ResetAnim();
}
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{
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return;
bool update = false;
_time += Time.unscaledDeltaTime;
while ( _time > _frames[ _spriteIndex ].ShowTime )
{
_time -= _frames[ _spriteIndex ].ShowTime;
_spriteIndex = (_spriteIndex + 1) % _frames.Length;
update = true;
}
if ( update )
{
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if (_renderer != null)
{
_renderer.sprite = sprite;
}
if ( _image != null )
{
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}
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