Merge branch 'feature/dialogue-inject-prompts' into 'main'
inject input prompt sprites into dialogue Closes #86 See merge request kernel-panic/revival!43
This commit is contained in:
commit
f7a4f943e8
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@ -12,6 +12,14 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a6a4c7f569d69ca4e8498fdcd96476ce, type: 3}
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m_Name: Dialogue Settings
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m_EditorClassIdentifier:
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_gamepadInputPrompts:
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blink: 0
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boost: 1
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_keyboardInputPrompts:
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blink: 4
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boost: 5
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timeFreeze: 6
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_hideAfter: 5
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_radioDialogueKey: event:/VO/Radio Dialogue Line
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_dialogueClips:
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File diff suppressed because one or more lines are too long
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m_TargetAssemblyTypeName: DialogueSystem, Assembly-CSharp
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m_MethodName: UpdateControlPrompts
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@ -84,7 +84,7 @@ MonoBehaviour:
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@ -1,11 +1,26 @@
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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 TMPro;
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using UnityEngine;
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[CreateAssetMenu(menuName = "KernelPanic/Dialogue/Settings")]
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public class DialogueSettings : ScriptableObject
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{
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[Serializable]
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public struct InputPromptSpriteIndices
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{
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public int blink;
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public int boost;
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public int timeFreeze;
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}
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public InputPromptSpriteIndices GamepadInputPrompts => _gamepadInputPrompts;
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[SerializeField] private InputPromptSpriteIndices _gamepadInputPrompts;
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public InputPromptSpriteIndices KeyboardInputPrompts => _keyboardInputPrompts;
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[SerializeField] private InputPromptSpriteIndices _keyboardInputPrompts;
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public float HideAfter => _hideAfter;
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[SerializeField] private float _hideAfter;
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@ -5,8 +5,11 @@ using System.Runtime.InteropServices;
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using FMOD;
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using FMOD.Studio;
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using FMODUnity;
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using Ktyl.Util;
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using UnityEngine;
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using UnityEngine.Animations.Rigging;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Users;
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using UnityEngine.Networking;
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using Debug = UnityEngine.Debug;
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using STOP_MODE = FMOD.Studio.STOP_MODE;
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@ -18,6 +21,9 @@ using UnityEditor;
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[CreateAssetMenu(menuName = "KernelPanic/Dialogue/Dialogue System")]
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public partial class DialogueSystem : ScriptableObject
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{
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private const string PCMR = "PCMR";
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private const string GAMEPAD = "Gamepad";
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[SerializeField] private DialogueSettings _settings;
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// https://stackoverflow.com/questions/2282476/actiont-vs-delegate-event
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@ -28,6 +34,7 @@ public partial class DialogueSystem : ScriptableObject
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private EVENT_CALLBACK _dialogueCallback;
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private EventInstance _currentInstance;
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private string _currentControlScheme;
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private void OnEnable()
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{
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@ -133,7 +140,10 @@ public partial class DialogueSystem : ScriptableObject
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_currentInstance.setUserData(GCHandle.ToIntPtr(stringHandle));
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DialogueLine dl;
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dl.text = DialogueDatabase.ReadDialogue(key);
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var line = DialogueDatabase.ReadDialogue(key);
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// process templates in string
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line = ProcessTemplates(line);
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dl.text = line;
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var clip = _settings.GetDialogueClip(key);
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dl.duration = clip.length;
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@ -143,6 +153,31 @@ public partial class DialogueSystem : ScriptableObject
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onDialogueLine?.Invoke(this, dl);
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}
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private string ProcessTemplates(string text)
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{
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var spriteIndices = _currentControlScheme == GAMEPAD
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? _settings.GamepadInputPrompts
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: _settings.KeyboardInputPrompts;
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text = text.Replace("[BLINK]", $"<sprite index={spriteIndices.blink}>");
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text = text.Replace("[BOOST]", $"<sprite index={spriteIndices.boost}>");
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text = text.Replace("[TIME_FREEZE]", $"<sprite index={spriteIndices.timeFreeze}>");
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return text;
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}
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public void UpdateControlPrompts(PlayerInput playerInput)
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{
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var controlScheme = playerInput.currentControlScheme;
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if (controlScheme != PCMR && controlScheme != GAMEPAD)
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{
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Debug.LogError($"could not set unknown control scheme {controlScheme}");
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return;
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}
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_currentControlScheme = playerInput.currentControlScheme;
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}
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}
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public struct DialogueLine
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@ -5,6 +5,7 @@ using UnityEngine;
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using UnityEngine.InputSystem;
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using Ktyl.Util;
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[RequireComponent(typeof(PlayerInput))]
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public class PlayerInputHandler : MonoBehaviour
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{
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//to get the artifact id you are near to
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@ -16,6 +17,8 @@ public class PlayerInputHandler : MonoBehaviour
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[SerializeField]
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private Camera _camera;
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[SerializeField] private DialogueSystem _dialogue;
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public class PlayerInputState
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{
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public BufferedInput Jump;
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@ -53,6 +56,10 @@ public class PlayerInputHandler : MonoBehaviour
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_inputSettings.BlinkBufferTime,
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_inputSettings.UseBufferTime
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);
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// run a first time update to ensure the dialogue system has an updated
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// value for the player's input control scheme
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_dialogue.UpdateControlPrompts(GetComponent<PlayerInput>());
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}
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private void FixedUpdate()
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Loading…
Reference in New Issue