2025-07-08 10:46:31 +00:00
// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine ;
using System ;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// Implements IBarkUI using Unity UI.
/// </summary>
[AddComponentMenu("")] // Use wrapper.
public class UnityUIBarkUI : AbstractBarkUI
{
/// <summary>
/// The (optional) UI canvas group. If assigned, the fade will occur on this
/// control. The other controls should be children of this canvas group.
/// </summary>
[Tooltip("Optional canvas group, for example to play fade animations.")]
public CanvasGroup canvasGroup = null ;
/// <summary>
/// The UI text control for the bark text.
/// </summary>
[Tooltip("UI text control for the bark text.")]
public UnityEngine . UI . Text barkText = null ;
/// <summary>
/// The (optional) UI text control for the actor's name, if includeName is <c>true</c>.
/// If <c>null</c>, the name is added to the front of the subtitle text instead.
/// </summary>
[Tooltip("Optional UI text control for the actor's name if Include Name is ticked. If unassigned and Include Name is ticked, the name is prepended to the Bark Text.")]
public UnityEngine . UI . Text nameText = null ;
/// <summary>
/// Set <c>true</c> to include the barker's name in the text.
/// </summary>
[Tooltip("Show the barker's name.")]
public bool includeName = false ;
[HideInInspector]
public float doneTime = 0 ;
[Serializable]
public class AnimationTransitions
{
public string showTrigger = "Show" ;
public string hideTrigger = "Hide" ;
}
public AnimationTransitions animationTransitions = new AnimationTransitions ( ) ;
/// <summary>
/// The duration in seconds to show the bark text before fading it out.
/// </summary>
[Tooltip("The duration in seconds to show the bark text before fading it out. If zero, use the Dialogue Manager's Bark Settings.")]
public float duration = 4f ;
/// <summary>
/// Set <c>true</c> to keep the bark text onscreen until the sequence ends.
/// </summary>
[Tooltip("Keep the bark text onscreen until the sequence ends.")]
public bool waitUntilSequenceEnds = false ;
/// <summary>
/// Wait for an "OnContinue" message.
/// </summary>
public bool waitForContinueButton = false ;
/// <summary>
/// The text display setting. Defaults to use the same subtitle setting as the Dialogue
/// Manager, but you can also set it to always show or always hide the text.
/// </summary>
public BarkSubtitleSetting textDisplaySetting = BarkSubtitleSetting . SameAsDialogueManager ;
private Canvas canvas = null ;
private Animator animator = null ;
/// <summary>
/// Indicates whether a bark is currently playing.
/// </summary>
/// <value>
/// <c>true</c> if playing; otherwise, <c>false</c>.
/// </value>
public override bool isPlaying
{
get
{
return ( canvas ! = null ) & & canvas . enabled & & ( DialogueTime . time < doneTime ) ;
}
}
public void Awake ( )
{
canvas = GetComponentInChildren < Canvas > ( ) ;
animator = GetComponentInChildren < Animator > ( ) ;
if ( ( animator = = null ) & & ( canvasGroup ! = null ) ) animator = canvasGroup . GetComponentInChildren < Animator > ( ) ;
Tools . DeprecationWarning ( this , "Use StandardBarkUI instead." ) ;
}
public void Start ( )
{
if ( canvas ! = null )
{
if ( waitForContinueButton & & ( canvas . worldCamera = = null ) ) canvas . worldCamera = UnityEngine . Camera . main ;
canvas . enabled = false ;
}
if ( nameText ! = null ) nameText . gameObject . SetActive ( includeName ) ;
}
/// <summary>
/// Indicates whether the bark UI should show the text, based on the
/// textDisplaySetting and subtitle.
/// </summary>
/// <value>
/// <c>true</c> to show text; otherwise, <c>false</c>.
/// </value>
public bool ShouldShowText ( Subtitle subtitle )
{
bool settingsAllowShowText = ( textDisplaySetting = = BarkSubtitleSetting . Show ) | |
( ( textDisplaySetting = = BarkSubtitleSetting . SameAsDialogueManager ) & & DialogueManager . displaySettings . subtitleSettings . showNPCSubtitlesDuringLine ) ;
bool subtitleHasText = ( subtitle ! = null ) & & ! string . IsNullOrEmpty ( subtitle . formattedText . text ) ;
return settingsAllowShowText & & subtitleHasText ;
}
/// <summary>
/// Barks a subtitle. Does not observe formatting codes in the subtitle's FormattedText,
/// instead using the formatting settings defined on this component.
/// </summary>
/// <param name='subtitle'>
/// Subtitle to bark.
/// </param>
public override void Bark ( Subtitle subtitle )
{
if ( ShouldShowText ( subtitle ) )
{
SetUIElementsActive ( false ) ;
string subtitleText = subtitle . formattedText . text ;
if ( includeName )
{
if ( nameText ! = null )
{
nameText . text = subtitle . speakerInfo . Name ;
}
else
{
subtitleText = string . Format ( "{0}: {1}" , subtitleText , subtitle . formattedText . text ) ;
}
}
if ( barkText ! = null ) barkText . text = subtitleText ;
SetUIElementsActive ( true ) ;
if ( CanTriggerAnimations ( ) & & ! string . IsNullOrEmpty ( animationTransitions . showTrigger ) )
{
animator . SetTrigger ( animationTransitions . showTrigger ) ;
}
CancelInvoke ( "Hide" ) ;
var barkDuration = Mathf . Approximately ( 0 , duration ) ? DialogueManager . GetBarkDuration ( subtitleText ) : duration ;
if ( ! ( waitUntilSequenceEnds | | waitForContinueButton ) ) Invoke ( "Hide" , barkDuration ) ;
doneTime = DialogueTime . time + barkDuration ;
}
}
private void SetUIElementsActive ( bool value )
{
if ( nameText ! = null & & nameText . gameObject ! = this . gameObject ) nameText . gameObject . SetActive ( value ) ;
if ( barkText ! = null & & barkText . gameObject ! = this . gameObject ) barkText . gameObject . SetActive ( value ) ;
if ( canvas ! = null & & canvas . gameObject ! = this . gameObject ) canvas . gameObject . SetActive ( value ) ;
if ( value = = true & & canvas ! = null ) canvas . enabled = true ;
}
public void OnBarkEnd ( Transform actor )
{
if ( waitUntilSequenceEnds & & ! waitForContinueButton ) Hide ( ) ;
}
public void OnContinue ( )
{
Hide ( ) ;
}
public override void Hide ( )
{
if ( canvas . enabled & & CanTriggerAnimations ( ) & & ! string . IsNullOrEmpty ( animationTransitions . hideTrigger ) )
{
if ( ! string . IsNullOrEmpty ( animationTransitions . hideTrigger ) )
{
animator . ResetTrigger ( animationTransitions . showTrigger ) ;
}
animator . SetTrigger ( animationTransitions . hideTrigger ) ;
}
else
{
if ( canvas ! = null ) canvas . enabled = false ;
}
doneTime = 0 ;
}
private bool CanTriggerAnimations ( )
{
return ( animator ! = null ) & & ( animationTransitions ! = null ) ;
}
}
}