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