VIDEUIManager1.cs
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/*
* This is script is only meant to be demonstrate various ways of handling data to create a Dialogue/UI Manager
* VIDE doesn't focus on the actual interface, but rather on the system and the data handling
* This script is basically handling the node data from nodeData in its own, customized way
* Creating a customized in-game Dialogue/UI manager is up to you
* Of course, you can absolutely use this script as a start point by adding, modifying, optimizing, or simplifying it to your needs.
* If you are experiencing strange behaviours or have any issues or questions, don't hesitate on contacting me at https://videdialogues.wordpress.com/contact/
* Need help programming your own UI Manager? Check out the scripting tutorial: https://videdialogues.wordpress.com/tutorial/
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using VIDE_Data; //<--- Import to use easily call VD class
public class VIDEUIManager1 : MonoBehaviour
{
//This script will handle everything related to dialogue interface
//It will use the VD class to load dialogues and retrieve node data
#region VARS
//These are the references to UI components and containers in the scene
public GameObject dialogueContainer;
public GameObject NPC_Container;
public GameObject playerContainer;
public GameObject itemPopUp;
public Text NPC_Text;
public Text NPC_label;
public Image NPCSprite;
public GameObject playerChoicePrefab;
public Image playerSprite;
public Text playerLabel;
bool dialoguePaused = false; //Custom variable to prevent the manager from calling VD.Next
bool animatingText = false; //Will help us know when text is currently being animated
//Reference to the player script
public VIDEDemoPlayer player;
//We'll be using this to store references of the current player choices
private List<Text> currentChoices = new List<Text>();
//With this we can start a coroutine and stop it. Used to animate text
IEnumerator NPC_TextAnimator;
#endregion
#region MAIN
void Awake()
{
// VD.LoadDialogues(); //Load all dialogues to memory so that we dont spend time doing so later
//An alternative to this can be preloading dialogues from the VIDE_Assign component!
//Loads the saved state of VIDE_Assigns and dialogues.
VD.LoadState("VIDEDEMOScene1", true);
}
//This begins the dialogue and progresses through it (Called by VIDEDemoPlayer.cs)
public void Interact(VIDE_Assign dialogue)
{
//Sometimes, we might want to check the ExtraVariables and VAs before moving forward
//We might want to modify the dialogue or perhaps go to another node, or dont start the dialogue at all
//In such cases, the function will return true
var doNotInteract = PreConditions(dialogue);
if (doNotInteract) return;
if (!VD.isActive)
{
Begin(dialogue);
} else
{
CallNext();
}
}
//This begins the conversation
void Begin(VIDE_Assign dialogue)
{
//Let's reset the NPC text variables
NPC_Text.text = "";
NPC_label.text = "";
playerLabel.text = "";
//First step is to call BeginDialogue, passing the required VIDE_Assign component
//This will store the first Node data in VD.nodeData
//But before we do so, let's subscribe to certain events that will allow us to easily
//Handle the node-changes
VD.OnActionNode += ActionHandler;
VD.OnNodeChange += UpdateUI;
VD.OnEnd += EndDialogue;
VD.BeginDialogue(dialogue); //Begins dialogue, will call the first OnNodeChange
dialogueContainer.SetActive(true); //Let's make our dialogue container visible
}
//Calls next node in the dialogue
public void CallNext()
{
//Let's not go forward if text is currently being animated, but let's speed it up.
if (animatingText) { CutTextAnim(); return; }
if (!dialoguePaused) //Only if
{
VD.Next(); //We call the next node and populate nodeData with new data. Will fire OnNodeChange.
} else
{
//Disable item popup and disable pause
if (itemPopUp.activeSelf)
{
dialoguePaused = false;
itemPopUp.SetActive(false);
}
}
}
//Input related stuff (scroll through player choices and update highlight)
void Update()
{
//Lets just store the Node Data variable for the sake of fewer words
var data = VD.nodeData;
if (VD.isActive) //If there is a dialogue active
{
//Scroll through Player dialogue options if dialogue is not paused and we are on a player node
//For player nodes, NodeData.commentIndex is the index of the picked choice
if (!data.pausedAction && data.isPlayer)
{
if (Input.GetKeyDown(KeyCode.S))
{
if (data.commentIndex < currentChoices.Count - 1)
data.commentIndex++;
}
if (Input.GetKeyDown(KeyCode.W))
{
if (data.commentIndex > 0)
data.commentIndex--;
}
//Color the Player options. Blue for the selected one
for (int i = 0; i < currentChoices.Count; i++)
{
currentChoices[i].color = Color.white;
if (i == data.commentIndex) currentChoices[i].color = Color.yellow;
}
}
}
//Note you could also use Unity's Navi system
}
//When we call VD.Next, nodeData will change. When it changes, OnNodeChange event will fire
//We subscribed our UpdateUI method to the event in the Begin method
//Here's where we update our UI
void UpdateUI(VD.NodeData data)
{
//Reset some variables
//Destroy the current choices
foreach (Text op in currentChoices)
Destroy(op.gameObject);
currentChoices = new List<UnityEngine.UI.Text>();
NPC_Text.text = "";
NPC_Container.SetActive(false);
playerContainer.SetActive(false);
playerSprite.sprite = null;
NPCSprite.sprite = null;
//Look for dynamic text change in extraData
PostConditions(data);
//If this new Node is a Player Node, set the player choices offered by the node
if (data.isPlayer)
{
//Set node sprite if there's any, otherwise try to use default sprite
if (data.sprite != null)
playerSprite.sprite = data.sprite;
else if (VD.assigned.defaultPlayerSprite != null)
playerSprite.sprite = VD.assigned.defaultPlayerSprite;
SetOptions(data.comments);
//If it has a tag, show it, otherwise let's use the alias we set in the VIDE Assign
if (data.tag.Length > 0)
playerLabel.text = data.tag;
else
playerLabel.text = player.playerName;
//Sets the player container on
playerContainer.SetActive(true);
}
else //If it's an NPC Node, let's just update NPC's text and sprite
{
//Set node sprite if there's any, otherwise try to use default sprite
if (data.sprite != null)
{
//For NPC sprite, we'll first check if there's any "sprite" key
//Such key is being used to apply the sprite only when at a certain comment index
//Check CrazyCap dialogue for reference
if (data.extraVars.ContainsKey("sprite"))
{
if (data.commentIndex == (int)data.extraVars["sprite"])
NPCSprite.sprite = data.sprite;
else
NPCSprite.sprite = VD.assigned.defaultNPCSprite; //If not there yet, set default dialogue sprite
}
else //Otherwise use the node sprites
{
NPCSprite.sprite = data.sprite;
}
} //or use the default sprite if there isnt a node sprite at all
else if (VD.assigned.defaultNPCSprite != null)
NPCSprite.sprite = VD.assigned.defaultNPCSprite;
//This coroutine animates the NPC text instead of displaying it all at once
NPC_TextAnimator = DrawText(data.comments[data.commentIndex], 0.02f);
StartCoroutine(NPC_TextAnimator);
//If it has a tag, show it, otherwise let's use the alias we set in the VIDE Assign
if (data.tag.Length > 0)
NPC_label.text = data.tag;
else
NPC_label.text = VD.assigned.alias;
//Sets the NPC container on
NPC_Container.SetActive(true);
}
}
//This uses the returned string[] from nodeData.comments to create the UIs for each comment
//It first cleans, then it instantiates new choices
public void SetOptions(string[] choices)
{
//Create the choices. The prefab comes from a dummy gameobject in the scene
//This is a generic way of doing it. You could instead have a fixed number of choices referenced.
for (int i = 0; i < choices.Length; i++)
{
GameObject newOp = Instantiate(playerChoicePrefab.gameObject, playerChoicePrefab.transform.position, Quaternion.identity) as GameObject;
newOp.transform.SetParent(playerChoicePrefab.transform.parent, true);
newOp.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 20 - (20 * i));
newOp.GetComponent<RectTransform>().localScale = new Vector3(1, 1, 1);
newOp.GetComponent<UnityEngine.UI.Text>().text = choices[i];
newOp.SetActive(true);
currentChoices.Add(newOp.GetComponent<UnityEngine.UI.Text>());
}
}
//Unsuscribe from everything, disable UI, and end dialogue
//Called automatically because we subscribed to the OnEnd event
void EndDialogue(VD.NodeData data)
{
CheckTasks();
VD.OnActionNode -= ActionHandler;
VD.OnNodeChange -= UpdateUI;
VD.OnEnd -= EndDialogue;
dialogueContainer.SetActive(false);
VD.EndDialogue();
VD.SaveState("VIDEDEMOScene1", true); //Saves VIDE stuff related to EVs and override start nodes
QuestChartDemo.SaveProgress(); //saves OUR custom game data
}
void OnDisable()
{
//If the script gets destroyed, let's make sure we force-end the dialogue to prevent errors
//We do not save changes
CheckTasks();
VD.OnActionNode -= ActionHandler;
VD.OnNodeChange -= UpdateUI;
VD.OnEnd -= EndDialogue;
if (dialogueContainer != null)
dialogueContainer.SetActive(false);
VD.EndDialogue();
}
#endregion
#region DIALOGUE CONDITIONS
//DIALOGUE CONDITIONS --------------------------------------------
//When this returns true, it means that we did something that alters the progression of the dialogue
//And we don't want to call Next() this time
bool PreConditions(VIDE_Assign dialogue)
{
var data = VD.nodeData;
if (VD.isActive) //Stuff we check while the dialogue is active
{
//Check for extra variables
//This one finds a key named "item" which has the value of the item thats gonna be given
//If there's an 'item' key, then we will assume there's also an 'itemLine' key and use it
if (!data.isPlayer)
{
if (data.extraVars.ContainsKey("item") && !data.dirty)
{
if (data.commentIndex == (int)data.extraVars["itemLine"])
{
if (data.extraVars.ContainsKey("item++")) //If we have this key, we use it to increment the value of 'item' by 'item++'
{
Dictionary<string, object> newVars = data.extraVars; //Clone the current extraVars content
int newItem = (int)newVars["item"]; //Retrieve the value we want to change
newItem += (int)data.extraVars["item++"]; //Change it as we desire
newVars["item"] = newItem; //Set it back
VD.SetExtraVariables(25, newVars); //Send newVars through UpdateExtraVariable method
}
//If it's CrazyCap, check his stock before continuing
//If out of stock, change override start node
if (VD.assigned.alias == "CrazyCap")
if ((int)data.extraVars["item"] + 1 >= player.demo_Items.Count)
VD.assigned.overrideStartNode = 28;
if (!player.demo_ItemInventory.Contains(player.demo_Items[(int)data.extraVars["item"]]))
{
GiveItem((int)data.extraVars["item"]);
return true;
}
}
}
}
else
{
if (data.extraVars.ContainsKey("outCondition"))
{
if (data.extraVars.ContainsKey("condInfo"))
{
int[] nodeIDs = VD.ToIntArray((string)data.extraVars["outCondition"]);
if (VD.assigned.interactionCount < nodeIDs.Length)
VD.SetNode(nodeIDs[VD.assigned.interactionCount]);
else
VD.SetNode(nodeIDs[nodeIDs.Length - 1]);
return true;
}
}
}
} else //Stuff we do right before the dialogue begins
{
//Get the item from CrazyCap to trigger this one on Charlie
if (dialogue.alias == "Charlie")
{
if (player.demo_ItemInventory.Count > 0 && dialogue.overrideStartNode == -1)
{
dialogue.overrideStartNode = 16;
return false;
}
}
}
return false;
}
//Conditions we check after VD.Next was called but before we update the UI
void PostConditions(VD.NodeData data)
{
//Don't conduct extra variable actions if we are waiting on a paused action
if (data.pausedAction) return;
if (!data.isPlayer) //For player nodes
{
//Replace [WORDS]
ReplaceWord(data);
//Checks for extraData that concerns font size (CrazyCap node 2)
if (data.extraData[data.commentIndex].Contains("fs"))
{
int fSize = 14;
string[] fontSize = data.extraData[data.commentIndex].Split(","[0]);
int.TryParse(fontSize[1], out fSize);
NPC_Text.fontSize = fSize;
}
else
{
NPC_Text.fontSize = 14;
}
}
}
//This will replace any "[NAME]" with the name of the gameobject holding the VIDE_Assign
//Will also replace [WEAPON] with a different variable
void ReplaceWord(VD.NodeData data)
{
if (data.comments[data.commentIndex].Contains("[NAME]"))
data.comments[data.commentIndex] = data.comments[data.commentIndex].Replace("[NAME]", VD.assigned.gameObject.name);
if (data.comments[data.commentIndex].Contains("[WEAPON]"))
data.comments[data.commentIndex] = data.comments[data.commentIndex].Replace("[WEAPON]", player.demo_ItemInventory[0].ToLower());
}
#endregion
#region EVENTS AND HANDLERS
//Just so we know when we finished loading all dialogues, then we unsubscribe
void OnLoadedAction()
{
Debug.Log("Finished loading all dialogues");
VD.OnLoaded -= OnLoadedAction;
}
//Another way to handle Action Nodes is to listen to the OnActionNode event, which sends the ID of the action node
void ActionHandler(int actionNodeID)
{
//Debug.Log("ACTION TRIGGERED: " + actionNodeID.ToString());
}
//Adds item to demo inventory, shows item popup, and pauses dialogue
void GiveItem(int itemIndex)
{
player.demo_ItemInventory.Add(player.demo_Items[itemIndex]);
itemPopUp.SetActive(true);
string text = "You've got a <color=yellow>" + player.demo_Items[itemIndex] + "</color>!";
itemPopUp.transform.GetChild(0).GetComponent<Text>().text = text;
dialoguePaused = true;
}
IEnumerator DrawText(string text, float time)
{
animatingText = true;
string[] words = text.Split(' ');
for (int i = 0; i < words.Length; i++)
{
string word = words[i];
if (i != words.Length - 1) word += " ";
string previousText = NPC_Text.text;
float lastHeight = NPC_Text.preferredHeight;
NPC_Text.text += word;
if (NPC_Text.preferredHeight > lastHeight)
{
previousText += System.Environment.NewLine;
}
for (int j = 0; j < word.Length; j++)
{
NPC_Text.text = previousText + word.Substring(0, j + 1);
yield return new WaitForSeconds(time);
}
}
NPC_Text.text = text;
animatingText = false;
}
void CutTextAnim()
{
StopCoroutine(NPC_TextAnimator);
NPC_Text.text = VD.nodeData.comments[VD.nodeData.commentIndex]; //Now just copy full text
animatingText = false;
}
//Check task progression
void CheckTasks()
{
if (player.demo_ItemInventory.Count == 5)
QuestChartDemo.SetQuest(2, false);
QuestChartDemo.CheckTaskCompletion(VD.nodeData);
}
#endregion
//Utility note: If you're on MonoDevelop. Go to Tools > Options > General and enable code folding.
//That way you can exapnd and collapse the regions and methods
}