Beispiel #1
0
        protected virtual void SetupPortrait(PortraitOptions options)
        {
            if (options.character.State.holder == null)
            {
                return;
            }

            SetRectTransform(options.character.State.holder, options.fromPosition);

            if (options.character.State.facing != options.character.PortraitsFace)
            {
                options.character.State.holder.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.State.holder.localScale = new Vector3(1f, 1f, 1f);
            }

            if (options.facing != options.character.PortraitsFace)
            {
                options.character.State.holder.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.State.holder.localScale = new Vector3(1f, 1f, 1f);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Hide portrait with provided options
        /// </summary>
        public virtual void Hide(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            if (options.character.State.display == DisplayType.None)
            {
                return;
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            HidePortrait(options.character.State.portraitImage.rectTransform, duration);

            DoMoveTween(options);

            //update character state after hiding
            options.character.State.onScreen = false;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
            options.character.State.display  = DisplayType.Hide;

            if (stage.CharactersOnStage.Remove(options.character))
            {
            }

            FinishCommand(options);
        }
        // 设置角色Portrait的朝向
        protected virtual void SetupPortrait(PortraitOptions options)
        {
            // 设置当前Portrait位置
            SetRectTransform(options.character.State.portraitImage.rectTransform, options.fromPosition);

            // 先把图片
            // 转到正方向
            // PortraitsFace: 角色图片制作时候的方向
            // State.facing: 上一次,或,当前头像朝向
            if (options.character.State.facing != options.character.PortraitsFace)
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
            }

            // 转换成新的方向
            // options:facing: 新的朝向
            if (options.facing != options.character.PortraitsFace)
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
            }
        }
        /// <summary>
        /// Hide portrait with provided options
        /// </summary>
        /// <param name="options"></param>
        public void Hide(PortraitOptions options)
        {
            if (options.character.state.display == DisplayType.None)
            {
                return;
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            LeanTween.alpha(options.character.state.portraitImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType);

            DoMoveTween(options);

            stage.charactersOnStage.Remove(options.character);

            //update character state after hiding
            options.character.state.onScreen = false;
            options.character.state.portrait = options.portrait;
            options.character.state.facing   = options.facing;
            options.character.state.position = options.toPosition;
            options.character.state.display  = DisplayType.Hide;

            FinishCommand(options);
        }
        /// <summary>
        /// Hide portrait with provided options
        /// </summary>
        public virtual void Hide(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            if (options.character.State.display == DisplayType.None)
            {
                return;
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly, just in case doing the same for DOTween
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            options.character.State.portraitImage.DOFade(0f, duration).SetEase(stage.FadeEaseType);

            DoMoveTween(options);

            stage.CharactersOnStage.Remove(options.character);

            //update character state after hiding
            options.character.State.onScreen = false;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
            options.character.State.display  = DisplayType.Hide;

            FinishCommand(options);
        }
        /// <summary>
        /// Simple character hide command
        /// </summary>
        /// <param name="character">Character to hide</param>
        public void Hide(Character character)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character = character;

            Hide(CleanPortraitOptions(options));
        }
Beispiel #7
0
        /// <summary>
        /// Simple character hide command
        /// </summary>
        /// <param name="character">Character to hide</param>
        public virtual void Hide(Character character)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character = character;

            Hide(options);
        }
Beispiel #8
0
        /// <summary>
        /// Moves Character in front of other characters on stage
        /// </summary>
        public virtual void MoveToFront(Character character)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character = character;

            MoveToFront(CleanPortraitOptions(options));
        }
Beispiel #9
0
        /// <summary>
        /// Show portrait with the supplied portrait options
        /// </summary>
        /// <param name="options"></param>
        public virtual void Show(PortraitOptions options)
        {
            options = CleanPortraitOptions(options);

            if (options.shiftIntoPlace)
            {
                options.fromPosition = Instantiate(options.toPosition) as RectTransform;
                if (options.offset == PositionOffset.OffsetLeft)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
                }
                else if (options.offset == PositionOffset.OffsetRight)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
                }
                else
                {
                    options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
                }
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            var prevPortrait = options.character.State.portrait;

            if (options.character.State.portrait != null && options.character.State.portrait != options.portrait)
            {
                HidePortrait(options.character.State.portraitImage.rectTransform, duration);
            }

            options.character.State.SetPortraitImageBySprite(options.portrait);
            options.character.State.portraitImage.rectTransform.gameObject.SetActive(true);
            LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false);

            DoMoveTween(options);

            FinishCommand(options);

            if (!stage.CharactersOnStage.Contains(options.character))
            {
                stage.CharactersOnStage.Add(options.character);
            }

            MoveToFront(options);

            // Update character state after showing
            options.character.State.onScreen = true;
            options.character.State.display  = DisplayType.Show;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
        }
Beispiel #10
0
        /// <summary>
        /// Shows character at a named position in the stage
        /// </summary>
        /// <param name="character"></param>
        /// <param name="position">Named position on stage</param>
        public virtual void Show(Character character, string position)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character    = character;
            options.fromPosition = options.toPosition = stage.GetPosition(position);

            Show(options);
        }
Beispiel #11
0
        /// <summary>
        /// Using all portrait options available, run any portrait command.
        /// </summary>
        /// <param name="options">Portrait Options</param>
        /// <param name="onComplete">The function that will run once the portrait command finishes</param>

        // 执行Portrait命令
        public virtual void RunPortraitCommand(PortraitOptions options, Action onComplete)
        {
            waitTimer = 0f;

            // 判断提前结束
            // 情况1
            // If no character specified, do nothing
            if (options.character == null)
            {
                onComplete();
                return;
            }

            // 判断提前结束
            // 情况2
            // If Replace and no replaced character specified, do nothing
            if (options.display == DisplayType.Replace && options.replacedCharacter == null)
            {
                onComplete();
                return;
            }

            // 判断提前结束
            // 情况3
            // Early out if hiding a character that's already hidden
            if (options.display == DisplayType.Hide &&
                !options.character.State.onScreen)
            {
                onComplete();
                return;
            }

            // 清理参数
            options            = CleanPortraitOptions(options);
            options.onComplete = onComplete;

            switch (options.display)
            {
            case (DisplayType.Show):
                Show(options);
                break;

            case (DisplayType.Hide):
                Hide(options);
                break;

            case (DisplayType.Replace):
                Show(options);
                Hide(options.replacedCharacter, options.replacedCharacter.State.position.name);
                break;

            case (DisplayType.MoveToFront):
                MoveToFront(options);
                break;
            }
        }
Beispiel #12
0
        /// <summary>
        /// Move the character to a position then hide it
        /// </summary>
        /// <param name="character">Character to hide</param>
        /// <param name="toPosition">Where the character will disapear to</param>
        public virtual void Hide(Character character, string toPosition)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character  = character;
            options.toPosition = stage.GetPosition(toPosition);
            options.move       = true;

            Hide(options);
        }
        public override void Clean()
        {
            base.Clean();

            foreach (Character c in new List <Character>(CharactersOnStage))
            {
                PortraitOptions po = new PortraitOptions();
                po.character = c;
                po.display   = DisplayType.Hide;
                Hide(po);
            }
        }
Beispiel #14
0
        /// <summary>
        /// Shows character moving from a position to a position
        /// </summary>
        /// <param name="character"></param>
        /// <param name="portrait"></param>
        /// <param name="fromPosition">Where the character will appear</param>
        /// <param name="toPosition">Where the character will move to</param>
        public virtual void Show(Character character, string portrait, string fromPosition, string toPosition)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character    = character;
            options.portrait     = character.GetPortrait(portrait);
            options.fromPosition = stage.GetPosition(fromPosition);
            options.toPosition   = stage.GetPosition(toPosition);
            options.move         = true;

            Show(options);
        }
Beispiel #15
0
        protected virtual void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character         = character;
            options.fromPosition      = fromPosition;
            options.toPosition        = toPosition;
            options.moveDuration      = moveDuration;
            options.waitUntilFinished = waitUntilFinished;

            DoMoveTween(options);
        }
        public void DoMoveTween(PortraitOptions options)
        {
            // LeanTween doesn't handle 0 duration properly
            float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;

            // LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
            LeanTween.move(options.character.state.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.fadeEaseType);

            if (options.waitUntilFinished)
            {
                waitTimer = duration;
            }
        }
Beispiel #17
0
        public override void OnEnter()
        {
            //
            // 获取到舞台
            //
            // Selected "use default Portrait Stage"
            if (stage == null)
            {
                // If no default specified, try to get any portrait stage in the scene
                stage = FindObjectOfType <Stage>();
                // If portrait stage does not exist, do nothing
                if (stage == null)
                {
                    Continue();
                    return;
                }
            }

            // DisplayType枚举,
            // 设置的是否是None

            // If no display specified, do nothing
            if (IsDisplayNone(display))
            {
                Continue();
                return;
            }

            PortraitOptions options = new PortraitOptions();

            // 填写Portrait命令参数
            options.character          = character;
            options.replacedCharacter  = replacedCharacter;
            options.portrait           = portrait;
            options.display            = display;
            options.offset             = offset;
            options.fromPosition       = fromPosition;
            options.toPosition         = toPosition;
            options.facing             = facing;
            options.useDefaultSettings = useDefaultSettings;
            options.fadeDuration       = fadeDuration;
            options.moveDuration       = moveDuration;
            options.shiftOffset        = shiftOffset;
            options.move              = move;
            options.shiftIntoPlace    = shiftIntoPlace;
            options.waitUntilFinished = waitUntilFinished;

            // Stage运行,Portrait命令
            stage.RunPortraitCommand(options, Continue);
        }
        protected virtual void DoMoveTween(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            // LeanTween doesn't handle 0 duration properly, just in case doing the same for DOTween
            float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;

            // All position images must have the same anchor position
            options.character.State.portraitImage.transform.DOMove(options.toPosition.position, duration).SetEase(stage.FadeEaseType);

            if (options.waitUntilFinished)
            {
                waitTimer = duration;
            }
        }
Beispiel #19
0
 protected virtual void FinishCommand(PortraitOptions options)
 {
     if (options.onComplete != null)
     {
         if (!options.waitUntilFinished)
         {
             options.onComplete();
         }
         else
         {
             StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete));
         }
     }
     else
     {
         StartCoroutine(WaitUntilFinished(options.fadeDuration));
     }
 }
Beispiel #20
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        protected virtual void DoMoveTween(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            LeanTween.cancel(options.character.State.holder.gameObject);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;

            // LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
            LeanTween.move(options.character.State.holder.gameObject, options.toPosition.position, duration)
            .setEase(stage.FadeEaseType);

            if (options.waitUntilFinished)
            {
                waitTimer = duration;
            }
        }
 protected virtual void FinishCommand(PortraitOptions options)
 {
     if (options.onComplete != null)
     {
         if (!options.waitUntilFinished)
         {
             options.onComplete();
         }
         else
         {
             StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete));
         }
     }
     else
     {
         StartCoroutine(WaitUntilFinished(options.fadeDuration));
     }
 }
Beispiel #22
0
        /// <summary>
        /// Simple show command that shows the character with an available named portrait
        /// </summary>
        /// <param name="character">Character to show</param>
        /// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param>
        public virtual void ShowPortrait(Character character, string portrait)
        {
            PortraitOptions options = new PortraitOptions(true);

            options.character = character;
            options.portrait  = character.GetPortrait(portrait);

            if (character.State.position == null)
            {
                options.toPosition = options.fromPosition = stage.GetPosition("middle");
            }
            else
            {
                options.fromPosition = options.toPosition = character.State.position;
            }

            Show(options);
        }
Beispiel #23
0
        /// <summary>
        /// Show portrait with the supplied portrait options
        /// </summary>
        /// <param name="options"></param>
        public virtual void Show(PortraitOptions options)
        {
            options = CleanPortraitOptions(options);

            if (options.shiftIntoPlace && options.fromPosition == null)
            {
                options.fromPosition = Instantiate(options.toPosition) as RectTransform;
                if (options.offset == PositionOffset.OffsetLeft)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
                }
                else if (options.offset == PositionOffset.OffsetRight)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
                }
                else
                {
                    options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
                }
            }

            SetupPortrait(options);

            DoMoveTween(options);

            FinishCommand(options);

            if (!stage.CharactersOnStage.Contains(options.character))
            {
                stage.CharactersOnStage.Add(options.character);
            }

            // Update character state after showing
            options.character.State.onScreen = true;
            options.character.State.display  = DisplayType.Show;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
        }
Beispiel #24
0
        protected virtual void DoMoveTween(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;

            if (options.fromPosition != null && options.character.State.portraitGraphic.transform.position != options.fromPosition.position)
            {
                options.character.State.portraitGraphic.transform.position = options.fromPosition.position;
            }

            // LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
            LeanTween.move(options.character.State.portraitGraphic.gameObject, options.toPosition.position, duration).setEase(stage.FadeEaseType);

            if (options.waitUntilFinished)
            {
                options.fadeDuration = duration;
            }
        }
Beispiel #25
0
        /// <summary>
        /// Hide portrait with provided options
        /// </summary>
        public virtual void Hide(PortraitOptions options)
        {
            // 清理和检查参数
            CleanPortraitOptions(options);

            if (options.character.State.display == DisplayType.None)
            {
                return;
            }

            // 设置角色Portrait的朝向
            SetupPortrait(options);

            // 防止0
            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            LeanTween.
            alpha(options.character.State.portraitImage.rectTransform, 0f, duration).
            setEase(stage.FadeEaseType).
            setRecursive(false);

            // 移动角色形象
            // 到目标点
            DoMoveTween(options);

            // 从列表中移除
            stage.CharactersOnStage.Remove(options.character);

            // 更新角色的状态
            //update character state after hiding
            options.character.State.onScreen = false;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
            options.character.State.display  = DisplayType.Hide;

            // 立即执行onComplete
            // 还是fade结束后,调用
            FinishCommand(options);
        }
Beispiel #26
0
        protected virtual void SetupPortrait(PortraitOptions options)
        {
            SetRectTransform(options.character.State.portraitImage.rectTransform, options.fromPosition);

            if (options.character.State.facing != options.character.PortraitsFace)
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
            }

            if (options.facing != options.character.PortraitsFace)
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
            }
        }
Beispiel #27
0
        /// <summary>
        /// Hide portrait with provided options
        /// </summary>
        public virtual void Hide(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            if (options.character.State.display == DisplayType.None)
            {
                return;
            }

            SetupPortrait(options);

            DoMoveTween(options);

            stage.CharactersOnStage.Remove(options.character);

            //update character state after hiding
            options.character.State.onScreen = false;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
            options.character.State.display  = DisplayType.Hide;

            FinishCommand(options);
        }
        /// <summary>
        /// Using all portrait options available, run any portrait command.
        /// </summary>
        /// <param name="options">Portrait Options</param>
        /// <param name="onComplete">The function that will run once the portrait command finishes</param>
        public void RunPortraitCommand(PortraitOptions options, Action onComplete)
        {
            waitTimer = 0f;

            // If no character specified, do nothing
            if (options.character == null)
            {
                onComplete();
                return;
            }

            // If Replace and no replaced character specified, do nothing
            if (options.display == DisplayType.Replace && options.replacedCharacter == null)
            {
                onComplete();
                return;
            }

            // Early out if hiding a character that's already hidden
            if (options.display == DisplayType.Hide &&
                !options.character.state.onScreen)
            {
                onComplete();
                return;
            }

            options = CleanPortraitOptions(options);
            options.onComplete = onComplete;

            switch (options.display)
            {
                case (DisplayType.Show):
                    Show(options);
                    break;

                case (DisplayType.Hide):
                    Hide(options);
                    break;

                case (DisplayType.Replace):
                    Show(options);
                    Hide(options.replacedCharacter, options.replacedCharacter.state.position.name);
                    break;

                case (DisplayType.MoveToFront):
                    MoveToFront(options);
                    break;
            }

        }
        /// <summary>
        /// Makes sure all options are set correctly so it won't break whatever command it's sent to
        /// </summary>
        /// <param name="options"></param>
        /// <returns></returns>
        private PortraitOptions CleanPortraitOptions(PortraitOptions options)
        {
            // Use default stage settings
            if (options.useDefaultSettings)
            {
                options.fadeDuration = stage.fadeDuration;
                options.moveDuration = stage.moveDuration;
                options.shiftOffset = stage.shiftOffset;
            }

            // if no previous portrait, use default portrait
            if (options.character.state.portrait == null)
            {
                options.character.state.portrait = options.character.profileSprite;
            }

            // Selected "use previous portrait"
            if (options.portrait == null)
            {
                options.portrait = options.character.state.portrait;
            }

            // if no previous position, use default position
            if (options.character.state.position == null)
            {
                options.character.state.position = stage.defaultPosition.rectTransform;
            }

            // Selected "use previous position"
            if (options.toPosition == null)
            {
                options.toPosition = options.character.state.position;
            }

            if (options.replacedCharacter != null)
            {
                // if no previous position, use default position
                if (options.replacedCharacter.state.position == null)
                {
                    options.replacedCharacter.state.position = stage.defaultPosition.rectTransform;
                }
            }

            // If swapping, use replaced character's position
            if (options.display == DisplayType.Replace)
            {
                options.toPosition = options.replacedCharacter.state.position;
            }

            // Selected "use previous position"
            if (options.fromPosition == null)
            {
                options.fromPosition = options.character.state.position;
            }

            // if portrait not moving, use from position is same as to position
            if (!options.move)
            {
                options.fromPosition = options.toPosition;
            }

            if (options.display == DisplayType.Hide)
            {
                options.fromPosition = options.character.state.position;
            }

            // if no previous facing direction, use default facing direction
            if (options.character.state.facing == FacingDirection.None)
            {
                options.character.state.facing = options.character.portraitsFace;
            }

            // Selected "use previous facing direction"
            if (options.facing == FacingDirection.None)
            {
                options.facing = options.character.state.facing;
            }

            if (options.character.state.portraitImage == null)
            {
                CreatePortraitObject(options.character, options.fadeDuration);
            }

            return options;
        }
Beispiel #30
0
 /// <summary>
 /// Moves Character in front of other characters on stage
 /// </summary>
 public virtual void MoveToFront(PortraitOptions options)
 {
     options.character.State.holder.SetSiblingIndex(options.character.State.holder.parent.childCount);
     options.character.State.display = DisplayType.MoveToFront;
     FinishCommand(options);
 }
        /// <summary>
        /// Shows character at a named position in the stage
        /// </summary>
        /// <param name="character"></param>
        /// <param name="position">Named position on stage</param>
        public void Show(Character character, string position)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;
            options.fromPosition = options.toPosition = stage.GetPosition(position);

            Show(options);
        }
        private void SetupPortrait(PortraitOptions options)
        {
            SetRectTransform(options.character.state.portraitImage.rectTransform, options.fromPosition);

            if (options.character.state.facing != options.character.portraitsFace)
            {
                options.character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
            }

            if (options.facing != options.character.portraitsFace)
            {
                options.character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
            }
            else
            {
                options.character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
            }
        }
        /// <summary>
        /// Hide portrait with provided options
        /// </summary>
        /// <param name="options"></param>
        public void Hide(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            if (options.character.state.display == DisplayType.None)
            {
                return;
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            LeanTween.alpha(options.character.state.portraitImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType);

            DoMoveTween(options);

            stage.charactersOnStage.Remove(options.character);

            //update character state after hiding
            options.character.state.onScreen = false;
            options.character.state.portrait = options.portrait;
            options.character.state.facing = options.facing;
            options.character.state.position = options.toPosition;
            options.character.state.display = DisplayType.Hide;

            FinishCommand(options);
        }
        /// <summary>
        /// Convert a Moonsharp table to portrait options
        /// If the table returns a null for any of the parameters, it should keep the defaults
        /// </summary>
        /// <param name="table">Moonsharp Table</param>
        /// <param name="stage">Stage</param>
        /// <returns></returns>
        public static PortraitOptions ConvertTableToPortraitOptions(Table table, Stage stage)
        {
            PortraitOptions options = new PortraitOptions(true);

            // If the table supplies a nil, keep the default
            options.character = table.Get("character").ToObject<Character>() 
                ?? options.character;

            options.replacedCharacter = table.Get("replacedCharacter").ToObject<Character>()
                ?? options.replacedCharacter;

            if (!table.Get("portrait").IsNil())
            {
                options.portrait = options.character.GetPortrait(table.Get("portrait").CastToString());
            }

            if (!table.Get("display").IsNil())
            {
                options.display = table.Get("display").ToObject<DisplayType>();
            }

            if (!table.Get("offset").IsNil())
            {
                options.offset = table.Get("offset").ToObject<PositionOffset>();
            }

            if (!table.Get("fromPosition").IsNil())
            {
                options.fromPosition = stage.GetPosition(table.Get("fromPosition").CastToString());
            }

            if (!table.Get("toPosition").IsNil())
            {
                options.toPosition = stage.GetPosition(table.Get("toPosition").CastToString());
            }

            if (!table.Get("facing").IsNil())
            {
                var facingDirection = FacingDirection.None;
                DynValue v = table.Get("facing");
                if (v.Type == DataType.String)
                {
                    if (string.Compare(v.String, "left", true) == 0)
                    {
                        facingDirection = FacingDirection.Left;
                    }
                    else if (string.Compare(v.String, "right", true) == 0)
                    {
                        facingDirection = FacingDirection.Right;
                    }
                }
                else
                {
                    facingDirection = table.Get("facing").ToObject<FacingDirection>();
                }

                options.facing = facingDirection;
            }

            if (!table.Get("useDefaultSettings").IsNil())
            {
                options.useDefaultSettings = table.Get("useDefaultSettings").CastToBool();
            }

            if (!table.Get("fadeDuration").IsNil())
            {
                options.fadeDuration = table.Get("fadeDuration").ToObject<float>();
            }

            if (!table.Get("moveDuration").IsNil())
            {
                options.moveDuration = table.Get("moveDuration").ToObject<float>();
            }

            if (!table.Get("move").IsNil())
            {
                options.move = table.Get("move").CastToBool();
            }
            else if (options.fromPosition != options.toPosition)
            {
                options.move = true;
            }

            if (!table.Get("shiftIntoPlace").IsNil())
            {
                options.shiftIntoPlace = table.Get("shiftIntoPlace").CastToBool();
            }

            if (!table.Get("waitUntilFinished").IsNil())
            {
                options.waitUntilFinished = table.Get("waitUntilFinished").CastToBool();
            }

            return options;
        }
        public void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;
            options.fromPosition = fromPosition;
            options.toPosition = toPosition;
            options.moveDuration = moveDuration;
            options.waitUntilFinished = waitUntilFinished;

            DoMoveTween(options);
        }
        /// <summary>
        /// Shows character moving from a position to a position
        /// </summary>
        /// <param name="character"></param>
        /// <param name="portrait"></param>
        /// <param name="fromPosition">Where the character will appear</param>
        /// <param name="toPosition">Where the character will move to</param>
        public void Show(Character character, string portrait, string fromPosition, string toPosition)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;
            options.portrait = character.GetPortrait(portrait);
            options.fromPosition = stage.GetPosition(fromPosition);
            options.toPosition = stage.GetPosition(toPosition);
            options.move = true;

            Show(options);
        }
        /// <summary>
        /// Show portrait with the supplied portrait options
        /// </summary>
        /// <param name="options"></param>
        public void Show(PortraitOptions options)
        {
            options = CleanPortraitOptions(options);

            if (options.shiftIntoPlace)
            {
                options.fromPosition = Instantiate(options.toPosition) as RectTransform;
                if (options.offset == PositionOffset.OffsetLeft)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
                        options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
                }
                else if (options.offset == PositionOffset.OffsetRight)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
                        options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
                }
                else
                {
                    options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
                }
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            // Fade out a duplicate of the existing portrait image
            if (options.character.state.portraitImage != null)
            {
                GameObject tempGO = GameObject.Instantiate(options.character.state.portraitImage.gameObject);
                tempGO.transform.SetParent(options.character.state.portraitImage.transform, false);
                tempGO.transform.localPosition = Vector3.zero;
                tempGO.transform.localScale = options.character.state.position.localScale;

                Image tempImage = tempGO.GetComponent<Image>();
                tempImage.sprite = options.character.state.portraitImage.sprite;
                tempImage.preserveAspect = true;
                tempImage.color = options.character.state.portraitImage.color;

                LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType).setOnComplete(() => {
                    Destroy(tempGO);
                });
            }

            // Fade in the new sprite image
            if (options.character.state.portraitImage.sprite != options.portrait ||
                options.character.state.portraitImage.color.a < 1f)
            {
                options.character.state.portraitImage.sprite = options.portrait;
                options.character.state.portraitImage.color = new Color(1f, 1f, 1f, 0f);
                LeanTween.alpha(options.character.state.portraitImage.rectTransform, 1f, duration).setEase(stage.fadeEaseType);
            }

            DoMoveTween(options);

            FinishCommand(options);

            if (!stage.charactersOnStage.Contains(options.character))
            {
                stage.charactersOnStage.Add(options.character);
            }

            // Update character state after showing
            options.character.state.onScreen = true;
            options.character.state.display = DisplayType.Show;
            options.character.state.portrait = options.portrait;
            options.character.state.facing = options.facing;
            options.character.state.position = options.toPosition;
        }
        /// <summary>
        /// Convert a Moonsharp table to portrait options
        /// If the table returns a null for any of the parameters, it should keep the defaults
        /// </summary>
        /// <param name="table">Moonsharp Table</param>
        /// <param name="stage">Stage</param>
        /// <returns></returns>
        public static PortraitOptions ConvertTableToPortraitOptions(Table table, Stage stage)
        {
            PortraitOptions options = new PortraitOptions(true);

            // If the table supplies a nil, keep the default
            options.character = table.Get("character").ToObject<Character>() 
                ?? options.character;

            options.replacedCharacter = table.Get("replacedCharacter").ToObject<Character>()
                ?? options.replacedCharacter;

            if (!table.Get("portrait").IsNil())
            {
                options.portrait = options.character.GetPortrait(table.Get("portrait").CastToString());
            }

            if (!table.Get("display").IsNil())
            {
                options.display = table.Get("display").ToObject<DisplayType>();
            }
            
            if (!table.Get("offset").IsNil())
            {
                options.offset = table.Get("offset").ToObject<PositionOffset>();
            }

            if (!table.Get("fromPosition").IsNil())
            {
                options.fromPosition = stage.GetPosition(table.Get("fromPosition").CastToString());
            }

            if (!table.Get("toPosition").IsNil())
            {
                options.toPosition = stage.GetPosition(table.Get("toPosition").CastToString());
            }

            if (!table.Get("facing").IsNil())
            {
                options.facing = table.Get("facing").ToObject<FacingDirection>();
            }

            if (!table.Get("useDefaultSettings").IsNil())
            {
                options.useDefaultSettings = table.Get("useDefaultSettings").CastToBool();
            }

            if (!table.Get("fadeDuration").IsNil())
            {
                options.fadeDuration = table.Get("fadeDuration").ToObject<float>();
            }

            if (!table.Get("moveDuration").IsNil())
            {
                options.moveDuration = table.Get("moveDuration").ToObject<float>();
            }

            if (!table.Get("move").IsNil())
            {
                options.move = table.Get("move").CastToBool();
            }
            else if (options.fromPosition != options.toPosition)
            {
                options.move = true;
            }

            if (!table.Get("shiftIntoPlace").IsNil())
            {
                options.shiftIntoPlace = table.Get("shiftIntoPlace").CastToBool();
            }

            //TODO: Make the next lua command wait when this options is true
            if (!table.Get("waitUntilFinished").IsNil())
            {
                options.waitUntilFinished = table.Get("waitUntilFinished").CastToBool();
            }

            return options;
        }
        public void DoMoveTween(PortraitOptions options)
        {
            CleanPortraitOptions(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;

            // LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
            LeanTween.move(options.character.state.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.fadeEaseType);

            if (options.waitUntilFinished)
            {
                waitTimer = duration;
            }
        }
Beispiel #40
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        /// <summary>
        /// Show portrait with the supplied portrait options
        /// </summary>
        /// <param name="options"></param>
        public virtual void Show(PortraitOptions options)
        {
            options = CleanPortraitOptions(options);

            if (options.shiftIntoPlace)
            {
                options.fromPosition = Instantiate(options.toPosition) as RectTransform;
                if (options.offset == PositionOffset.OffsetLeft)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
                }
                else if (options.offset == PositionOffset.OffsetRight)
                {
                    options.fromPosition.anchoredPosition =
                        new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
                                    options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
                }
                else
                {
                    options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
                }
            }

            SetupPortrait(options);

            // LeanTween doesn't handle 0 duration properly
            float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;

            // Fade out a duplicate of the existing portrait image
            if (options.character.State.portraitImage != null && options.character.State.portraitImage.overrideSprite != null)
            {
                GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject);
                tempGO.transform.SetParent(options.character.State.portraitImage.transform, false);
                tempGO.transform.localPosition = Vector3.zero;
                tempGO.transform.localScale    = options.character.State.position.localScale;

                Image tempImage = tempGO.GetComponent <Image>();
                tempImage.overrideSprite = options.character.State.portraitImage.overrideSprite;
                tempImage.preserveAspect = true;
                tempImage.color          = options.character.State.portraitImage.color;

                LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => {
                    Destroy(tempGO);
                }).setRecursive(false);
            }

            // Fade in the new sprite image
            if (options.character.State.portraitImage.overrideSprite != options.portrait ||
                options.character.State.portraitImage.color.a < 1f)
            {
                options.character.State.portraitImage.overrideSprite = options.portrait;
                options.character.State.portraitImage.color          = new Color(1f, 1f, 1f, 0f);
                LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false);
            }

            DoMoveTween(options);

            FinishCommand(options);

            if (!stage.CharactersOnStage.Contains(options.character))
            {
                stage.CharactersOnStage.Add(options.character);
            }

            // Update character state after showing
            options.character.State.onScreen = true;
            options.character.State.display  = DisplayType.Show;
            options.character.State.portrait = options.portrait;
            options.character.State.facing   = options.facing;
            options.character.State.position = options.toPosition;
        }
        /// <summary>
        /// Moves Character in front of other characters on stage
        /// </summary>
        /// <param name="character"></param>
        public void MoveToFront(Character character)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;

            MoveToFront(CleanPortraitOptions(options));
        }
        /// <summary>
        /// Move the character to a position then hide it
        /// </summary>
        /// <param name="character"></param>
        /// <param name="toPosition">Where the character will disapear to</param>
        public void Hide(Character character, string toPosition)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;
            options.toPosition = stage.GetPosition(toPosition);
            options.move = true;

            Hide(options);
        }
        /// <summary>
        /// Parse and execute a conversation string
        /// </summary>
        /// <param name="conv"></param>
        public IEnumerator DoConversation(string conv)
        {
            if (string.IsNullOrEmpty(conv))
            {
                yield break;
            }
            
            var conversationItems = Parse(conv);

            if (conversationItems.Count == 0)
            {
                yield break;
            }

            // Track the current and previous parameter values
            Character currentCharacter = null;
            Sprite currentPortrait = null;
            RectTransform currentPosition = null;
            Character previousCharacter = null;

            // Play the conversation
            for (int i = 0; i < conversationItems.Count; ++i)
            {
                ConversationItem item = conversationItems[i];
                
                if (item.Character != null)
                {
                    currentCharacter = item.Character;
                }

                currentPortrait = item.Portrait;
                currentPosition = item.Position;

                SayDialog sayDialog = GetSayDialog(currentCharacter);

                if (sayDialog == null)
                {
                    // Should never happen
                    yield break;
                }

                sayDialog.gameObject.SetActive(true);

                if (currentCharacter != null && 
                    currentCharacter != previousCharacter)
                {
                    sayDialog.SetCharacter(currentCharacter);
                }

                var stage = Stage.GetActiveStage();

                if (stage != null && currentCharacter != null &&
                    (currentPortrait != currentCharacter.state.portrait || 
                     currentPosition != currentCharacter.state.position))
                {
                    var portraitOptions = new PortraitOptions(true);
                    portraitOptions.display = item.Hide ? DisplayType.Hide : DisplayType.Show;
                    portraitOptions.character = currentCharacter;
                    portraitOptions.fromPosition = currentCharacter.state.position;
                    portraitOptions.toPosition = currentPosition;
                    portraitOptions.portrait = currentPortrait;

                    // Do a move tween if the character is already on screen and not yet at the specified position
                    if (currentCharacter.state.onScreen &&
                        currentPosition != currentCharacter.state.position)
                    {
                        portraitOptions.move = true;
                    }

                    if (item.Hide)
                    {
                        stage.Hide(portraitOptions);
                    }
                    else
                    {
                        stage.Show(portraitOptions);
                    }
                }

                if (stage == null &&
                    currentPortrait != null)
                {
                    sayDialog.SetCharacterImage(currentPortrait);
                }
                    
                previousCharacter = currentCharacter;
                
                if (!string.IsNullOrEmpty(item.Text)) { 
                    exitSayWait = false;
                    sayDialog.Say(item.Text, true, true, true, false, null, () => {
                        exitSayWait = true;
                    });

                    while (!exitSayWait)
                    {
                        yield return null;
                    }
                    exitSayWait = false;
                }
            }
        }
Beispiel #44
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        /// <summary>
        /// Parse and execute a conversation string.
        /// </summary>
        public virtual IEnumerator DoConversation(string conv)
        {
            if (string.IsNullOrEmpty(conv))
            {
                yield break;
            }

            var conversationItems = Parse(conv);

            if (conversationItems.Count == 0)
            {
                yield break;
            }

            // Track the current and previous parameter values
            Character     currentCharacter  = null;
            Sprite        currentPortrait   = null;
            RectTransform currentPosition   = null;
            Character     previousCharacter = null;

            // Play the conversation
            for (int i = 0; i < conversationItems.Count; ++i)
            {
                ConversationItem item = conversationItems[i];

                if (item.Character != null)
                {
                    currentCharacter = item.Character;
                }

                currentPortrait = item.Portrait;
                currentPosition = item.Position;

                var sayDialog = GetSayDialog(currentCharacter);

                if (sayDialog == null)
                {
                    // Should never happen
                    yield break;
                }

                sayDialog.SetActive(true);

                if (currentCharacter != null &&
                    currentCharacter != previousCharacter)
                {
                    sayDialog.SetCharacter(currentCharacter);
                }

                //Handle stage changes
                var stage = Stage.GetActiveStage();

                if (currentCharacter != null &&
                    !currentCharacter.State.onScreen &&
                    currentPortrait == null)
                {
                    // No call to show portrait of hidden character
                    // so keep hidden
                    item.Hide = true;
                }

                if (stage != null && currentCharacter != null &&
                    (currentPortrait != currentCharacter.State.portrait ||
                     currentPosition != currentCharacter.State.position))
                {
                    var portraitOptions = new PortraitOptions(true);
                    portraitOptions.display      = item.Hide ? DisplayType.Hide : DisplayType.Show;
                    portraitOptions.character    = currentCharacter;
                    portraitOptions.fromPosition = currentCharacter.State.position;
                    portraitOptions.toPosition   = currentPosition;
                    portraitOptions.portrait     = currentPortrait;

                    //Flip option - Flip the opposite direction the character is currently facing
                    if (item.Flip)
                    {
                        portraitOptions.facing = item.FacingDirection;
                    }

                    // Do a move tween if the character is already on screen and not yet at the specified position
                    if (currentCharacter.State.onScreen &&
                        currentPosition != currentCharacter.State.position)
                    {
                        portraitOptions.move = true;
                    }

                    if (item.Hide)
                    {
                        stage.Hide(portraitOptions);
                    }
                    else
                    {
                        stage.Show(portraitOptions);
                    }
                }

                if (stage == null &&
                    currentPortrait != null)
                {
                    sayDialog.SetCharacterImage(currentPortrait);
                }

                previousCharacter = currentCharacter;

                if (!string.IsNullOrEmpty(item.Text))
                {
                    exitSayWait = false;
                    sayDialog.Say(item.Text, true, true, true, true, false, null, () => {
                        exitSayWait = true;
                    });

                    while (!exitSayWait)
                    {
                        yield return(null);
                    }
                    exitSayWait = false;
                }
            }
        }
        /// <summary>
        /// Simple show command that shows the character with an available named portrait
        /// </summary>
        /// <param name="character">Character to show</param>
        /// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param>
        public void ShowPortrait(Character character, string portrait)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;
            options.portrait = character.GetPortrait(portrait);

            if (character.state.position == null)
            {
                options.toPosition = options.fromPosition = stage.GetPosition("middle");
            }
            else
            {
                options.fromPosition = options.toPosition = character.state.position;
            }

            Show(options);
        }
 public void MoveToFront(PortraitOptions options)
 {
     options.character.state.portraitImage.transform.SetSiblingIndex(options.character.state.portraitImage.transform.parent.childCount);
     options.character.state.display = DisplayType.MoveToFront;
     FinishCommand(options);
 }
Beispiel #47
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        /// <summary>
        /// Makes sure all options are set correctly so it won't break whatever command it's sent to
        /// </summary>
        /// <param name="options"></param>
        /// <returns></returns>
        protected virtual PortraitOptions CleanPortraitOptions(PortraitOptions options)
        {
            // Use default stage settings
            if (options.useDefaultSettings)
            {
                options.fadeDuration = stage.FadeDuration;
                options.moveDuration = stage.MoveDuration;
                options.shiftOffset  = stage.ShiftOffset;
            }

            // if no previous portrait, use default portrait
            if (options.character.State.portrait == null)
            {
                options.character.State.SetPortraitImageBySprite(options.character.ProfileSprite);
            }

            // Selected "use previous portrait"
            if (options.portrait == null)
            {
                options.portrait = options.character.State.portrait;
            }

            // if no previous position, use default position
            if (options.character.State.position == null)
            {
                options.character.State.position = stage.DefaultPosition.rectTransform;
            }

            // Selected "use previous position"
            if (options.toPosition == null)
            {
                options.toPosition = options.character.State.position;
            }

            if (options.replacedCharacter != null)
            {
                // if no previous position, use default position
                if (options.replacedCharacter.State.position == null)
                {
                    options.replacedCharacter.State.position = stage.DefaultPosition.rectTransform;
                }
            }

            // If swapping, use replaced character's position
            if (options.display == DisplayType.Replace)
            {
                options.toPosition = options.replacedCharacter.State.position;
            }

            // Selected "use previous position"
            if (options.fromPosition == null)
            {
                options.fromPosition = options.character.State.position;
            }

            // if portrait not moving, use from position is same as to position
            if (!options.move)
            {
                options.fromPosition = options.toPosition;
            }

            if (options.display == DisplayType.Hide)
            {
                options.fromPosition = options.character.State.position;
            }

            // if no previous facing direction, use default facing direction
            if (options.character.State.facing == FacingDirection.None)
            {
                options.character.State.facing = options.character.PortraitsFace;
            }

            // Selected "use previous facing direction"
            if (options.facing == FacingDirection.None)
            {
                options.facing = options.character.State.facing;
            }

            if (options.character.State.portraitImage == null)
            {
                CreatePortraitObject(options.character, options.fadeDuration);
            }

            return(options);
        }
        /// <summary>
        /// Simple character hide command
        /// </summary>
        /// <param name="character">Character to hide</param>
        public void Hide(Character character)
        {
            PortraitOptions options = new PortraitOptions(true);
            options.character = character;

            Hide(options);
        }