Ejemplo n.º 1
0
    private void ProcessNode(DialogueNode node)
    {
        ClearChoices();

        string dialogueTextContent = node.dialogueText;

        if (language != null)
        {
            dialogueTextContent = language.Translate(dialogueTextContent);
        }

        StopAllCoroutines();
        StartCoroutine(TypeSentence(dialogueText, dialogueTextContent));

        foreach (string choiceContent in node.choices)
        {
            Transform choice = Instantiate(choiceTemplate, choicesContainer);
            choice.GetComponent <RectTransform>().anchoredPosition = new Vector2(0.0f, -choicesContainerHeight * choiceList.Count);
            choice.gameObject.SetActive(true);

            StartCoroutine(TypeSentence(choice.Find("Text").GetComponent <Text>(), language.Translate(choiceContent)));

            XNode.NodePort connections  = node.GetOutputPort("Choice_" + choiceList.Count);
            Button         choiceButton = choice.GetComponent <Button>();
            if (connections.IsConnected)
            {
                DialogueNode choiceOutput = connections.GetConnection(0).node as DialogueNode;
                choiceButton.onClick.AddListener(() => ProcessNode(choiceOutput));
            }
            else
            {
                choiceButton.onClick.AddListener(EndDialogue);
            }
            choiceList.Add(choice);
        }
    }
Ejemplo n.º 2
0
        /// <summary>
        /// Draw label field at noodle connections. Implement <seealso cref="XNode.INodeNoodleLabel"/> at their nodes to
        /// set label properties.
        /// </summary>
        /// <param name="window">window of the NodeGraph</param>
        public static void DrawNoodleLabels(NodeEditorWindow window)
        {
            try
            {
                if (window == null)
                {
                    return;
                }

                NodeGraph      target         = window.graph;
                List <Vector2> gridPoints     = new List <Vector2>(2);
                Object         selectedObject = Selection.activeObject;

                foreach (XNode.Node node in target.nodes)
                {
                    //If a null node is found, return. This can happen if the nodes associated script is deleted. It is currently not possible in Unity to delete a null asset.
                    if (node == null)
                    {
                        continue;
                    }

                    if (node is INodeNoodleLabel == false)
                    {
                        continue;
                    }

                    if (AllowShowLabe(node) == false)
                    {
                        continue;
                    }

                    // Draw full connections and output > reroute
                    foreach (XNode.NodePort output in node.Outputs)
                    {
                        //Needs cleanup. Null checks are ugly
                        Rect fromRect;
                        if (!window.portConnectionPoints.TryGetValue(output, out fromRect))
                        {
                            continue;
                        }

                        for (int k = 0; k < output.ConnectionCount; k++)
                        {
                            XNode.NodePort input = output.GetConnection(k);

                            // Error handling
                            if (input == null)
                            {
                                continue;                //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
                            }
                            //if (!input.IsConnectedTo(output)) input.Connect(output);
                            Rect toRect;
                            if (!window.portConnectionPoints.TryGetValue(input, out toRect))
                            {
                                continue;
                            }

                            List <Vector2> reroutePoints = output.GetReroutePoints(k);

                            gridPoints.Clear();
                            gridPoints.Add(fromRect.center);
                            gridPoints.AddRange(reroutePoints);
                            gridPoints.Add(toRect.center);
                            DrawNoodleLabesPositions(gridPoints, node, input);
                        }
                    }

                    foreach (XNode.NodePort input in node.Inputs)
                    {
                        //Needs cleanup. Null checks are ugly
                        Rect fromRect;
                        if (!window.portConnectionPoints.TryGetValue(input, out fromRect))
                        {
                            continue;
                        }

                        for (int k = 0; k < input.ConnectionCount; k++)
                        {
                            XNode.NodePort output = input.GetConnection(k);

                            // Error handling
                            if (output == null)
                            {
                                continue;                 //If a script has been updated and the port doesn't exist, it is removed and null is returned. If this happens, return.
                            }
                            //if (!input.IsConnectedTo(output)) input.Connect(output);
                            Rect toRect;
                            if (!window.portConnectionPoints.TryGetValue(output, out toRect))
                            {
                                continue;
                            }

                            List <Vector2> reroutePoints = output.GetReroutePoints(k);

                            gridPoints.Clear();
                            gridPoints.Add(fromRect.center);
                            gridPoints.AddRange(reroutePoints);
                            gridPoints.Add(toRect.center);

                            DrawNoodleLabesPositions(gridPoints, node, output);
                        }
                    }
                }
            }
            catch
            {
            }
        }