Example #1
0
    private IEnumerator DoDisplay(BeatData data)
    {
        _output.Clear();

        while (_output.IsBusy)
        {
            yield return(null);
        }

        _output.Display(data.DisplayText);

        while (_output.IsBusy)
        {
            yield return(null);
        }

        for (int count = 0; count < data.Decision.Count; ++count)
        {
            ChoiceData choice = data.Decision[count];
            _output.Display(string.Format("{0}: {1}", (count + 1), choice.DisplayText));

            while (_output.IsBusy)
            {
                yield return(null);
            }
        }

        if (data.Decision.Count > 0)
        {
            _output.ShowWaitingForInput();
        }
    }
Example #2
0
    private IEnumerator DoDisplay(BeatData data)
    {
        _output.Clear();

        while (_output.IsBusy)
        {
            yield return(null);
        }

        _output.Display(data.DisplayText);

        while (_output.IsBusy)
        {
            yield return(null);
        }
    }
Example #3
0
 public void ShowNpcSpeech(string text, bool showAnimation = true)
 {
     npcSpeechAnim.gameObject.SetActive(true);
     npcSpeechAnim.SetTrigger("Appear");
     npcSpeechText.Display(text);
 }
Example #4
0
 public void UpdateDisplayText()
 {
     textDisplay.Display(playerModifier);
 }
    private void UpdateActiveDialogue()
    {
        DialogueData dialogue;

        m_dialogueAsset.m_dialogueData.TryGetValue(m_currentDialogueIndex, out dialogue);
        CharacterComponent characterComp;

        m_dialogueAsset.m_characterData.TryGetValue(dialogue.characterName, out characterComp);

        if (nextDialogue)
        {
            if (!dialogue.m_isStartNode && !dialogue.m_isBranching && !dialogue.m_isEventNode)
            {
                m_textDisplay.DisplayDialogueHeader(dialogue.characterName, characterComp.characterIcon);

                // do all the actions for the current dialogue
                m_textDisplay.StopDisplayingOptions();
                m_textDisplay.DisplayActiveOptionBubble(false, 0);
                m_textDisplay.DisplayActiveBubble(true);
                m_textDisplay.Display(dialogue.dialogueText);

                //character comp related actions
                characterComp.OnCharacterTalk(dialogue.GetDialogueTextWithoutTags());
                SetAllCharacterEmotions(dialogue);
                nextDialogue = false;
            }
            else
            {
                if (dialogue.isConditionalBranching)
                {
                    m_currentDialogueIndex = CheckDialogueConditions(dialogue);
                    nextDialogue           = true;
                }
                else if (dialogue.m_nextDialogueData.Count == 1)
                {
                    m_currentDialogueIndex = dialogue.m_nextDialogueData[0];
                    nextDialogue           = true;
                }
                else if (dialogue.m_nextDialogueData.Count > 1)
                {
                    // display all branching options
                    DisplayDialogueOptions(dialogue.m_nextDialogueData);
                    nextDialogue = false;
                }
                else if (dialogue.m_nextDialogueData.Count == 0)
                {
                    isActive = false;
                    currentActiveDialogue = null;
                    m_textDisplay.DisplayActiveBubble(false);
                    OnDialogueComplete();
                }
            }

            UpdateInventory(dialogue);
            UpdateQuests(dialogue);

            // triggering dialogue game events
            for (int i = 0; i < dialogue.eventObjects.Count; ++i)
            {
                dialogue.eventObjects[i].SendMessage(dialogue.eventFunctions[i]);
            }
        }

        bool isNextDialogueButtonPressed = Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Mouse0) || Input.GetKeyDown(KeyCode.E);

        if (isNextDialogueButtonPressed && !m_textDisplay.iSDone())
        {
            m_textDisplay.StopTypeWriterEffect();
            m_textDisplay.ClearDisplay();
            m_textDisplay.DisplayDialogueHeader(dialogue.characterName, characterComp.characterIcon);
            m_textDisplay.AddToDisplayImmediate(dialogue.dialogueText);
            return;
        }

        if (isNextDialogueButtonPressed && m_textDisplay.iSDone())
        {
            m_textDisplay.ClearDisplay();

            // next dialogue is not branching
            if (dialogue.m_nextDialogueData.Count == 1)
            {
                m_currentDialogueIndex = dialogue.m_nextDialogueData[0];
                hasPlayerOptions       = false;
                nextDialogue           = true;
            }

            // next dialogue is branching
            else if (dialogue.m_nextDialogueData.Count > 1)
            {
                if (!dialogue.isConditionalBranching)
                {
                    // display all branching options
                    DisplayDialogueOptions(dialogue.m_nextDialogueData);
                }
                else
                {
                    m_currentDialogueIndex = CheckDialogueConditions(dialogue);
                    nextDialogue           = true;
                }
            }

            // branching option chosen
            if (optionChosen == true)
            {
                m_currentDialogueIndex = dialogue.m_nextDialogueData[playerSelectedOption];
                hasPlayerOptions       = false;
                nextDialogue           = true;
                m_textDisplay.ClearDisplay();
                optionChosen         = false;
                playerSelectedOption = 0;
            }

            // dialogue is now complete
            if (dialogue.m_nextDialogueData.Count == 0)
            {
                isActive = false;
                currentActiveDialogue = null;
                m_textDisplay.DisplayActiveBubble(false);
                OnDialogueComplete();
            }
        }
        // selecting player option
        else if (hasPlayerOptions)
        {
            float verticalInput = Input.GetAxisRaw("Vertical");
            if (verticalInput != 0 && canChangeOption)
            {
                canChangeOption = false;
                StartCoroutine(ChangePlayerOption(dialogue.m_nextDialogueData.Count, verticalInput));
                DisplayDialogueOptions(dialogue.m_nextDialogueData);
            }
            optionChosen = true;
        }
    }