Example #1
0
        /// <summary>
        /// Write a line of story text to the Say Dialog. Must be started as a coroutine.
        /// </summary>
        /// <param name="text">The text to display.</param>
        /// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param>
        /// <param name="waitForInput">Wait for player input before continuing once text is written.</param>
        /// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param>
        /// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param>
        /// <param name="voiceOverClip">Voice over audio clip to play.</param>
        /// <param name="onComplete">Callback to execute when writing and player input have finished.</param>
        public virtual IEnumerator DoSay(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, Action onComplete)
        {
            var writer = GetWriter();

            if (writer.IsWriting || writer.IsWaitingForInput)
            {
                writer.Stop();
                while (writer.IsWriting || writer.IsWaitingForInput)
                {
                    yield return(null);
                }
            }

            gameObject.SetActive(true);

            this.fadeWhenDone = fadeWhenDone;

            // Voice over clip takes precedence over a character sound effect if provided

            AudioClip soundEffectClip = null;

            if (voiceOverClip != null)
            {
                WriterAudio writerAudio = GetWriterAudio();
                writerAudio.OnVoiceover(voiceOverClip);
            }
            else if (speakingCharacter != null)
            {
                soundEffectClip = speakingCharacter.SoundEffect;
            }

            yield return(StartCoroutine(writer.Write(text, clearPrevious, waitForInput, stopVoiceover, soundEffectClip, onComplete)));
        }
Example #2
0
        protected virtual IEnumerator SayInternal(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, AudioClip voiceOverClip, Action onComplete)
        {
            Writer writer = GetWriter();

            // Stop any existing Say Command and write this one instead
            // This will probably take a frame or two to complete
            while (writer.isWriting || writer.isWaitingForInput)
            {
                writer.Stop();
                yield return(null);
            }

            this.fadeWhenDone = fadeWhenDone;

            // Voice over clip takes precedence over a character sound effect if provided

            AudioClip soundEffectClip = null;

            if (voiceOverClip != null)
            {
                WriterAudio writerAudio = GetWriterAudio();
                writerAudio.PlayVoiceover(voiceOverClip);
            }
            else if (speakingCharacter != null)
            {
                soundEffectClip = speakingCharacter.soundEffect;
            }
            writer.Write(text, clearPrevious, waitForInput, soundEffectClip, onComplete);
        }
Example #3
0
        /// <summary>
        /// Write a line of story text to the Say Dialog. Must be started as a coroutine.
        /// </summary>
        /// <param name="text">The text to display.</param>
        /// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param>
        /// <param name="waitForInput">Wait for player input before continuing once text is written.</param>
        /// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param>
        /// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param>
        /// <param name="voiceOverClip">Voice over audio clip to play.</param>
        /// <param name="onComplete">Callback to execute when writing and player input have finished.</param>
        public virtual IEnumerator DoSay(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, bool waitForVO, AudioClip voiceOverClip, Action onComplete)
        {
            var         writer = GetWriter();
            WriterAudio audio  = SpeakingCharacter.GetComponent <WriterAudio>();

            if (audio != null)
            {
                writer.writerListeners.Add(audio);
            }

            if (writer.IsWriting || writer.IsWaitingForInput)
            {
                writer.Stop();
                while (writer.IsWriting || writer.IsWaitingForInput)
                {
                    yield return(null);
                }
            }

            if (closeOtherDialogs)
            {
                for (int i = 0; i < activeSayDialogs.Count; i++)
                {
                    var sd = activeSayDialogs[i];
                    if (sd.gameObject != gameObject)
                    {
                        sd.SetActive(false);
                    }
                }
            }
            gameObject.SetActive(true);

            this.fadeWhenDone = fadeWhenDone;

            // Voice over clip takes precedence over a character sound effect if provided

            AudioClip soundEffectClip = null;

            if (voiceOverClip != null)
            {
                WriterAudio writerAudio = GetWriterAudio();
                writerAudio.OnVoiceover(voiceOverClip);
            }
            else if (speakingCharacter != null)
            {
                soundEffectClip = speakingCharacter.SoundEffect;
            }

            writer.AttachedWriterAudio = writerAudio;

            yield return(StartCoroutine(writer.Write(text, clearPrevious, waitForInput, stopVoiceover, waitForVO, soundEffectClip, onComplete)));
        }
Example #4
0
        protected WriterAudio GetWriterAudio()
        {
            if (writerAudio != null)
            {
                return(writerAudio);
            }

            writerAudio = GetComponent <WriterAudio>();
            if (writerAudio == null)
            {
                writerAudio = gameObject.AddComponent <WriterAudio>();
            }

            return(writerAudio);
        }
Example #5
0
        protected virtual WriterAudio GetWriterAudio()
        {
            if (WriterAudio != null)
            {
                return(WriterAudio);
            }

            WriterAudio = GetComponent <WriterAudio>();
            if (WriterAudio == null)
            {
                WriterAudio = gameObject.AddComponent <WriterAudio>();
            }

            return(WriterAudio);
        }
Example #6
0
        /// <summary>
        /// Write a line of story text to the Say Dialog. Must be started as a coroutine.
        /// </summary>
        /// <param name="text">The text to display.</param>
        /// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param>
        /// <param name="waitForInput">Wait for player input before continuing once text is written.</param>
        /// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param>
        /// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param>
        /// <param name="voiceOverClip">Voice over audio clip to play.</param>
        /// <param name="onComplete">Callback to execute when writing and player input have finished.</param>
        public virtual IEnumerator DoSay(string text,
                                         bool clearPrevious,
                                         bool waitForInput,
                                         bool fadeWhenDone,
                                         bool stopVoiceover,
                                         bool waitForVO,
                                         AudioClip voiceOverClip,
                                         Action onComplete)
        {
            // 获取Writer控件
            var writer = GetWriter();

            // 结束Writer,上一次的书写
            // 并等待,Writer的结束
            if (writer.IsWriting || writer.IsWaitingForInput)
            {
                writer.Stop();
                while (writer.IsWriting || writer.IsWaitingForInput)
                {
                    yield return(null);
                }
            }

            // 是否关闭
            // 其他的Say窗口
            if (closeOtherDialogs)
            {
                for (int i = 0; i < activeSayDialogs.Count; i++)
                {
                    var sd = activeSayDialogs[i];
                    if (sd.gameObject != gameObject)
                    {
                        sd.SetActive(false);
                    }
                }
            }

            // 开启自己
            gameObject.SetActive(true);

            // 设置,之后是否隐藏选项
            this.fadeWhenDone = fadeWhenDone;

            // Voice over clip takes precedence over a character sound effect if provided


            // 获取播放的声音
            AudioClip soundEffectClip = null;

            if (voiceOverClip != null)
            {
                // WriterAudio类
                // 播放声音
                WriterAudio writerAudio = GetWriterAudio();
                writerAudio.OnVoiceover(voiceOverClip);
            }
            else if (speakingCharacter != null)
            {
                soundEffectClip = speakingCharacter.SoundEffect;
            }

            writer.AttachedWriterAudio = writerAudio;

            // 调用Coroutine
            // Writer进行书写
            yield return(StartCoroutine(writer.Write(text, clearPrevious, waitForInput, stopVoiceover, waitForVO, soundEffectClip, onComplete)));
        }
Example #7
0
 protected WriterAudio GetWriterAudio()
 {
     if (writerAudio != null)
     {
         return writerAudio;
     }
     
     writerAudio = GetComponent<WriterAudio>();
     if (writerAudio == null)
     {
         writerAudio = gameObject.AddComponent<WriterAudio>();
     }
     
     return writerAudio;
 }