Example #1
0
 /// <summary>
 /// Returns the current dialog based on the global variable "dialogHeadIndex"
 /// Returns null if there's none
 /// </summary>
 /// <returns></returns>
 private ListDialog GetCurrentHeadDialog()
 {
     if (dialogHeadIndex >= 0)
     {
         ListDialog currentDialog = dialogBucket.dialogs[dialogHeadIndex];
         return(currentDialog);
     }
     return(null);
 }
Example #2
0
        /// <summary>
        /// Sets the dialog head to the one provided by the button action array
        /// </summary>
        /// <param name="index"></param>
        public void HandleButtonActions(int index)
        {
            ListDialog currentDialog = GetCurrentHeadDialog();  // Get current dialog

            dialogHeadIndex = buttonActionArray[index];         // Updates the dialog head index to a new dialog
            CheckIfMenu();
            currentDialog.SetDialogActive();                    // Reset the last dialog, could be useful later
            SetButtons();                                       // Set the buttons off
            ShowScript();                                       // Shows next line of dialog, pointed by the new index
        }
Example #3
0
        /// <summary>
        /// Equeues the .txt file with the dialog, sintax sensetive.
        /// Lines starting with '#' are comments, lines starting with '(' are button toggle commands
        /// </summary>
        private void EnqueueTextFile()
        {
            string        theWholeFileAsOneLongString = textFile.text;                          // Gets text file as a one long string
            List <string> eachLine = new List <string>();                                       // Creates a list of string to store the lines of text

            eachLine.AddRange(theWholeFileAsOneLongString.Split('\n'));                         // Splits (at line break) then adds the lines to the list

            foreach (string line in eachLine)                                                   // Loops through each line of text
            {
                if (line.Length > 1)                                                            // Checks if theres any characters
                {
                    if (line[0] != '#')                                                         // Checks if the line begins with '#' (a comment, should not do anything)
                    {
                        if (line[0] == '(')                                                     // Check if it is a action/toggle button command
                        {
                            ListDialog tmp = new ListDialog();                                  // If it is, its the end of the actual dialog
                            tmp.action = line;                                                  // Creates a new tmp dialog, update the action as the last line
                            int index = dialog.dialogueLines.Count;
                            for (int i = 0; i < index; i++)                                     // Dequeue everything inside this new tmp dialog
                            {
                                tmp.characterNames.Add(dialog.characterNames[i]);
                                tmp.dialogueLines.Add(dialog.dialogueLines[i]);
                            }
                            dialog.CleanDialog();
                            dialogBucket.dialogs.Add(tmp);                                      // Add it to the dialog bucket for future use
                        }
                        else if (line[0] == '/')                                                // If it isn't then it's just a dialog line
                        {
                            var item = line.Split('(');
                            dialog.characterNames.Add(item[0]);
                            dialog.dialogueLines.Add(uiManager.CleanString(item[1]));
                        }
                        else
                        {
                            var item = line.Split('-');                                         // Splits at '-': "Character Name" - "Dialog line"
                            dialog.characterNames.Add(uiManager.CleanString(item[0]));          // Enqueue character name at the dialog dummy object
                            dialog.dialogueLines.Add(uiManager.CleanString(item[1]));           // Enqueue dialog line at the dialog dummy object
                        }
                    }
                }
            }
        }
Example #4
0
        /// <summary>
        /// Shows the actual line of dialog, name and portrait of the actual character talking
        /// It handles the dialog lines and names
        /// </summary>
        private void ShowScript()
        {
            ListDialog actualDialog = GetCurrentHeadDialog();

            // If dialog is either: OFF, OVER or is not even there at all, don't show anything.
            if (actualDialog != null && !actualDialog.IsDialogOver() && !actualDialog.IsDialogOff())
            {
                // Gets the next character name and line from the actual dialog
                string[] nameAndLine = actualDialog.GetNextNameAndLine();
                if (nameAndLine[0][0] == '/')
                {
                    HandleCommand(nameAndLine);
                }
                else
                {
                    // Updates the portrait and text to the actual character in screen
                    UpdateTextBox(nameAndLine);
                }
            }
        }
Example #5
0
        /// <summary>
        /// If there's no dialog lines left on the actual dialog, show the buttons (if any)
        /// </summary>
        private void HandlePrintCompleted()
        {
            ListDialog currentDialog = GetCurrentHeadDialog();

            if (currentDialog.currentIndex >= currentDialog.dialogueLines.Count)
            {
                currentDialog.dialogIsOver = true;
            }

            if (!currentDialog.IsDialogOver())
            {
                // If the next line is a certain command, just show script, dont wait for a mouse click
                string testIfCommand = currentDialog.characterNames[currentDialog.currentIndex].Substring(1);
                switch (testIfCommand)
                {
                case "wait":
                case "w":
                    ShowScript();
                    break;

                case "playsound":
                case "playSound":
                case "ps":
                    ShowScript();
                    break;

                case "playMusic":
                case "playmusic":
                case "pm":
                    ShowScript();
                    break;
                }
            }
            else
            {
                //Debug.Log("PRINT COMPLETED");
                SetButtons(dialogBucket.dialogs[dialogHeadIndex].action);
            }
        }
Example #6
0
        /// <summary>
        /// Show the buttons using a action string [sintax: "(option 1, option 2, option 3)"]
        /// Or hides if no string is sent
        /// </summary>
        /// <param name="rawOptions"></param>
        private void SetButtons(string rawOptions = "")
        {
            foreach (Button child in uiManager.buttonGrid)
            {
                child.gameObject.SetActive(false);
            }

            if (rawOptions != "")                                       // If no string is sent, just leave everything off
            {
                string options = uiManager.CleanString(rawOptions);     // Clean raw string

                if (options[0] == '[')
                {
                    int num = int.Parse(options.Substring(1, options.Length - 2));
                    GetCurrentHeadDialog().SetDialogActive();
                    dialogHeadIndex = num;
                    return;
                }

                ListDialog currentDialog = GetCurrentHeadDialog();

                // Make a test to see if it's the narrator who is talking
                // If it is him, toogle button position to center option buttons box
                //uiManager.ToggleButtonPosition(currentDialog.characterNames[currentDialog.characterNames.Count-1] == uiManager.narratorName);

                // Then split on the ';' marker, option divided in the item[]
                var item = options.Split(';');
                for (int i = 0; i < item.Length; i++)
                {
                    var split = item[i].Split('[');
                    uiManager.buttonGrid[i].GetComponentInChildren <TextMeshProUGUI>().text = split[0];
                    buttonActionArray[i] = int.Parse(uiManager.CleanString(split[1]));
                    uiManager.buttonGrid[i].gameObject.SetActive(true);
                }

                /*
                 * if (item.Length > 0)                                    // If there's at least one button:
                 * {
                 *
                 *  var split = item[0].Split('[');
                 *  uiManager.buttonGrid[0].GetComponentInChildren<TextMeshProUGUI>().text = split[0];
                 *  buttonActionArray[0] = int.Parse(uiManager.CleanString(split[1]));
                 *  uiManager.buttonGrid[0].gameObject.SetActive(true);
                 *
                 * }
                 *
                 * if (item.Length > 1)                                    // If there's at least two buttons:
                 * {
                 *  var split = item[1].Split('[');
                 *  uiManager.buttonGrid[1].GetComponentInChildren<TextMeshProUGUI>().text = split[0];
                 *  buttonActionArray[1] = int.Parse(uiManager.CleanString(split[1]));
                 *  uiManager.buttonGrid[1].gameObject.SetActive(true);
                 * }
                 *
                 * if (item.Length > 2)                                    // If there's three buttons:
                 * {
                 *  var split = item[2].Split('[');
                 *  uiManager.buttonGrid[2].GetComponentInChildren<TextMeshProUGUI>().text = split[0];
                 *  buttonActionArray[2] = int.Parse(uiManager.CleanString(split[1]));
                 *  uiManager.buttonGrid[2].gameObject.SetActive(true);
                 * }*/
            }
        }