Exemple #1
0
    /// <summary>
    /// Helper function to handle state WaitingText.
    /// </summary>
    void HandleWaitingText()
    {
        //If we're waiting on text, on the continue key we need to move on to the next correct block.
        //If there is no next  block, exit dialogue.
        if (Input.GetKeyDown(continue_key))
        {
            //Need to cast the block since we normally store it as TextBlock.
            DialogueBlock DB = (DialogueBlock)cur_block;

            //Get the next block. Store in memory as temp.
            TextBlock tempBlock = DB.GetNext();

            //If we there is no next block, exit dialogue.
            if (tempBlock == null)
            {
                cur_block    = null;
                textbox.text = "";
                SetState(DM_STATE.Sleeping);
            }
            else //If there is a valid next block, set it and init once again.
            {
                cur_block = tempBlock;
                SetState(DM_STATE.Init);
            }
        }
    }
    public void SetCurrentDialogueBlock(int id)
    {
        if (dialogue == null) {
            ReadJson jsonReader = GameObject.FindObjectOfType<ReadJson> ();
            dialogue = jsonReader.GetCharacterDialogue (npcAdapter.NpcName);
        }
        DialogueBlock newBlock = null;
        foreach (DialogueBlock block in dialogue) {
            if (block.id == id) {
                newBlock = block;
            }
        }
        currentDialogueBlock = newBlock;
        npcAdapter.CurrentDialogueBlock = newBlock;

        if (currentDialogueBlock is BranchDialogueBlock) {
            currentIsBranch = true;
        } else {
            currentIsBranch = false;
            if (currentDialogueBlock is LinearEffectDialogueBlock) {
                currentHasEffect = true;
            } else {
                currentHasEffect = false;
            }
        }
        currentLine = 0;
        blockFinished = false;
    }
Exemple #3
0
    public void StartDialogue(Dialogue dialogue)
    {
        dialogueUI.transform.GetChild(0).gameObject.SetActive(false);
        dialogueUI.transform.GetChild(1).gameObject.SetActive(false);
        dialogueUI.transform.GetChild(2).gameObject.SetActive(false);
        NameText.text = dialogue.Name;


        DialogueBlock       = dialogue.dialogueBlock; //ele pega o bloco de dialogo que contem todos os dialogos
        DialogueBlock.index = i;
        Boss     = DialogueBlock.Boss;
        Festa    = DialogueBlock.Festa;
        Reflexao = DialogueBlock.Reflexão;
        if (NameText.text == "Alex")
        {
            dialogueUI.transform.GetChild(2).gameObject.SetActive(true);
        }
        else if (NameText.text != "Alex" && Boss == true)
        {
            dialogueUI.transform.GetChild(1).gameObject.SetActive(true);
        }
        else
        {
            dialogueUI.transform.GetChild(0).gameObject.SetActive(true);
        }
        animator.SetBool("IsOpen", true);


        _sentences.Clear();
        foreach (string sentence in dialogue.Sentences)
        {
            _sentences.Enqueue(sentence); //organiza em ordem os textos para escreve-los
        }
        DisplayNextSentence();
    }
    /// <summary>
    /// Helper function that just creates a dialogue block.
    /// </summary>
    /// <param name="in_key"></param>
    /// <param name="in_path"></param>
    public static DialogueBlock CreateDialogueBlock(string in_key, string in_path)
    {
        DialogueBlock db = ScriptableObjectUtility.CreateAsset <DialogueBlock>(in_path, in_key);

        db.SetKey(in_key);
        return(db);
    }
 // Use this for initialization
 void Start()
 {
     dManager = FindObjectOfType<DialogueUIManager>();
     reader = FindObjectOfType<ReadJson>();
     dialogue = reader.GetCharacterDialogue("sortingGameIntro");
     currentDialogueBlock = dialogue[0];
     Time.timeScale = 0;
     blockFinished = false;
     justStarted = true;
 }
    public void StartDialogue(Dialogue dialogue)
    {
        NameText.text       = dialogue.Name;
        DialogueBlock       = dialogue.dialogueBlock; //ele pega o bloco de dialogo que contem todos os dialogos
        DialogueBlock.index = i;
        Boss = DialogueBlock.Boss;

        _sentences.Clear();
        foreach (string sentence in dialogue.Sentences)
        {
            _sentences.Enqueue(sentence); //organiza em ordem os textos para escreve-los
        }
        DisplayNextSentence();
    }
Exemple #7
0
    void DialogueStart()
    {
        print(currentFish.dateProgress);

        foreach (GameObject answer in answers)
        {
            answer.SetActive(false);
        }

        currentDialogueBlock = currentFish.dates.Find(x => x.dateNumber == currentFish.dateProgress).startingDialogue;
        textField.SetActive(true);
        SplitAndType();

        state = DialogueState.fishTalks;
    }
    /// <summary>
    /// Helper function that sets a dialogue block given some line data.
    /// </summary>
    /// <param name="lineData"></param>
    static void SetDialogueBlock(string[] lineData)
    {
        //Extract the data we need.
        string key               = lineData[0];
        string text              = lineData[2];
        string flagSetListText   = lineData[3];
        string nextBlockListText = lineData[4];

        //Use helper function to parse flag set list.
        List <FlagSet> flagSetList = ParseFlagSetList(flagSetListText);

        //Use helper function to parse next block list.
        List <NextBlock> nextBlockList = ParseNextBlockList(nextBlockListText);

        DialogueBlock block = (DialogueBlock)SceneBlockDictionary[key];

        block.SetDialogueBlock(text, flagSetList, nextBlockList);
    }
Exemple #9
0
    //public void StartDialogue()
    //{
    //    if(startDialogue)
    //    {
    //        //currentDialogueBlock = fishFiles.Find(x => x.fish == currentFish)
    //        //                                .dates.Find(x => x.dateNumber == fishFiles.Find(z => z.fish == currentFish).dateProgress)
    //        //                                .startingDialogue;

    //        //currentSplittedTextFile = new List<string>(currentDialogueBlock.dialogue.Split('/'));
    //        //textField.GetComponent<Text>().text = currentSplittedTextFile[1];
    //        //currentDialogueBlock.dialogue = "heyyy";

    //        startDialogue = false;
    //    }
    //}

    public void Answer(int answerNumber)
    {
        if (currentDialogueBlock.answers[answerNumber].nextBlockFrom != null &&
            currentDialogueBlock.answers.Count != 0)
        {
            switch (currentDialogueBlock.answers[answerNumber].color)
            {
            case DialogueBlock.Answer.AnswerColor.red:
                currentFish.redAnswers++;
                break;

            case DialogueBlock.Answer.AnswerColor.blue:
                currentFish.blueAnswers++;
                break;

            case DialogueBlock.Answer.AnswerColor.green:
                currentFish.greenAnswers++;
                break;
            }
            currentDialogueBlock = currentDialogueBlock.answers[answerNumber].nextBlockFrom;
            state = DialogueState.fishTalks;
            SplitAndType();
        }
        else
        {
            //Adria specialcase
            if (currentDialogueBlock.name == "Adria_Intro" ||
                currentDialogueBlock.name != "1Toss" ||
                currentDialogueBlock.name != "2Toss" ||
                currentDialogueBlock.name != "3Toss" ||
                currentDialogueBlock.name != "4Toss")
            {
                TossBackAdria();
            }
            else if (currentDialogueBlock.name != "5Toss")
            {
                print("Adria gameover??");
            }
            else
            {
                EndDate();
            }
        }
    }
    /// <summary>
    /// Populates our dictionary with all the blocks we need and makes the objects in the folders.
    /// </summary>
    /// <param name="lines"></param>
    static void PopulateDictionaryAndFolders(string[] lines, string path, string sceneName)
    {
        //Clear the directory
        ClearFolder(path);

        //Refresh the dictionary.
        SceneBlockDictionary = new Dictionary <string, TextBlock>();

        //This ignore bool is for the first line, which are just headers.
        bool ignore = true;

        foreach (string line in lines)
        {
            //Ignore first line.
            if (ignore)
            {
                ignore = false;
            }
            else if (!ignore)
            {
                //Separate by commas. (CSV)
                string[] lineData = (line.Trim()).Split(","[0]);

                //This is the type of block this is.
                string key  = lineData[0];
                string type = lineData[1];

                if (type.Equals("DialogueBlock"))
                {
                    DialogueBlock db = DialogueBlock.CreateDialogueBlock(key, path);
                    SceneBlockDictionary.Add(key, (TextBlock)db);
                }
                else if (type.Equals("DecisionBlock"))
                {
                    DecisionBlock db = DecisionBlock.CreateDecisionBlock(key, path);
                    SceneBlockDictionary.Add(key, (TextBlock)db);
                }
            }
        }

        //Store this scenes block dictionary into the scene.
        AllSceneBlockDictionary.Add(sceneName, SceneBlockDictionary);
    }
 public void DisplayDialogue(DialogueBlock dialogueBlock)
 {
     StartDialogue(dialogueBlock.Dialogue[i]); //le o proximo dialogo do bloco
 }
Exemple #12
0
 void Start()
 {
     block = GetComponent <DialogueBlock>();
     block.TriggerDialogue();
 }
    /// <summary>
    /// Populates the flag dictinoary with all the flags found in our excel sheet.
    /// </summary>
    static void InitFlagFile(List <string> fileNameList)
    {
        //Get the flag dict
        List <string> flagList = new List <string>();

        foreach (string FileName in fileNameList)
        {
            //Read in all text from the given file (csv) and split by line.
            string   fileData = System.IO.File.ReadAllText(path + FileName + ".csv");
            string[] lines    = fileData.Split("\n"[0]);

            //This ignore bool is for the first line, which are just headers.
            bool ignore = true;
            foreach (string line in lines)
            {
                //Ignore first line.
                if (ignore)
                {
                    ignore = false;
                }
                else if (!ignore)
                {
                    //Separate by commas. (CSV)
                    string[] lineData = (line.Trim()).Split(","[0]);

                    //This is the type of block this is.
                    string key  = lineData[0];
                    string type = lineData[1];

                    if (SceneBlockDictionary.ContainsKey(key))
                    {
                        //First process the flag set list.
                        List <FlagSet> flagSetList = SceneBlockDictionary[key].GetFlagSetList();

                        //Loop through all flags in flag set list.
                        foreach (FlagSet fs in flagSetList)
                        {
                            if (!flagList.Contains(fs.flag_key))
                            {
                                flagList.Add(fs.flag_key);
                            }
                        }


                        //Then check for further flags found in the specific block type.
                        if (type.Equals("DialogueBlock"))
                        {
                            DialogueBlock db = (DialogueBlock)SceneBlockDictionary[key];
                            foreach (string flag in db.GetDependentFlags())
                            {
                                //If we don't have this flag in the list yet, add it.
                                if (!flagList.Contains(flag))
                                {
                                    flagList.Add(flag);
                                }
                            }
                        }
                        else if (type.Equals("DecisionBlock"))
                        {
                            DecisionBlock db = (DecisionBlock)SceneBlockDictionary[key];
                        }
                    }
                    else
                    {
                        throw new System.Exception("Error, given key: " + key + " from file: + " + FileName + " isn't in our dictionary. Reload the csv to populate it.");
                    }
                }
            }
        }

        //Path that we are going to write to.
        string file_path = "Assets/Data/FlagData.txt";

        //Write some text to the test.txt
        StreamWriter writer = new StreamWriter(file_path, false);

        foreach (string flag in flagList)
        {
            writer.WriteLine(flag + ", false");
        }
        writer.Close();

        Debug.Log("Finished. Flag file initialized at: " + file_path);
    }