/// EDITED FOR SAILING WITH THE GODS
    /// Designed for our dialog system to fill in a dialog object
    private IEnumerator DoRunLine(Yarn.Line line, ILineLocalisationProvider localisationProvider, System.Action onComplete)
    {
        onLineStart?.Invoke();

        userRequestedNextLine = false;

        string text = localisationProvider.GetLocalisedTextForLine(line);

        if (text == null)
        {
            Debug.LogWarning($"Line {line.ID} doesn't have any localised text.");
            text = line.ID;
        }

        //Split one block of text into multiple sections
        string[] split = text.Split('^');

        //If we need to end after the split, we have to save that for later
        //Otherwise, we'll end between the split, which isn't right
        bool eventualEnd = end;

        end = false;

        for (int i = 0; i < split.Length; i++)
        {
            if (split[i][0] == '&')
            {
                ds.AddImage(split[i].Remove(0, 1));
            }
            else
            {
                ds.AddToDialogText(currentSpeakerName, split[i], textAlign);
            }

            //If this is the final part of the split text, remember if this is the end or not
            if (i == split.Length - 1)
            {
                end = eventualEnd;
            }

            // We're now waiting for the player to move on to the next line
            userRequestedNextLine = false;

            // Indicate to the rest of the game that the line has finished being delivered
            onLineFinishDisplaying?.Invoke();

            while (userRequestedNextLine == false)
            {
                yield return(null);
            }
        }

        onLineEnd?.Invoke();

        onComplete();
    }
Esempio n. 2
0
    /// Show a line of dialogue, gradually
    private IEnumerator DoRunLine(Yarn.Line line, ILineLocalisationProvider localisationProvider, System.Action onComplete)
    {
        onLineStart?.Invoke();

        userRequestedNextLine = false;

        // The final text we'll be showing for this line.
        string text = localisationProvider.GetLocalisedTextForLine(line);

        if (text == null)
        {
            Debug.LogWarning($"Line {line.ID} doesn't have any localised text.");
            text = line.ID;
        }


        string[] split = text.Split('^');

        bool eventualEnd = end;

        end = false;

        for (int i = 0; i < split.Length; i++)
        {
            if (split[i][0] == '&')
            {
                ds.AddImage(split[i].Remove(0, 1));
            }
            else
            {
                ds.AddToDialogText(currentSpeakerName, split[i], textAlign);
            }


            if (i == split.Length - 1)
            {
                end = eventualEnd;
            }

            // We're now waiting for the player to move on to the next line
            userRequestedNextLine = false;

            // Indicate to the rest of the game that the line has finished being delivered
            onLineFinishDisplaying?.Invoke();

            while (userRequestedNextLine == false)
            {
                yield return(null);
            }
        }

        // Hide the text and prompt
        onLineEnd?.Invoke();

        onComplete();
    }