Esempio n. 1
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 /// <summary>
 /// Gets the current sequence field: the localized field if using localization and the
 /// localized field exists; otherwise the default field.
 /// </summary>
 /// <returns>
 /// The current sequence field.
 /// </returns>
 private Field GetCurrentSequenceField()
 {
     return(Field.AssignedField(fields, Field.LocalizedTitle("Sequence")) ?? Field.Lookup(fields, "Sequence"));
 }
Esempio n. 2
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 /// <summary>
 /// Gets the current menu text field: the localized field if using localization and the
 /// localized field exists; otherwise the default field.
 /// </summary>
 /// <returns>
 /// The current menu text field.
 /// </returns>
 private Field GetCurrentMenuTextField()
 {
     return(Field.AssignedField(fields, Field.LocalizedTitle("Menu Text")) ?? Field.Lookup(fields, "Menu Text"));
 }
Esempio n. 3
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 /// <summary>
 /// Gets the current dialogue text field: the localized field if using localization and the
 /// localized field exists; otherwise the default field.
 /// </summary>
 /// <returns>
 /// The current dialogue text field.
 /// </returns>
 private Field GetCurrentDialogueTextField()
 {
     if (string.IsNullOrEmpty(Localization.language)) return Field.Lookup(fields, "Dialogue Text");
     return Field.AssignedField(fields, Localization.language) ?? Field.Lookup(fields, "Dialogue Text");
 }
Esempio n. 4
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 /// <summary>
 /// Gets the current response menu sequence field: the localized field if using localization 
 /// and the localized field exists; otherwise the default field.
 /// </summary>
 /// <returns>
 /// The current response menu sequence field.
 /// </returns>
 private Field GetCurrentResponseMenuSequenceField()
 {
     return Field.AssignedField(fields, Field.LocalizedTitle("Response Menu Sequence")) ?? Field.Lookup(fields, "Response Menu Sequence");
 }
        private void FindPortraitTextures(Actor actor)
        {
            if (actor == null)
            {
                return;
            }

            var field = Field.Lookup(actor.fields, DialogueSystemFields.Pictures);

            if ((field == null) || (field.value == null))
            {
                return;
            }
            var names = new List <string>(field.value.Split(new char[] { '[', ';', ']' }));

            names.RemoveAll(s => string.IsNullOrEmpty(s.Trim()));
            for (int i = 0; i < names.Count; i++)
            {
                string textureName = names[i];
                if (!string.IsNullOrEmpty(textureName.Trim()))
                {
                    string filename  = Path.GetFileName(textureName).Replace('\\', '/');
                    string assetPath = string.Format("{0}/{1}", prefs.portraitFolder, filename);
                    switch (prefs.portraitType)
                    {
                    default:
                    case PortraitType.Texture:
                        Texture2D texture = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D;
                        if (texture == null)
                        {
                            Debug.LogWarning(string.Format("{0}: Can't find portrait texture {1} for {2}.", DialogueDebug.Prefix, assetPath, actor.Name));
                        }
                        else if (i == 0)     // First portrait.
                        {
                            actor.portrait = texture;
                        }
                        else
                        {
                            actor.alternatePortraits.Add(texture);
                        }
                        break;

                    case PortraitType.Sprite:
                        Sprite sprite = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
                        if (sprite == null)
                        {
                            Debug.LogWarning(string.Format("{0}: Can't find portrait sprite {1} for {2}.", DialogueDebug.Prefix, assetPath, actor.Name));
                        }
                        else if (i == 0)     // First portrait.
                        {
                            actor.spritePortrait = sprite;
                        }
                        else
                        {
                            actor.spritePortraits.Add(sprite);
                        }
                        break;
                    }
                }
            }
        }