/// <summary>
 /// Initializes a new ConversationState.
 /// </summary>
 /// <param name='subtitle'>
 /// Subtitle of the current dialogue entry.
 /// </param>
 /// <param name='npcResponses'>
 /// NPC responses.
 /// </param>
 /// <param name='pcResponses'>
 /// PC responses.
 /// </param>
 public ConversationState(Subtitle subtitle, Response[] npcResponses, Response[] pcResponses, bool isGroup = false)
 {
     this.subtitle = subtitle;
     this.npcResponses = npcResponses;
     this.pcResponses = pcResponses;
     this.IsGroup = isGroup;
 }
 /// <summary>
 /// Shows the subtitle reminder and response buttons.
 /// </summary>
 /// <param name='subtitle'>
 /// Subtitle reminder.
 /// </param>
 /// <param name='responses'>
 /// Responses.
 /// </param>
 /// <param name='target'>
 /// Target that will receive OnClick events from the buttons.
 /// </param>
 public void ShowResponses(Subtitle subtitle, Response[] responses, Transform target)
 {
     if ((responses != null) && (responses.Length > 0)) {
         SubtitleReminder.ShowSubtitle(subtitle);
         ClearResponseButtons();
         SetResponseButtons(responses, target);
         Show();
     } else {
         Hide();
     }
 }
 private void SetResponseButton(UnityUIResponseButton button, Response response, Transform target)
 {
     if (button != null) {
         button.visible = true;
         button.clickable = response.enabled;
         button.target = target;
         if (response != null) button.SetFormattedText(response.formattedText);
         button.response = response;
     }
 }
        /// <summary>
        /// Sets the response buttons.
        /// </summary>
        /// <param name='responses'>
        /// Responses.
        /// </param>
        /// <param name='target'>
        /// Target that will receive OnClick events from the buttons.
        /// </param>
        protected override void SetResponseButtons(Response[] responses, Transform target)
        {
            DestroyInstantiatedButtons();

            if ((buttons != null) && (responses != null)) {

                // Add explicitly-positioned buttons:
                for (int i = 0; i < responses.Length; i++) {
                    if (responses[i].formattedText.position != FormattedText.NoAssignedPosition) {
                        int position = Mathf.Clamp(responses[i].formattedText.position, 0, buttons.Length - 1);
                        SetResponseButton(buttons[position], responses[i], target);
                    }
                }

                if ((buttonTemplate != null) && (buttonTemplateHolder != null)) {

                    // Reset scrollbar to top:
                    if (buttonTemplateScrollbar != null) {
                        buttonTemplateScrollbar.value = buttonTemplateScrollbarResetValue;
                    }

                    // Instantiate buttons from template:
                    for (int i = 0; i < responses.Length; i++) {
                        GameObject buttonGameObject = GameObject.Instantiate(buttonTemplate.gameObject) as GameObject;
                        if (buttonGameObject == null) {
                            Debug.LogError(string.Format("{0}: Couldn't instantiate response button template", DialogueDebug.Prefix));
                        } else {
                            instantiatedButtons.Add(buttonGameObject);
                            buttonGameObject.transform.SetParent(buttonTemplateHolder.transform, false);
                            buttonGameObject.SetActive(true);
                            UnityUIResponseButton responseButton = buttonGameObject.GetComponent<UnityUIResponseButton>();
                            SetResponseButton(responseButton, responses[i], target);
                        }
                    }
                } else {

                    // Auto-position remaining buttons:
                    if (buttonAlignment == ResponseButtonAlignment.ToFirst) {

                        // Align to first, so add in order to front:
                        for (int i = 0; i < Mathf.Min(buttons.Length, responses.Length); i++) {
                            if (responses[i].formattedText.position == FormattedText.NoAssignedPosition) {
                                int position = Mathf.Clamp(GetNextAvailableResponseButtonPosition(0, 1), 0, buttons.Length - 1);
                                SetResponseButton(buttons[position], responses[i], target);
                            }
                        }
                    } else {

                        // Align to last, so add in reverse order to back:
                        for (int i = Mathf.Min(buttons.Length, responses.Length) - 1; i >= 0; i--) {
                            if (responses[i].formattedText.position == FormattedText.NoAssignedPosition) {
                                int position = Mathf.Clamp(GetNextAvailableResponseButtonPosition(buttons.Length - 1, -1), 0, buttons.Length - 1);
                                SetResponseButton(buttons[position], responses[i], target);
                            }
                        }
                    }
                }
            }
            NotifyContentChanged();
        }
		private void SetResponseButton(UnityUIResponseButton button, Response response, Transform target, int buttonNumber) {
			if (button != null) {
				button.visible = true;
				button.clickable = response.enabled;
				button.target = target;
				if (response != null) button.SetFormattedText(response.formattedText);
				button.response = response;

				// Auto-number:
				if (autonumber.enabled) {
					button.Text = string.Format(autonumber.format, buttonNumber + 1, button.Text);
					var keyTrigger = button.GetComponent<UIButtonKeyTrigger>();
					if (keyTrigger == null) keyTrigger = button.gameObject.AddComponent<UIButtonKeyTrigger>();
					keyTrigger.key = (KeyCode) ((int) KeyCode.Alpha1 + buttonNumber);
				}
			}
		}
 private bool IsValidRuntimeResponse(Link link, Response[] responses)
 {
     foreach (var response in responses) {
         if ((link.destinationConversationID == response.destinationEntry.conversationID) &&
             (link.destinationDialogueID == response.destinationEntry.id)) {
             return true;
         }
     }
     return false;
 }
 public override void ShowResponses(Subtitle subtitle, Response[] responses, float timeout)
 {
     base.ShowResponses (subtitle, responses, timeout);
     CheckResponseMenuAutoFocus ();
 }
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 public void ShowResponses(Subtitle subtitle, Response[] responses, float timeout)
 {
     if (responses.Length > 0) {
         SelectedResponseHandler(this, new SelectedResponseEventArgs(responses[0]));
     }
 }
		public override void ShowResponses (Subtitle subtitle, Response[] responses, float timeout) {
			if (findActorOverrides) {
				// Use speaker's (NPC's) world space canvas for subtitle reminder, and for menu if set:
				var overrideControls = FindActorOverride(subtitle.speakerInfo.transform);
				var subtitleReminder = (overrideControls != null) ? overrideControls.subtitleReminder : originalResponseMenu.subtitleReminder;
				if (overrideControls != null && overrideControls.responseMenu.panel != null) {
					dialogue.responseMenu = (overrideControls != null && overrideControls.responseMenu.panel != null) ? overrideControls.responseMenu : originalResponseMenu;
				} else {
					// Otherwise use PC's world space canvas for menu if set:
					overrideControls = FindActorOverride(subtitle.listenerInfo.transform);
					dialogue.responseMenu = (overrideControls != null && overrideControls.responseMenu.panel != null) ? overrideControls.responseMenu : originalResponseMenu;
				}
				// Either way, use speaker's (NPC's) subtitle reminder:
				dialogue.responseMenu.subtitleReminder = subtitleReminder;
			}
			base.ShowResponses(subtitle, responses, timeout);
			CheckResponseMenuAutoFocus();
		}
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 private void NotifyOnResponseMenu(Response[] responses)
 {
     if (responses != null) {
         DialogueManager.Instance.BroadcastMessage ("OnConversationResponseMenu", responses, SendMessageOptions.DontRequireReceiver);
     }
 }
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 /// <summary>
 /// Displays the player response menu.
 /// </summary>
 /// <param name='subtitle'>
 /// Last subtitle, to display as a reminder of what the player is responding to.
 /// </param>
 /// <param name='responses'>
 /// Responses.
 /// </param>
 public void StartResponses(Subtitle subtitle, Response[] responses)
 {
     PlayResponseMenuSequence (subtitle.responseMenuSequence);
     Subtitle lastSubtitle = ShouldShowLastPCSubtitle ()
         ? lastPCSubtitle
         : ShouldShowLastNPCSubtitle ()
             ? lastNPCSubtitle
             : null;
     NotifyOnResponseMenu (responses);
     ui.ShowResponses (lastSubtitle, responses, settings.inputSettings.responseTimeout);
     IsCancelKeyDown = IsConversationCancelKeyDown;
     CancelledHandler = OnCancelResponseMenu;
 }
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 /// <summary>
 /// Shows the player responses menu.
 /// </summary>
 /// <param name='subtitle'>
 /// The last subtitle, shown as a reminder.
 /// </param>
 /// <param name='responses'>
 /// Responses.
 /// </param>
 /// <param name='timeout'>
 /// If not <c>0</c>, the duration in seconds that the player has to choose a response; 
 /// otherwise the currently-focused response is auto-selected. If no response is
 /// focused (e.g., hovered over), the first response is auto-selected. If <c>0</c>,
 /// there is no timeout; the player can take as long as desired to choose a response.
 /// </param>
 public virtual void ShowResponses(Subtitle subtitle, Response[] responses, float timeout)
 {
     try {
         if (Dialogue == null) {
             Debug.LogError(DialogueDebug.Prefix + ": In ShowResponses(): The dialogue UI's main dialogue controls field is not set.", this);
         } else if (Dialogue.ResponseMenu == null) {
             Debug.LogError(DialogueDebug.Prefix + ": In ShowResponses(): The dialogue UI's response menu controls field is not set.", this);
         } else if (this.transform == null) {
             Debug.LogError(DialogueDebug.Prefix + ": In ShowResponses(): The dialogue UI's transform is null.", this);
         } else {
             Dialogue.ResponseMenu.ShowResponses(subtitle, responses, this.transform);
             if (timeout > 0) Dialogue.ResponseMenu.StartTimer(timeout);
         }
     } catch (NullReferenceException e) {
         Debug.LogError(DialogueDebug.Prefix + ": In ShowResponses(): " + e.Message);
     }
 }
 /// <summary>
 /// Sets the response buttons.
 /// </summary>
 /// <param name='responses'>
 /// Responses.
 /// </param>
 /// <param name='target'>
 /// Target that will receive OnClick events from the buttons.
 /// </param>
 protected abstract void SetResponseButtons(Response[] responses, Transform target);
 /// <summary>
 /// Initializes a new ResponseSelectedEventArgs.
 /// </summary>
 /// <param name='response'>
 /// The response.
 /// </param>
 public SelectedResponseEventArgs(Response response)
 {
     this.response = response;
 }
		/// <summary>
		/// When showing the response menu, update the subtitle reminder image with
		/// the last speaker's animated portrait animator controller.
		/// </summary>
		/// <param name="responses">Responses.</param>
		public void OnConversationResponseMenu(Response[] responses) {
			if (!FindDialogueUI()) return;
			SetAnimatorController(dialogueUI.dialogue.responseMenu.subtitleReminder.portraitImage, lastSpeaker, ref npcReminderPortraitAnimator);
		}
 public override void ShowResponses(Subtitle subtitle, Response[] responses, float timeout)
 {
     base.ShowResponses(subtitle, responses, timeout);
     if (autoFocus) dialogue.responseMenu.AutoFocus();
 }
		public override void ShowResponses(Subtitle subtitle, Response[] responses, float timeout) {
			Dialogue.PCSubtitle.Hide(); // Hide PC subtitle before showing PC response menu.
			base.ShowResponses(subtitle, responses, timeout);
		}