Esempio n. 1
0
        /// <returns>A duration based on the text length and the Dialogue Manager's Subtitle Settings > Min Subtitle Seconds and Subtitle Chars Per Second.</returns>
        public float GetDefaultSubtitleDuration(string text)
        {
            if (overrideGetDefaultSubtitleDuration != null)
            {
                return(overrideGetDefaultSubtitleDuration(text));
            }
            int numCharacters = string.IsNullOrEmpty(text) ? 0 : Tools.StripRichTextCodes(text).Length;

            return(Mathf.Max(settings.GetMinSubtitleSeconds(), numCharacters / Mathf.Max(1, settings.GetSubtitleCharsPerSecond())));
        }
        /// <returns>
        /// A duration based on the text length and the Dialogue Manager's
        /// Subtitle Settings > Min Subtitle Seconds and Subtitle Chars Per Second.
        /// Also factors in time for RPGMaker-style pause codes.
        /// </returns>
        public float GetDefaultSubtitleDuration(string text)
        {
            if (overrideGetDefaultSubtitleDuration != null)
            {
                return(overrideGetDefaultSubtitleDuration(text));
            }
            int   numCharacters     = string.IsNullOrEmpty(text) ? 0 : Tools.StripRichTextCodes(text).Length;
            float numRPGMakerPauses = 0;

            if (text.Contains("\\"))
            {
                var numFullPauses    = (text.Length - text.Replace("\\.", string.Empty).Length) / 2;
                var numQuarterPauses = (text.Length - text.Replace("\\,", string.Empty).Length) / 2;
                numRPGMakerPauses = (1.0f * numFullPauses) + (0.25f * numQuarterPauses);
            }
            return(Mathf.Max(settings.GetMinSubtitleSeconds(), numRPGMakerPauses + (numCharacters / Mathf.Max(1, settings.GetSubtitleCharsPerSecond()))));
        }
Esempio n. 3
0
 private static Sequencer PlayBarkSequence(Subtitle subtitle, Transform speaker, Transform listener)
 {
     if (!string.IsNullOrEmpty(subtitle.sequence))
     {
         var sequence = Sequencer.ReplaceShortcuts(subtitle.sequence);
         if (sequence.Contains(SequencerKeywords.End))
         {
             var text          = subtitle.formattedText.text;
             int numCharacters = string.IsNullOrEmpty(text) ? 0 : Tools.StripRichTextCodes(text).Length;
             var endDuration   = Mathf.Max(DialogueManager.displaySettings.GetMinSubtitleSeconds(), numCharacters / Mathf.Max(1, DialogueManager.displaySettings.GetSubtitleCharsPerSecond()));
             sequence = sequence.Replace(SequencerKeywords.End, endDuration.ToString(System.Globalization.CultureInfo.InvariantCulture));
         }
         return(DialogueManager.PlaySequence(sequence, speaker, listener, false, false, subtitle.entrytag));
     }
     else
     {
         return(null);
     }
 }
Esempio n. 4
0
 public void SpeakSubtitle(Subtitle subtitle, bool wait)
 {
     if (subtitle.speakerInfo.transform == this.transform)
     {
         var text = Tools.StripRichTextCodes(subtitle.formattedText.text);
         if (!string.IsNullOrEmpty(text))
         {
             Speak(text);
             if (wait)
             {
                 var sequencer = DialogueManager.Instance.GetComponent <Sequencer>();
                 if (sequencer != null)
                 {
                     sequencer.PlayCommand("RTVoiceWait", false, 0, null, null);
                 }
             }
         }
     }
 }
        /// <summary>
        /// Sets the content of the panel. Assumes the panel is already open.
        /// </summary>
        public virtual void SetContent(Subtitle subtitle)
        {
            if (subtitle == null)
            {
                return;
            }
            currentSubtitle = subtitle;
            if (!onlyShowNPCPortraits || subtitle.speakerInfo.isNPC)
            {
                if (portraitImage != null)
                {
                    var sprite = subtitle.GetSpeakerPortrait();
                    portraitImage.sprite = sprite;
                    Tools.SetGameObjectActive(portraitImage, sprite != null);
                }
                portraitName.text = subtitle.speakerInfo.Name;
                UITools.SendTextChangeMessage(portraitName);
            }
            TypewriterUtility.StopTyping(subtitleText);
            var previousText  = accumulateText ? m_accumulatedText : string.Empty;
            var previousChars = accumulateText ? UITools.StripRPGMakerCodes(Tools.StripTextMeshProTags(Tools.StripRichTextCodes(previousText))).Length : 0;

            SetFormattedText(subtitleText, previousText, subtitle.formattedText);
            if (accumulateText)
            {
                m_accumulatedText = subtitleText.text + "\n";
            }
            if (delayTypewriterUntilOpen && !hasFocus)
            {
                StartCoroutine(StartTypingWhenFocused(subtitleText, subtitleText.text, previousChars));
            }
            else
            {
                TypewriterUtility.StartTyping(subtitleText, subtitleText.text, previousChars);
            }
        }
Esempio n. 6
0
        /// <summary>
        /// Plays the typewriter effect.
        /// </summary>
        public IEnumerator Play(int fromIndex)
        {
            if ((textComponent != null) && (charactersPerSecond > 0))
            {
                if (waitOneFrameBeforeStarting)
                {
                    yield return(null);
                }
                fromIndex = Tools.StripRichTextCodes(textComponent.text.Substring(0, fromIndex)).Length;
                ProcessRPGMakerCodes();
                if (runtimeAudioSource != null)
                {
                    runtimeAudioSource.clip = audioClip;
                }
                onBegin.Invoke();
                paused = false;
                float delay    = 1 / charactersPerSecond;
                float lastTime = DialogueTime.time;
                float elapsed  = fromIndex / charactersPerSecond;
                textComponent.maxVisibleCharacters = fromIndex;
                textComponent.ForceMeshUpdate();
                yield return(null);

                textComponent.maxVisibleCharacters = fromIndex;
                textComponent.ForceMeshUpdate();
                TMPro.TMP_TextInfo textInfo = textComponent.textInfo;
                int totalVisibleCharacters  = textInfo.characterCount; // Get # of Visible Character in text object
                charactersTyped = fromIndex;
                int skippedCharacters = 0;
                while (charactersTyped < totalVisibleCharacters)
                {
                    if (!paused)
                    {
                        var deltaTime = DialogueTime.time - lastTime;
                        elapsed += deltaTime;
                        var goal = (elapsed * charactersPerSecond) - skippedCharacters;
                        while (charactersTyped < goal)
                        {
                            if (rpgMakerTokens.ContainsKey(charactersTyped))
                            {
                                var tokens = rpgMakerTokens[charactersTyped];
                                for (int i = 0; i < tokens.Count; i++)
                                {
                                    var token = tokens[i];
                                    switch (token)
                                    {
                                    case RPGMakerTokenType.QuarterPause:
                                        yield return(new WaitForSeconds(quarterPauseDuration));

                                        break;

                                    case RPGMakerTokenType.FullPause:
                                        yield return(new WaitForSeconds(fullPauseDuration));

                                        break;

                                    case RPGMakerTokenType.SkipToEnd:
                                        charactersTyped = totalVisibleCharacters - 1;
                                        break;

                                    case RPGMakerTokenType.InstantOpen:
                                        var close = false;
                                        while (!close && charactersTyped < totalVisibleCharacters)
                                        {
                                            charactersTyped++;
                                            skippedCharacters++;
                                            if (rpgMakerTokens.ContainsKey(charactersTyped) && rpgMakerTokens[charactersTyped].Contains(RPGMakerTokenType.InstantClose))
                                            {
                                                close = true;
                                            }
                                        }
                                        break;
                                    }
                                }
                            }
                            var typedCharacter = (0 <= charactersTyped && charactersTyped < textComponent.text.Length) ? textComponent.text[charactersTyped] : ' ';
                            if (charactersTyped < totalVisibleCharacters && !IsSilentCharacter(typedCharacter))
                            {
                                PlayCharacterAudio();
                            }
                            onCharacter.Invoke();
                            charactersTyped++;
                            textComponent.maxVisibleCharacters = charactersTyped;
                            if (IsFullPauseCharacter(typedCharacter))
                            {
                                yield return(new WaitForSeconds(fullPauseDuration));
                            }
                            else if (IsQuarterPauseCharacter(typedCharacter))
                            {
                                yield return(new WaitForSeconds(quarterPauseDuration));
                            }
                        }
                    }
                    textComponent.maxVisibleCharacters = charactersTyped;
                    HandleAutoScroll();
                    //---Uncomment the line below to debug:
                    //Debug.Log(textComponent.text.Substring(0, charactersTyped).Replace("<", "[").Replace(">", "]") + " (typed=" + charactersTyped + ")");
                    lastTime = DialogueTime.time;
                    var delayTime      = DialogueTime.time + delay;
                    int delaySafeguard = 0;
                    while (DialogueTime.time < delayTime && delaySafeguard < 999)
                    {
                        delaySafeguard++;
                        yield return(null);
                    }
                }
            }
            Stop();
        }