Inheritance: ConversationNodeView, ICloneable
コード例 #1
0
    public void Talk()
    {
        Talk(currentNode.gameObject.name, currentNode.dialogue, currentNode.gameObject.name == "Wyllow");

        Color temp;

        foreach (GameObject g in GameObject.FindGameObjectsWithTag("Speaker"))
        {
            temp = g.renderer.material.color;
            temp.a = 0.5f;
            g.renderer.material.color = temp;
        }

        temp = currentNode.gameObject.renderer.material.color;
        temp.a = 1.0f;
        currentNode.gameObject.renderer.material.color = temp;

        if (currentNode.GetType() == typeof(QuestionScript))
        {
            QuestionScript q = currentNode as QuestionScript;
            answers = q.getAnswers();
        }
        else answers = null;

        if (currentNode.GetType() == typeof(EndNode))
        {
            (currentNode as EndNode).End();
        }
        else currentNode = currentNode.next;
    }
コード例 #2
0
	public string AdvanceDialogue() {
		if (Cursor.HasNext) {
			Cursor = Cursor.Next;
		}

		return GetCurrentDialogue();
	}
コード例 #3
0
 public DialogueConversationNode(bool waitUserInteraction)
 {
     dialogue = new List<ConversationLine>();
     nextNode = null;
     terminal = true;
     effects = new Effects();
     this.keepShowing = waitUserInteraction;
 }
コード例 #4
0
    public override void addChild(int index, ConversationNode child)
    {
        if (index != 0 || nextNode != null)
            throw new System.Exception();

        nextNode = child;
        terminal = false;
        //TODO MODIFIED
        //effects.clear( );
    }
コード例 #5
0
    public ConversationNodeHolder(ConversationNode node)
    {
        this.node = node;

        if (node != null) {
            switch (node.getType ()) {
            case ConversationNodeViewEnum.DIALOGUE:
                DialogueConversationNode dialog = (DialogueConversationNode)node;
                this.additional_effects = new EffectHolder (((DialogueConversationNode)node).getEffects ());
                this.child = 0;
                break;
            case ConversationNodeViewEnum.OPTION:
                this.additional_effects = new EffectHolder (((OptionConversationNode)node).getEffects ());
                this.child = -2;
                break;
            }
        }
    }
コード例 #6
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        internal static ConversationChoice AsConversationChoice(this ConversationChoiceJsonData source, ConversationNode parent)
        {
            ConversationChoice conversationChoice = null;


            if (source.ID == ReservedIdentifiers.DefaultContinueConversationChoiceID)
            {
                conversationChoice = new ConversationChoice(parent,
                                                            source.ID,
                                                            ReservedIdentifiers.DefaultContinueConversationStringID,
                                                            null,
                                                            null,
                                                            null);
            }
            else
            {
                conversationChoice = new ConversationChoice(parent,
                                                            source.ID,
                                                            source.TextID,
                                                            source.CanShowID,
                                                            source.OnSelectedID,
                                                            source.NavigateTo);
            }
            return(conversationChoice);
        }
コード例 #7
0
 public int RelativePosition(ConversationNode ofNode, ConversationNode relativeTo) => throw new NotImplementedException();
コード例 #8
0
    /*
     * (non-Javadoc)
     *
     * @see conversationaleditor.xmlparser.ConversationParser#endElement(java.lang.string, java.lang.string,
     *      java.lang.string)
     */
    public override void endElement(string namespaceURI, string sName, string qName)
    {
        // If no element is being subparsed
        if (subParsing == SUBPARSING_NONE)
        {
            // If the conversation ends, store it in the game data
            if (qName.Equals("tree-conversation"))
            {
                chapter.addConversation(new GraphConversation((TreeConversation)conversation));
            }

            // If the tag is a line said by the player, add it to the current node
            else if (qName.Equals("speak-player"))
            {
                // Store the read string into the current node, and then delete the string. The trim is performed so we
                // don't
                // have to worry with indentations or leading/trailing spaces
                ConversationLine line = new ConversationLine(ConversationLine.PLAYER, currentstring.Trim());
                if (audioPath != null && !this.audioPath.Equals(""))
                {
                    line.setAudioPath(audioPath);
                }
                if (synthesizerVoice != null)
                    line.setSynthesizerVoice(synthesizerVoice);

                currentNode.addLine(line);

                // If we were waiting an option, create a new DialogueNode
                if (state == STATE_WAITING_OPTION)
                {
                    // Create a new DialogueNode, and link it to the current node (which will be a OptionNode)
                    ConversationNode newDialogueNode = new DialogueConversationNode();
                    currentNode.addChild(newDialogueNode);

                    // Add the current node (OptionNode) in the list of past option nodes, and change the current node
                    pastOptionNodes.Add(currentNode);
                    currentNode = newDialogueNode;

                    // Go back to the normal state
                    state = STATE_NORMAL;
                }

            }

            // If the tag is a line said by a non-player character, add it to the current node
            else if (qName.Equals("speak-char"))
            {
                // Store the read string into the current node, and then delete the string. The trim is performed so we
                // don't
                // have to worry with indentations or leading/trailing spaces
                ConversationLine line = new ConversationLine(characterName, currentstring.Trim());
                if (audioPath != null && !this.audioPath.Equals(""))
                {
                    line.setAudioPath(audioPath);
                }

                if (synthesizerVoice != null)
                    line.setSynthesizerVoice(synthesizerVoice);
                currentNode.addLine(line);

            }

            // If an "option" tag ends, go back to keep working on the last OptionNode
            else if (qName.Equals("option"))
            {
                // Se the current node to the last OptionNode stored
                currentNode = pastOptionNodes[pastOptionNodes.Count - 1];
                pastOptionNodes.RemoveAt(pastOptionNodes.Count - 1);
            }

            // Reset the current string
            currentstring = string.Empty;
        }

        // If an effect tag is being subparsed
        else if (subParsing == SUBPARSING_EFFECT)
        {
            // Spread the call
            effectSubParser.endElement(namespaceURI, sName, qName);

            // If the effect is being closed, insert the effect into the current node
            if (qName.Equals("effect"))
            {

                currentNode.setEffects(currentEffects);
                subParsing = SUBPARSING_NONE;
            }
        }
    }
コード例 #9
0
    /*
     * (non-Javadoc)
     *
     * @see conversationaleditor.xmlparser.ConversationParser#startElement(java.lang.string, java.lang.string,
     *      java.lang.string, org.xml.sax.Attributes)
     */
    public override void startElement(string namespaceURI, string sName, string qName, Dictionary<string, string> attrs)
    {
        // If no element is being subparsed
        if (subParsing == SUBPARSING_NONE)
        {
            // If it is a "graph-conversation" we pick the name, so we can build the conversation later
            if (qName.Equals("graph-conversation"))
            {
                // Store the name
                conversationName = "";
                foreach (KeyValuePair<string, string> entry in attrs)
                    if (entry.Key.Equals("id"))
                        conversationName = entry.Value.ToString();

                graphNodes = new List<ConversationNode>();
                nodeLinks = new List<List<int>>();
            }

            // If it is a node, create a new node
            else if (qName.Equals("dialogue-node") || qName.Equals("option-node"))
            {
                // Create the node depending of the tag
                editorX = editorY = int.MinValue;
                if (qName.Equals("dialogue-node"))
                {
                    foreach (KeyValuePair<string, string> entry in attrs)
                    {
                        //If there is a "waitUserInteraction" attribute, store if the lines will wait until user interacts
                        if (entry.Key.Equals("keepShowing"))
                        {
                            if (entry.Value.ToString().Equals("yes"))
                                keepShowingDialogue = true;
                            else
                                keepShowingDialogue = false;
                        }
                        //If there is a "editor-x" and "editor-y" attributes
                        if (entry.Key.Equals("editor-x"))
                        {
                            editorX = Mathf.Max(0, int.Parse(entry.Value.ToString()));
                        }
                        else

                        if (entry.Key.Equals("editor-y"))
                        {
                            editorY = Mathf.Max(0, int.Parse(entry.Value.ToString()));
                        }

                    }
                    currentNode = new DialogueConversationNode(keepShowingDialogue);
                    if (editorX > int.MinValue)
                    {
                        currentNode.setEditorX(editorX);
                    }
                    if (editorY > int.MinValue)
                    {
                        currentNode.setEditorY(editorY);
                    }
                }
                if (qName.Equals("option-node"))
                {
                    foreach (KeyValuePair<string, string> entry in attrs)
                    {
                        //If there is a "random" attribute, store if the options will be random
                        if (entry.Key.Equals("random"))
                        {
                            if (entry.Value.ToString().Equals("yes"))
                                random = true;
                            else
                                random = false;
                        }
                        else
                        //If there is a "keepShowing" attribute, keep the previous conversation line showing
                        if (entry.Key.Equals("keepShowing"))
                        {
                            if (entry.Value.ToString().Equals("yes"))
                                keepShowing = true;
                            else
                                keepShowing = false;
                        }
                        else
                        //If there is a "showUserOption" attribute, identify if show the user response at option node
                        if (entry.Key.Equals("showUserOption"))
                        {
                            if (entry.Value.ToString().Equals("yes"))
                                showUserOption = true;
                            else
                                showUserOption = false;
                        }
                        else
                        //If there is a "showUserOption" attribute, identify if show the user response at option node
                        if (entry.Key.Equals("preListening"))
                        {
                            if (entry.Value.ToString().Equals("yes"))
                                preListening = true;
                            else
                                preListening = false;
                        }
                        else

                        //If there is a "x" and "y" attributes with the position where the option node has to be painted,
                        if (entry.Key.Equals("x"))
                        {
                            x = int.Parse(entry.Value.ToString());
                        }
                        else

                        if (entry.Key.Equals("y"))
                        {
                            y = int.Parse(entry.Value.ToString());
                        }
                        //If there is a "editor-x" and "editor-y" attributes
                        if (entry.Key.Equals("editor-x"))
                        {
                            editorX = Mathf.Max(0, int.Parse(entry.Value.ToString()));
                        }
                        else

                        if (entry.Key.Equals("editor-y"))
                        {
                            editorY = Mathf.Max(0, int.Parse(entry.Value.ToString()));
                        }
                    }

                    currentNode = new OptionConversationNode(random, keepShowing, showUserOption, preListening, x, y);
                    if (editorX > int.MinValue)
                    {
                        currentNode.setEditorX(editorX);
                    }
                    if (editorY > int.MinValue)
                    {
                        currentNode.setEditorY(editorY);
                    }
                }
                // Create a new vector for the links of the current node
                currentLinks = new List<int>();
            }

            // If it is a non-player character line, store the character name and audio path (if present)
            else if (qName.Equals("speak-char"))
            {
                // Set default name to "NPC"
                characterName = "NPC";
                audioPath = "";

                foreach (KeyValuePair<string, string> entry in attrs)
                {
                    // If there is a "idTarget" attribute, store it
                    if (entry.Key.Equals("idTarget"))
                        characterName = entry.Value.ToString();

                    // If there is a "uri" attribute, store it as audio path
                    if (entry.Key.Equals("uri"))
                        audioPath = entry.Value.ToString();
                    // If there is a "synthesize" attribute, store its value
                    if (entry.Key.Equals("synthesize"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                            synthesizerVoice = true;
                        else
                            synthesizerVoice = false;
                    }
                    // If there is a "keepShowing" attribute, store its value
                    if (entry.Key.Equals("keepShowing"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                            keepShowingLine = true;
                        else
                            keepShowingLine = false;
                    }
                }
            }

            // If it is a player character line, store the audio path (if present)
            else if (qName.Equals("speak-player"))
            {
                audioPath = "";

                foreach (KeyValuePair<string, string> entry in attrs)
                {

                    // If there is a "uri" attribute, store it as audio path
                    if (entry.Key.Equals("uri"))
                        audioPath = entry.Value.ToString();
                    // If there is a "synthesize" attribute, store its value
                    if (entry.Key.Equals("synthesize"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                            synthesizerVoice = true;
                        else
                            synthesizerVoice = false;
                    }
                    // If there is a "keepShowing" attribute, store its value
                    if (entry.Key.Equals("keepShowing"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                            keepShowingLine = true;
                        else
                            keepShowingLine = false;
                    }
                }
            }

            // If it is a node to a child, store the number of the child node
            else if (qName.Equals("child"))
            {
                // Look for the index of the link, and add it
                foreach (KeyValuePair<string, string> entry in attrs)
                {
                    if (entry.Key.Equals("nodeindex"))
                    {
                        // Get the child node index, and store it
                        int childIndex = int.Parse(entry.Value.ToString());
                        currentLinks.Add(childIndex);
                    }
                }
            }

            // If it is an effect tag
            else if (qName.Equals("effect"))
            {
                // Create the new effects, and the subparser
                currentEffects = new Effects();
                subParser = new EffectSubParser(currentEffects, chapter);
                subParsing = SUBPARSING_EFFECT;
            }// If it is a condition tag, create new conditions and switch the state
            else if (qName.Equals("condition"))
            {
                currentConditions = new Conditions();
                subParser = new ConditionSubParser(currentConditions, chapter);
                subParsing = SUBPARSING_CONDITION;
            }
        }

        // If we are subparsing an effect, spread the call
        if (subParsing == SUBPARSING_EFFECT || subParsing == SUBPARSING_CONDITION)
        {
            subParser.startElement(namespaceURI, sName, qName, attrs);
            endElement(namespaceURI, sName, qName);
        }
    }
コード例 #10
0
	void initFromHeadNode (ConversationNode head) {
		this.Head = head;
		this.Cursor = head;
	}
コード例 #11
0
 /**
  * Graph conversation constructor.
  *
  * @param conversationName
  *            Name of the conversation
  * @param root
  *            Root of the conversation
  */
 public GraphConversation(string conversationName, ConversationNode root)
     : base(Conversation.GRAPH, conversationName, root)
 {
 }
コード例 #12
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        private void FillNode(XmlNode toFill, GraphConversation graphConversation, params IDOMWriterParam[] options)
        {
            XmlElement conversationElement = toFill as XmlElement;

            // Get the complete node list
            List <ConversationNode> nodes = graphConversation.getAllNodes();

            // Create the necessary elements to create the DOM
            XmlDocument doc = Writer.GetDoc();

            // Create the root node
            conversationElement.SetAttribute("id", graphConversation.getId());

            // For each node
            for (int i = 0; i < nodes.Count; i++)
            {
                ConversationNode node = nodes[i];

                XmlElement nodeElement            = null;
                var        dialogConversationNode = node as DialogueConversationNode;

                // If the node is a dialogue node
                if (dialogConversationNode != null)
                {
                    // Create the node element and set the nodeindex
                    nodeElement = doc.CreateElement("dialogue-node");
                    nodeElement.SetAttribute("nodeindex", i.ToString());
                    // Adds a random attribute if "keepShowing" is activate in conversation node data
                    if (dialogConversationNode.isKeepShowing())
                    {
                        nodeElement.SetAttribute("keepShowing", "yes");
                    }
                    if (node.getEditorX() != -1)
                    {
                        nodeElement.SetAttribute("editor-x", node.getEditorX().ToString());
                    }
                    if (node.getEditorY() != -1)
                    {
                        nodeElement.SetAttribute("editor-y", node.getEditorY().ToString());
                    }
                    if (node.getEditorCollapsed())
                    {
                        nodeElement.SetAttribute("editor-collapsed", "yes");
                    }
                    // For each line of the node
                    for (int j = 0; j < node.getLineCount(); j++)
                    {
                        // Create a phrase element, and extract the actual text line
                        XmlElement       phrase;
                        ConversationLine line = node.getLine(j);

                        // If the line belongs to the player, create a "speak-player" element. Otherwise, if it belongs
                        // to a NPC,
                        // create a "speak-char" element, which will have an attribute "idTarget" with the name of the
                        // non-playable character,
                        // if there is no name the attribute won't be written
                        if (line.isPlayerLine())
                        {
                            phrase = doc.CreateElement("speak-player");
                        }
                        else
                        {
                            phrase = doc.CreateElement("speak-char");
                            if (!line.getName().Equals("NPC"))
                            {
                                phrase.SetAttribute("idTarget", line.getName());
                            }
                        }

                        //If there is audio track, store it as attribute
                        if (line.isValidAudio())
                        {
                            phrase.SetAttribute("uri", line.getAudioPath());
                        }
                        //If there is a synthesizer valid voice, store it as attribute
                        if (line.getSynthesizerVoice())
                        {
                            phrase.SetAttribute("synthesize", "yes");
                        }

                        // Add the line text into the element
                        phrase.InnerText = (line.getText());

                        // Add the element to the node
                        nodeElement.AppendChild(phrase);

                        // Create conditions for current effect
                        DOMWriterUtility.DOMWrite(nodeElement, line.getConditions(), options);
                    }

                    // Check if the node is terminal
                    if (node.isTerminal())
                    {
                        // If it is terminal add a "end-conversation" element
                        XmlElement endConversation = doc.CreateElement("end-conversation");

                        // If the terminal node has an effect, include it into the DOM
                        if (node.hasEffects())
                        {
                            DOMWriterUtility.DOMWrite(endConversation, node.getEffects(), options);
                        }

                        // Add the "end-conversation" tag into the node
                        nodeElement.AppendChild(endConversation);
                    }
                    else
                    {
                        // Otherwise, if the node has a child, add the element
                        XmlElement childElement = doc.CreateElement("child");

                        // Add the number of the child node (index of the node in the structure)
                        childElement.SetAttribute("nodeindex", nodes.IndexOf(node.getChild(0)).ToString());

                        // Insert the tag into the node
                        nodeElement.AppendChild(childElement);

                        // If the terminal node has an effect, include it into the DOM
                        if (node.hasEffects())
                        {
                            DOMWriterUtility.DOMWrite(nodeElement, node.getEffects(), options);
                        }
                    }
                }

                var optionConversationNode = node as OptionConversationNode;
                // If the node is a option node
                if (optionConversationNode != null)
                {
                    // Create the node element and set the nodeindex
                    nodeElement = doc.CreateElement("option-node");
                    nodeElement.SetAttribute("nodeindex", i.ToString());

                    if (!string.IsNullOrEmpty(optionConversationNode.getXApiQuestion()))
                    {
                        nodeElement.SetAttribute("question", optionConversationNode.getXApiQuestion());
                    }

                    // Adds a random attribute if "random" is activate in conversation node data
                    if (optionConversationNode.isRandom())
                    {
                        nodeElement.SetAttribute("random", "yes");
                    }
                    // Adds a random attribute if "keepShowing" is activate in conversation node data
                    if (optionConversationNode.isKeepShowing())
                    {
                        nodeElement.SetAttribute("keepShowing", "yes");
                    }
                    // Adds a random attribute if "showUserOption" is activate in conversation node data
                    if (optionConversationNode.isShowUserOption())
                    {
                        nodeElement.SetAttribute("showUserOption", "yes");
                    }
                    // Adds a random attribute if "preListening" is activate in conversation node data
                    if (optionConversationNode.isPreListening())
                    {
                        nodeElement.SetAttribute("preListening", "yes");
                    }
                    if (node.getEditorX() != -1)
                    {
                        nodeElement.SetAttribute("editor-x", node.getEditorX().ToString());
                    }
                    if (node.getEditorY() != -1)
                    {
                        nodeElement.SetAttribute("editor-y", node.getEditorY().ToString());
                    }
                    if (node.getEditorCollapsed())
                    {
                        nodeElement.SetAttribute("editor-collapsed", "yes");
                    }
                    // Adds the x position of the options conversations node
                    nodeElement.SetAttribute("x", optionConversationNode.getEditorX().ToString());
                    // Adds a random attribute if "preListening" is activate in conversation node data
                    nodeElement.SetAttribute("y", optionConversationNode.getEditorY().ToString());

                    // For each line of the node
                    for (int j = 0; j < node.getLineCount(); j++)
                    {
                        // Take the current conversation line
                        ConversationLine line = node.getLine(j);

                        // Create the actual option (a "speak-player" element) and add its respective text
                        XmlElement lineElement = doc.CreateElement("speak-player");
                        lineElement.InnerText = (node.getLine(j).getText());

                        //If there is audio track, store it as attribute
                        if (line.isValidAudio())
                        {
                            lineElement.SetAttribute("uri", line.getAudioPath());
                        }
                        //If there is a synthesizer valid voice, store it as attribute
                        if (line.getSynthesizerVoice())
                        {
                            lineElement.SetAttribute("synthesize", "yes");
                        }

                        if (line.getXApiCorrect())
                        {
                            lineElement.SetAttribute("correct", line.getXApiCorrect().ToString().ToLower());
                        }

                        // Create a child tag, and set it the index of the child
                        XmlElement childElement = doc.CreateElement("child");
                        childElement.SetAttribute("nodeindex", nodes.IndexOf(node.getChild(j)).ToString());


                        // Insert the text line in the option node
                        nodeElement.AppendChild(lineElement);
                        // Add conditions associated to that effect
                        DOMWriterUtility.DOMWrite(nodeElement, line.getConditions(), options);
                        // Insert child tag
                        nodeElement.AppendChild(childElement);
                    }

                    if (optionConversationNode.Timeout >= 0)
                    {
                        // Timeout
                        XmlElement timeoutElement = doc.CreateElement("timeout");
                        timeoutElement.InnerText = optionConversationNode.Timeout.ToString();
                        nodeElement.AppendChild(timeoutElement);
                        // Timeout conditions
                        DOMWriterUtility.DOMWrite(nodeElement, optionConversationNode.TimeoutConditions);

                        // Create a child tag, and set it the index of the child
                        XmlElement timeoutchildElement = doc.CreateElement("child");
                        timeoutchildElement.SetAttribute("nodeindex", nodes.IndexOf(node.getChild(node.getChildCount() - 1)).ToString());
                        nodeElement.AppendChild(timeoutchildElement);
                    }

                    // If node has an effect, include it into the DOM
                    if (node.hasEffects())
                    {
                        DOMWriterUtility.DOMWrite(nodeElement, node.getEffects(), options);
                    }
                }

                // Add the node to the conversation
                conversationElement.AppendChild(nodeElement);
            }
        }
コード例 #13
0
 /**
  * Tree conversation constructor.
  *
  * @param conversationName
  *            Name of the conversation
  * @param root
  *            Root of the conversation
  */
 public TreeConversation(string conversationName, ConversationNode root)
     : base(Conversation.TREE, conversationName, root)
 {
 }
コード例 #14
0
    /*
     * (non-Javadoc)
     *
     * @see conversationaleditor.xmlparser.ConversationParser#startElement(java.lang.string, java.lang.string,
     *      java.lang.string, org.xml.sax.Attributes)
     */
    public override void startElement(string namespaceURI, string sName, string qName, Dictionary <string, string> attrs)
    {
        // If no element is being subparsed
        if (subParsing == SUBPARSING_NONE)
        {
            // If it is a "conversation" we pick the name, so we can build the tree later
            if (qName.Equals("tree-conversation"))
            {
                // Store the name
                string conversationName = "";
                foreach (KeyValuePair <string, string> entry in attrs)
                {
                    if (entry.Key.Equals("id"))
                    {
                        conversationName = entry.Value.ToString();
                    }
                }

                // Create a dialogue node (which will be the root node) and add it to a new tree
                // The content of the tree will be built adding nodes directly to the root
                currentNode     = new DialogueConversationNode();
                conversation    = new TreeConversation(conversationName, currentNode);
                pastOptionNodes = new List <ConversationNode>();
            }

            // If it is a non-player character line, store the character name and audio path (if present)
            else if (qName.Equals("speak-char"))
            {
                // Set default name to "NPC"
                characterName = "NPC";
                audioPath     = "";

                foreach (KeyValuePair <string, string> entry in attrs)
                {
                    // If there is a "idTarget" attribute, store it
                    if (entry.Key.Equals("idTarget"))
                    {
                        characterName = entry.Value.ToString();
                    }

                    // If there is a "uri" attribute, store it as audio path
                    if (entry.Key.Equals("uri"))
                    {
                        audioPath = entry.Value.ToString();
                    }
                    // If there is a "synthesize" attribute, store its value
                    if (entry.Key.Equals("synthesize"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                        {
                            synthesizerVoice = true;
                        }
                        else
                        {
                            synthesizerVoice = false;
                        }
                    }
                }
            }

            // If it is a player character line, store the audio path (if present)
            else if (qName.Equals("speak-player"))
            {
                audioPath = "";

                foreach (KeyValuePair <string, string> entry in attrs)
                {
                    // If there is a "uri" attribute, store it as audio path
                    if (entry.Key.Equals("uri"))
                    {
                        audioPath = entry.Value.ToString();
                    }

                    // If there is a "synthesize" attribute, store its value
                    if (entry.Key.Equals("synthesize"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                        {
                            synthesizerVoice = true;
                        }
                        else
                        {
                            synthesizerVoice = false;
                        }
                    }
                }
            }

            // If it is a point with a set of possible responses, create a new OptionNode
            else if (qName.Equals("response"))
            {
                foreach (KeyValuePair <string, string> entry in attrs)
                {
                    //If there is a "random" attribute, store is the options will be random
                    if (entry.Key.Equals("random"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                        {
                            random = true;
                        }
                        else
                        {
                            random = false;
                        }
                    }
                    //If there is a "keepShowing" attribute, keep the previous conversation line showing
                    if (entry.Key.Equals("keepShowing"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                        {
                            keepShowing = true;
                        }
                        else
                        {
                            keepShowing = false;
                        }
                    }
                    //If there is a "showUserOption" attribute, identify if show the user response at option node
                    if (entry.Key.Equals("showUserOption"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                        {
                            showUserOption = true;
                        }
                        else
                        {
                            showUserOption = false;
                        }
                    }

                    //If there is a "showUserOption" attribute, identify if show the user response at option node
                    if (entry.Key.Equals("preListening"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                        {
                            preListening = true;
                        }
                        else
                        {
                            preListening = false;
                        }
                    }

                    //If there is a "x" and "y" attributes with the position where the option node has to be painted,
                    if (entry.Key.Equals("x"))
                    {
                        x = int.Parse(entry.Value.ToString());
                    }

                    if (entry.Key.Equals("y"))
                    {
                        y = int.Parse(entry.Value.ToString());
                    }
                }
                // Create a new OptionNode, and link it to the current node
                ConversationNode nuevoNodoOpcion = new OptionConversationNode(random, keepShowing, showUserOption, preListening, x, y);
                currentNode.addChild(nuevoNodoOpcion);

                // Change the actual node for the option node recently created
                currentNode = nuevoNodoOpcion;
            }

            // If we are about to read an option, change the state of the recognizer, so we can read the line of the
            // option
            else if (qName.Equals("option"))
            {
                state = STATE_WAITING_OPTION;
            }

            // If it is an effect tag, create new effect, new subparser and switch state
            else if (qName.Equals("effect"))
            {
                currentEffects  = new Effects();
                effectSubParser = new EffectSubParser(currentEffects, chapter);
                subParsing      = SUBPARSING_EFFECT;
            }

            // If there is a go back, link the current node (which will be a DialogueNode) with the last OptionNode
            // stored
            else if (qName.Equals("go-back"))
            {
                currentNode.addChild(pastOptionNodes[pastOptionNodes.Count - 1]);
            }
        }

        // If an effect element is being subparsed, spread the call
        if (subParsing == SUBPARSING_EFFECT)
        {
            effectSubParser.startElement(namespaceURI, sName, qName, attrs);
        }
    }
コード例 #15
0
    /*
     * (non-Javadoc)
     *
     * @see conversationaleditor.xmlparser.ConversationParser#endElement(java.lang.string, java.lang.string,
     *      java.lang.string)
     */
    public override void endElement(string namespaceURI, string sName, string qName)
    {
        // If no element is being subparsed
        if (subParsing == SUBPARSING_NONE)
        {
            // If the conversation ends, store it in the game data
            if (qName.Equals("tree-conversation"))
            {
                chapter.addConversation(new GraphConversation((TreeConversation)conversation));
            }

            // If the tag is a line said by the player, add it to the current node
            else if (qName.Equals("speak-player"))
            {
                // Store the read string into the current node, and then delete the string. The trim is performed so we
                // don't
                // have to worry with indentations or leading/trailing spaces
                ConversationLine line = new ConversationLine(ConversationLine.PLAYER, currentstring.Trim());
                if (audioPath != null && !this.audioPath.Equals(""))
                {
                    line.setAudioPath(audioPath);
                }
                if (synthesizerVoice != null)
                {
                    line.setSynthesizerVoice(synthesizerVoice);
                }

                currentNode.addLine(line);

                // If we were waiting an option, create a new DialogueNode
                if (state == STATE_WAITING_OPTION)
                {
                    // Create a new DialogueNode, and link it to the current node (which will be a OptionNode)
                    ConversationNode newDialogueNode = new DialogueConversationNode();
                    currentNode.addChild(newDialogueNode);

                    // Add the current node (OptionNode) in the list of past option nodes, and change the current node
                    pastOptionNodes.Add(currentNode);
                    currentNode = newDialogueNode;

                    // Go back to the normal state
                    state = STATE_NORMAL;
                }
            }

            // If the tag is a line said by a non-player character, add it to the current node
            else if (qName.Equals("speak-char"))
            {
                // Store the read string into the current node, and then delete the string. The trim is performed so we
                // don't
                // have to worry with indentations or leading/trailing spaces
                ConversationLine line = new ConversationLine(characterName, currentstring.Trim());
                if (audioPath != null && !this.audioPath.Equals(""))
                {
                    line.setAudioPath(audioPath);
                }

                if (synthesizerVoice != null)
                {
                    line.setSynthesizerVoice(synthesizerVoice);
                }
                currentNode.addLine(line);
            }

            // If an "option" tag ends, go back to keep working on the last OptionNode
            else if (qName.Equals("option"))
            {
                // Se the current node to the last OptionNode stored
                currentNode = pastOptionNodes[pastOptionNodes.Count - 1];
                pastOptionNodes.RemoveAt(pastOptionNodes.Count - 1);
            }

            // Reset the current string
            currentstring = string.Empty;
        }

        // If an effect tag is being subparsed
        else if (subParsing == SUBPARSING_EFFECT)
        {
            // Spread the call
            effectSubParser.endElement(namespaceURI, sName, qName);

            // If the effect is being closed, insert the effect into the current node
            if (qName.Equals("effect"))
            {
                currentNode.setEffects(currentEffects);
                subParsing = SUBPARSING_NONE;
            }
        }
    }
コード例 #16
0
 public abstract int ConversationNodeEditorIndex(ConversationNode node);
コード例 #17
0
    /*
     * (non-Javadoc)
     *
     * @see conversationaleditor.xmlparser.ConversationParser#startElement(java.lang.string, java.lang.string,
     *      java.lang.string, org.xml.sax.Attributes)
     */
    public override void startElement(string namespaceURI, string sName, string qName, Dictionary<string, string> attrs)
    {
        // If no element is being subparsed
        if (subParsing == SUBPARSING_NONE)
        {

            // If it is a "conversation" we pick the name, so we can build the tree later
            if (qName.Equals("tree-conversation"))
            {
                // Store the name
                string conversationName = "";
                foreach (KeyValuePair<string, string> entry in attrs)
                    if (entry.Key.Equals("id"))
                        conversationName = entry.Value.ToString();

                // Create a dialogue node (which will be the root node) and add it to a new tree
                // The content of the tree will be built adding nodes directly to the root
                currentNode = new DialogueConversationNode();
                conversation = new TreeConversation(conversationName, currentNode);
                pastOptionNodes = new List<ConversationNode>();
            }

            // If it is a non-player character line, store the character name and audio path (if present)
            else if (qName.Equals("speak-char"))
            {
                // Set default name to "NPC"
                characterName = "NPC";
                audioPath = "";

                foreach (KeyValuePair<string, string> entry in attrs)
                {
                    // If there is a "idTarget" attribute, store it
                    if (entry.Key.Equals("idTarget"))
                        characterName = entry.Value.ToString();

                    // If there is a "uri" attribute, store it as audio path
                    if (entry.Key.Equals("uri"))
                        audioPath = entry.Value.ToString();
                    // If there is a "synthesize" attribute, store its value
                    if (entry.Key.Equals("synthesize"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                            synthesizerVoice = true;
                        else
                            synthesizerVoice = false;
                    }
                }
            }

            // If it is a player character line, store the audio path (if present)
            else if (qName.Equals("speak-player"))
            {
                audioPath = "";

                foreach (KeyValuePair<string, string> entry in attrs)
                {

                    // If there is a "uri" attribute, store it as audio path
                    if (entry.Key.Equals("uri"))
                        audioPath = entry.Value.ToString();

                    // If there is a "synthesize" attribute, store its value
                    if (entry.Key.Equals("synthesize"))
                    {
                        string response = entry.Value.ToString();
                        if (response.Equals("yes"))
                            synthesizerVoice = true;
                        else
                            synthesizerVoice = false;
                    }
                }
            }

            // If it is a point with a set of possible responses, create a new OptionNode
            else if (qName.Equals("response"))
            {

                foreach (KeyValuePair<string, string> entry in attrs)
                {
                    //If there is a "random" attribute, store is the options will be random
                    if (entry.Key.Equals("random"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                            random = true;
                        else
                            random = false;
                    }
                    //If there is a "keepShowing" attribute, keep the previous conversation line showing
                    if (entry.Key.Equals("keepShowing"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                            keepShowing = true;
                        else
                            keepShowing = false;
                    }
                    //If there is a "showUserOption" attribute, identify if show the user response at option node
                    if (entry.Key.Equals("showUserOption"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                            showUserOption = true;
                        else
                            showUserOption = false;
                    }

                    //If there is a "showUserOption" attribute, identify if show the user response at option node
                    if (entry.Key.Equals("preListening"))
                    {
                        if (entry.Value.ToString().Equals("yes"))
                            preListening = true;
                        else
                            preListening = false;
                    }

                    //If there is a "x" and "y" attributes with the position where the option node has to be painted,
                    if (entry.Key.Equals("x"))
                    {
                        x = int.Parse(entry.Value.ToString());
                    }

                    if (entry.Key.Equals("y"))
                    {
                        y = int.Parse(entry.Value.ToString());
                    }
                }
                // Create a new OptionNode, and link it to the current node
                ConversationNode nuevoNodoOpcion = new OptionConversationNode(random, keepShowing, showUserOption, preListening, x, y);
                currentNode.addChild(nuevoNodoOpcion);

                // Change the actual node for the option node recently created
                currentNode = nuevoNodoOpcion;
            }

            // If we are about to read an option, change the state of the recognizer, so we can read the line of the
            // option
            else if (qName.Equals("option"))
            {
                state = STATE_WAITING_OPTION;

            }

            // If it is an effect tag, create new effect, new subparser and switch state
            else if (qName.Equals("effect"))
            {
                currentEffects = new Effects();
                effectSubParser = new EffectSubParser(currentEffects, chapter);
                subParsing = SUBPARSING_EFFECT;
            }

            // If there is a go back, link the current node (which will be a DialogueNode) with the last OptionNode
            // stored
            else if (qName.Equals("go-back"))
            {
                currentNode.addChild(pastOptionNodes[pastOptionNodes.Count - 1]);
            }
        }

        // If an effect element is being subparsed, spread the call
        if (subParsing == SUBPARSING_EFFECT)
        {
            effectSubParser.startElement(namespaceURI, sName, qName, attrs);
        }
    }
コード例 #18
0
 public override void addChild(ConversationNode child)
 {
     optionNodes.Add(child);
 }
コード例 #19
0
 public MoveNodeLineTool(ConversationNode parent, int lineIndex, int mode)
 {
     this.parent    = parent;
     this.lineIndex = lineIndex;
     this.mode      = mode;
 }
コード例 #20
0
        /**
         * Recursive function responsible for transforming a node (and its children)
         * into a DOM structure
         *
         * @param currentNode
         *            Node to be transformed
         * @param rootDOMNode
         *            DOM node in which the elements must be attached
         */

        private static void WriteNodeInDom(ConversationNode currentNode, XmlNode rootDOMNode, params IDOMWriterParam[] options)
        {
            // Extract the document
            XmlDocument document = rootDOMNode.OwnerDocument;

            // If the node is a DialogueNode write the lines one after another, and then the child (or the mark if it is no
            // child)
            if (currentNode is DialogueConversationNode)
            {
                // For each line of the node
                for (int i = 0; i < currentNode.getLineCount(); i++)
                {
                    // Create a phrase element, and extract the actual text line
                    XmlElement       phrase;
                    ConversationLine line = currentNode.getLine(i);

                    // If the line belongs to the player, create a "speak-player" element. Otherwise, if it belongs to a
                    // NPC,
                    // create a "speak-char" element, which will have an attribute "idTarget" with the name of the
                    // non-playable character,
                    // if there is no name the attribute won't be written
                    if (line.isPlayerLine())
                    {
                        phrase = document.CreateElement("speak-player");
                    }
                    else
                    {
                        phrase = document.CreateElement("speak-char");
                        if (!line.getName().Equals("NPC"))
                        {
                            phrase.SetAttribute("idTarget", line.getName());
                        }
                    }

                    // Add the line text into the element
                    phrase.InnerText = (line.getText());

                    //If there is audio track, store it as attribute
                    if (line.isValidAudio())
                    {
                        phrase.SetAttribute("uri", line.getAudioPath());
                    }
                    //If there is a synthesizer valid voice, store it as attribute
                    if (line.getSynthesizerVoice())
                    {
                        phrase.SetAttribute("synthesize", "yes");
                    }

                    // Add the element to the DOM root
                    rootDOMNode.AppendChild(phrase);

                    // Create conditions for current effect
                    DOMWriterUtility.DOMWrite(rootDOMNode, line.getConditions(), options);
                }

                // Check if the node is terminal
                if (currentNode.isTerminal())
                {
                    // If it is terminal add a "end-conversation" element
                    XmlElement endConversation = document.CreateElement("end-conversation");

                    // Add the "end-conversation" tag into the root
                    rootDOMNode.AppendChild(endConversation);

                    // If the terminal node has an effect, include it into the DOM
                    if (currentNode.hasEffects())
                    {
                        DOMWriterUtility.DOMWrite(endConversation, currentNode.getEffects(), options);
                    }
                }
                else
                {
                    // If the node isn't terminal, check if it performing a "go-back" (going back to the inmediatly upper
                    // OptionNode)
                    if (TreeConversation.thereIsGoBackTag(currentNode))
                    {
                        // If it is the case, add a "go-back" element
                        rootDOMNode.AppendChild(document.CreateElement("go-back"));
                    }
                    else
                    {
                        // Otherwise, if the node has a child, call the recursive function with the child node, and the same
                        // DOM root node
                        WriteNodeInDom(currentNode.getChild(0), rootDOMNode);
                    }
                }
            }

            // If the node is a OptionNode write a "response" element, and inside it a "option" element with its content
            else if (currentNode is OptionConversationNode)
            {
                // Create the "response" element
                XmlElement response = document.CreateElement("response");
                // Adds a random attribute if "random" is activate in conversation node data
                if (((OptionConversationNode)currentNode).isRandom())
                {
                    response.SetAttribute("random", "yes");
                }
                // For each line of the node (we suppose the number of line equals the number of links, or children nodes)
                for (int i = 0; i < currentNode.getLineCount(); i++)
                {
                    // Create the "option" element
                    XmlElement       optionElement = document.CreateElement("option");
                    ConversationLine line          = currentNode.getLine(i);
                    // Create the actual option (a "speak-player" element) and add its respective text
                    XmlElement lineElement = document.CreateElement("speak-player");
                    lineElement.InnerText = currentNode.getLine(i).getText();

                    //If there is audio track, store it as attribute
                    if (line.isValidAudio())
                    {
                        lineElement.SetAttribute("uri", line.getAudioPath());
                    }
                    //If there is a synthesizer valid voice, store it as attribute
                    if (line.getSynthesizerVoice())
                    {
                        lineElement.SetAttribute("synthesize", "yes");
                    }

                    // Insert the text line in the option node
                    optionElement.AppendChild(lineElement);

                    // Call the recursive function, to write in the "option" node the appropiate elements
                    // Note that the root DOM node is the "option" element
                    WriteNodeInDom(currentNode.getChild(i), optionElement);

                    // Add the "option" element
                    response.AppendChild(optionElement);
                }
                // If the terminal node has an effect, include it into the DOM
                if (currentNode.hasEffects())
                {
                    DOMWriterUtility.DOMWrite(response, currentNode.getEffects(), options);
                }

                // Add the element
                rootDOMNode.AppendChild(response);
            }
        }
コード例 #21
0
 /**
  * Adds a new child to the node, in the last position
  *
  * @param child
  *            Node for insertion
  */
 public abstract void addChild(ConversationNode child);
 public OptionNodeDataControl(ConversationDataControl conversation, ConversationNode conversationNode) : base(conversation, conversationNode)
 {
     this.optionConversationNode = conversationNode as OptionConversationNode;
     this.timeoutConditions      = new ConditionsController(optionConversationNode.TimeoutConditions);
 }
コード例 #23
0
    public override void ParseElement(XmlElement element)
    {
        XmlNodeList
            speakschar = element.SelectNodes("speak-char"),
            speaksplayer = element.SelectNodes("speak-player"),
            responses = element.SelectNodes("response"),
            options = element.SelectNodes("option"),
            effects = element.SelectNodes("effect"),
            gosback = element.SelectNodes("go-back");

        string tmpArgVal;

        // Store the name
        string conversationName = "";

        tmpArgVal = element.GetAttribute("id");
        if (!string.IsNullOrEmpty(tmpArgVal))
        {
            conversationName = tmpArgVal;
        }

        // Create a dialogue node (which will be the root node) and add it to a new tree
        // The content of the tree will be built adding nodes directly to the root
        currentNode = new DialogueConversationNode();
        conversation = new TreeConversation(conversationName, currentNode);
        pastOptionNodes = new List<ConversationNode>();

        foreach (XmlElement el in speakschar)
        {
            // Set default name to "NPC"
            characterName = "NPC";
            audioPath = "";

            // If there is a "idTarget" attribute, store it
            tmpArgVal = el.GetAttribute("idTarget");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                characterName = tmpArgVal;
            }

            // If there is a "uri" attribute, store it as audio path
            tmpArgVal = el.GetAttribute("uri");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                audioPath = tmpArgVal;
            }

            // If there is a "uri" attribute, store it as audio path
            tmpArgVal = el.GetAttribute("synthesize");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                string response = tmpArgVal;
                if (response.Equals("yes"))
                    synthesizerVoice = true;
                else
                    synthesizerVoice = false;
            }

            // Store the read string into the current node, and then delete the string. The trim is performed so we
            // don't
            // have to worry with indentations or leading/trailing spaces
            ConversationLine line = new ConversationLine(characterName, el.InnerText);
            if (audioPath != null && !this.audioPath.Equals(""))
            {
                line.setAudioPath(audioPath);
            }

            if (synthesizerVoice != null)
                line.setSynthesizerVoice(synthesizerVoice);
            currentNode.addLine(line);

        }

        foreach (XmlElement el in speaksplayer)
        {
            audioPath = "";

            // If there is a "uri" attribute, store it as audio path
            tmpArgVal = el.GetAttribute("uri");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                audioPath = tmpArgVal;
            }
            // If there is a "uri" attribute, store it as audio path
            tmpArgVal = el.GetAttribute("synthesize");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                string response = tmpArgVal;
                if (response.Equals("yes"))
                    synthesizerVoice = true;
                else
                    synthesizerVoice = false;
            }

            // Store the read string into the current node, and then delete the string. The trim is performed so we
            // don't have to worry with indentations or leading/trailing spaces
            ConversationLine line = new ConversationLine(ConversationLine.PLAYER, el.InnerText);
            if (audioPath != null && !this.audioPath.Equals(""))
            {
                line.setAudioPath(audioPath);
            }
            if (synthesizerVoice != null)
                line.setSynthesizerVoice(synthesizerVoice);

            currentNode.addLine(line);
        }

        foreach (XmlElement el in responses)
        {

            //If there is a "random" attribute, store is the options will be random
            tmpArgVal = el.GetAttribute("random");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                if (tmpArgVal.Equals("yes"))
                    random = true;
                else
                    random = false;
            }

            //If there is a "keepShowing" attribute, keep the previous conversation line showing
            tmpArgVal = el.GetAttribute("keepShowing");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                if (tmpArgVal.Equals("yes"))
                    keepShowing = true;
                else
                    keepShowing = false;
            }

            //If there is a "showUserOption" attribute, identify if show the user response at option node
            tmpArgVal = el.GetAttribute("showUserOption");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                if (tmpArgVal.Equals("yes"))
                    showUserOption = true;
                else
                    showUserOption = false;
            }

            //If there is a "showUserOption" attribute, identify if show the user response at option node
            tmpArgVal = el.GetAttribute("preListening");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                if (tmpArgVal.Equals("yes"))
                    preListening = true;
                else
                    preListening = false;
            }

            //If there is a "x" and "y" attributes with the position where the option node has to be painted,
            tmpArgVal = el.GetAttribute("preListening");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                if (tmpArgVal.Equals("yes"))
                    preListening = true;
                else
                    preListening = false;
            }

            //If there is a "x" and "y" attributes with the position where the option node has to be painted
            tmpArgVal = el.GetAttribute("x");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                x = int.Parse(tmpArgVal);
            }
            tmpArgVal = el.GetAttribute("y");
            if (!string.IsNullOrEmpty(tmpArgVal))
            {
                y = int.Parse(tmpArgVal);
            }

            // Create a new OptionNode, and link it to the current node
            ConversationNode nuevoNodoOpcion = new OptionConversationNode(random, keepShowing, showUserOption, preListening, x, y);
            currentNode.addChild(nuevoNodoOpcion);

            // Change the actual node for the option node recently created
            currentNode = nuevoNodoOpcion;
        }
        foreach (XmlElement el in options)
        {
            currentNode = pastOptionNodes[pastOptionNodes.Count - 1];
            pastOptionNodes.RemoveAt(pastOptionNodes.Count - 1);
        }
        foreach (XmlElement el in effects)
        {
            currentEffects = new Effects();
            new EffectSubParser_(currentEffects, chapter).ParseElement(el);
            currentNode.setEffects(currentEffects);
        }
        foreach (XmlElement el in gosback)
        {
            currentNode.addChild(pastOptionNodes[pastOptionNodes.Count - 1]);
        }

        chapter.addConversation(new GraphConversation((TreeConversation)conversation));
    }
コード例 #24
0
ファイル: IconRenderer.cs プロジェクト: shaneasd/ConEdit
 public IconRenderer(ConversationNode <ConversationEditor.INodeGui> node, PointF p, Func <Id <LocalizedStringType>, Id <LocalizedText>, string> localizer) :
     base(node, p)
 {
     m_localizer = localizer;
     SetIcon();
 }
コード例 #25
0
    public override ConversationNode removeChild(int index)
    {
        if (index != 0 || nextNode == null)
            throw new System.Exception();

        ConversationNode deletedChild = nextNode;
        nextNode = null;
        terminal = true;
        return deletedChild;
    }
コード例 #26
0
        /**
         * Select the position of the options node (top or bottom)
         *
         * @param selectedNode
         * @param bottomPosition
         *          if true, the option will appear at the bottom, if false, the options will appear at the top
         */
        public void setOptionPositions(ConversationNodeView selectedNode, bool bottomPosition)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            controller.addTool(new OptionsPositionTool(((OptionConversationNode)node), bottomPosition));
        }
コード例 #27
0
    private void parseLines(ConversationNode node, XmlElement lines)
    {
        string tmpArgVal = "";
        currentLinks = new List<int> ();
        bool addline = true;

        foreach (XmlElement ell in lines.ChildNodes) {
            addline = true;
            if (ell.Name == "speak-player") {
                audioPath = "";

                tmpArgVal = ell.GetAttribute ("uri");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    audioPath = tmpArgVal;
                }

                // If there is a "synthesize" attribute, store its value
                tmpArgVal = ell.GetAttribute ("synthesize");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    string response = tmpArgVal;
                    if (response.Equals ("yes"))
                        synthesizerVoice = true;
                    else
                        synthesizerVoice = false;
                }

                // If there is a "keepShowing" attribute, store its value
                tmpArgVal = ell.GetAttribute ("keepShowing");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    string response = tmpArgVal;
                    if (response.Equals ("yes"))
                        keepShowingLine = true;
                    else
                        keepShowingLine = false;
                }

                // Store the read string into the current node, and then delete the string. The trim is performed so we
                // don't have to worry with indentations or leading/trailing spaces
                conversationLine = new ConversationLine (ConversationLine.PLAYER, ell.InnerText);
                if (audioPath != null && !this.audioPath.Equals ("")) {
                    conversationLine.setAudioPath (audioPath);
                }
                if (synthesizerVoice != null)
                    conversationLine.setSynthesizerVoice (synthesizerVoice);

                conversationLine.setKeepShowing (keepShowingLine);
            } else if (ell.Name == "speak-char") {
                // If it is a non-player character line, store the character name and audio path (if present)
                // Set default name to "NPC"
                characterName = "NPC";
                audioPath = "";

                // If there is a "idTarget" attribute, store it
                tmpArgVal = ell.GetAttribute ("idTarget");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    characterName = tmpArgVal;
                }

                tmpArgVal = ell.GetAttribute ("uri");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    audioPath = tmpArgVal;
                }

                // If there is a "synthesize" attribute, store its value
                tmpArgVal = ell.GetAttribute ("synthesize");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    string response = tmpArgVal;
                    if (response.Equals ("yes"))
                        synthesizerVoice = true;
                    else
                        synthesizerVoice = false;
                }

                // If there is a "keepShowing" attribute, store its value
                tmpArgVal = ell.GetAttribute ("keepShowing");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    string response = tmpArgVal;
                    if (response.Equals ("yes"))
                        keepShowingLine = true;
                    else
                        keepShowingLine = false;
                }

                // Store the read string into the current node, and then delete the string. The trim is performed so we
                // don't have to worry with indentations or leading/trailing spaces
                conversationLine = new ConversationLine (characterName, ell.InnerText);
                if (audioPath != null && !this.audioPath.Equals ("")) {
                    conversationLine.setAudioPath (audioPath);
                }
                if (synthesizerVoice != null)
                    conversationLine.setSynthesizerVoice (synthesizerVoice);

                conversationLine.setKeepShowing (keepShowingLine);
            } else if (ell.Name == "condition") {
                addline = false;
                currentConditions = new Conditions ();
                new ConditionSubParser_ (currentConditions, chapter).ParseElement (ell);
                currentNode.getLine (currentNode.getLineCount () - 1).setConditions (currentConditions);
            }else if (ell.Name == "child"){
                addline = false;
                tmpArgVal = ell.GetAttribute("nodeindex");
                if (!string.IsNullOrEmpty(tmpArgVal))
                {
                    // Get the child node index, and store it
                    int childIndex = int.Parse(tmpArgVal);
                    currentLinks.Add(childIndex);
                }
            }else
                addline = false;

            if(addline)
                node.addLine (conversationLine);
        }
    }
コード例 #28
0
        /**
         * Change the show user option in the selected node.
         *
         * @param selectedNode
         *            The node in which will be the actions
         *
         */
        public void setShowUserOptionOptions(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            controller.addTool(new ChangeBooleanValueTool(node, !((OptionConversationNode)node).isShowUserOption(), "isShowUserOption", "setShowUserOption"));
        }
コード例 #29
0
    private void getAllNodes(ConversationNode firstNode, List<ConversationNode> nodes)
    {
        for (int i = -1; i < firstNode.getChildCount(); i++)
        {
            ConversationNode child = null;
            if (i == -1)
                child = firstNode;
            else
                child = firstNode.getChild(i);
            // Check the child is not in the list yet
            bool isInList = false;
            foreach (ConversationNode aNode in nodes)
            {
                if (aNode == child)
                {
                    isInList = true;
                    break;
                }

            }
            if (!isInList)
            {
                nodes.Add(child);
                getAllNodes(child, nodes);
            }
        }
    }
コード例 #30
0
        /**
         * Change the wait user interaction option in the selected node, for dialogue node
         *
         * @param selectedNode
         *            The node in which will be the actions
         *
         */
        public void setKeepShowingDialogueOptions(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            controller.addTool(new ChangeBooleanValueTool(node, !((DialogueConversationNode)node).isKeepShowing(), "isKeepShowing", "setKeepShowing"));
        }
コード例 #31
0
 public PartialRenderer(ConversationNode <ConversationEditor.INodeGui> node, PointF p, Func <Id <LocalizedStringType>, Id <LocalizedText>, string> localizer, Func <IDataSource> datasource) :
     base(node, p, localizer)
 {
     m_datasource = datasource;
 }
コード例 #32
0
        /**
         * Change the pre-hearing option in the selected option node
         *
         * @param selectedNode
         *            The node in which will be the actions
         *
         */
        public void setPreListeningOptions(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            controller.addTool(new ChangeBooleanValueTool(node, !((OptionConversationNode)node).isPreListening(), "isPreListening", "setPreListening"));
        }
コード例 #33
0
 public DeleteNodeLineTool(ConversationNode parent, int lineIndex, List <ConditionsController> node)
 {
     this.parent    = parent;
     this.lineIndex = lineIndex;
     this.node      = node;
 }
コード例 #34
0
        /**
         * Check if in selectedNode is active the random option
         *
         * @param selectedNode
         *            The node in which will it ask
         * @return
         */
        public bool isRandomActivate(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            return(((OptionConversationNode)node).isRandom());
        }
コード例 #35
0
    public void StartConversation()
    {
        // First, load conversation resource
        // Modifies the path to use the path seperator for the current system
        _conversationPath = _conversationPath.Replace(@"/", Path.DirectorySeparatorChar.ToString());
        _conversationPath = _conversationPath.Replace(@"\", Path.DirectorySeparatorChar.ToString());

        TextAsset txt = (TextAsset)Resources.Load(_conversationPath, typeof(TextAsset));

        // Read in the conversation from the JSON file and initialise the node collection
        JSONNode node = JSONNode.Parse(txt.text);
        allNodes = new ConversationNode[ node["AllNodes"].Count ];

        // Build all ConversationNodes and add to allNodes
        foreach(JSONNode n in node["AllNodes"].Childs) {
            // If answeringDelay is undefined, it will default to 0.0
            ConversationNode cNode = new ConversationNode(n["dialogue"], n["responses"].Count, n["answeringDelay"].AsFloat);

            // Set up responses
            int i = 0; // .Childs doesn't have Count/Size field
            foreach(JSONNode response in n["responses"].Childs) {
                cNode.Responses[i] = response["response"];
                cNode.NodeLinks[i] = response["gotoNode"].AsInt;
                i++;
            }

            var silResp = n["silentResponse"];
            if (silResp != null) {
                cNode.SilentResponse = silResp["timer"].AsFloat;
                cNode.SilentGoto     = silResp["gotoNode"].AsInt;
            }

            JSONNode answerAppearanceDelay = n["answeringAppearanceDelay"];
            cNode.AnswerAppearanceDelay = answerAppearanceDelay.AsFloat;

            JSONNode nextNodeDelay = n["nextNodeDelay"];
            cNode.NextNodeDelay = nextNodeDelay.AsFloat;

            // Add to allNodes
            allNodes[ n["index"].AsInt ] = cNode;
        }

        // Then set the conversation as running
        _conversationIsRunning = true;
        lastDialogueTick = Time.time;
        textBubble.gameObject.SetActive(true);
        //SimplePlayer.PLAYER.SwitchState(PlayerState.IN_CONVERSATION);
    }
コード例 #36
0
        /**
         * Check if in selectedNode is active the keep showing the previous conversation line, for option node
         *
         * @param selectedNode
         *            The node in which will it ask
         * @return
         */
        public bool isKeepShowingOptionsNodeActivate(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            return(((OptionConversationNode)node).isKeepShowing());
        }
コード例 #37
0
    public virtual object Clone()
    {
        ConversationNode cn = (ConversationNode)this.MemberwiseClone();

        return(cn);
    }
コード例 #38
0
        /**
         * Check if in selectedNode is active the show user response option
         *
         * @param selectedNode
         *            The node in which will it ask
         * @return
         */
        public bool isShowUserOptionActivate(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            return(((OptionConversationNode)node).isShowUserOption());
        }
コード例 #39
0
 /**
  * Adds a new child to the node, in the specified position
  *
  * @param index
  *            Index for insertion
  * @param child
  *            Node for insertion
  */
 public abstract void addChild(int index, ConversationNode child);
コード例 #40
0
 /**
  * Adds a new child to the node, in the last position
  *
  * @param child
  *            Node for insertion
  */
 public abstract void addChild(ConversationNode child);
コード例 #41
0
    Conversation ParseConversationFile(TextAsset file)
    {
        Conversation conv = new Conversation();
        string t = file.text.Replace("\r", "");
        string[] lines = t.Split('\n');
        ConversationNode node = null;
        bool vars = false;

        for(int i = 0; i < lines.Length; i++){
            if(DEBUG){
                Debug.Log (lines[i]);
            }
            if(lines[i] == ""){
                continue;
            }

            if(lines[i] == "START_VARS"){
                vars = true;
                continue;
            }
            if(lines[i] == "END_VARS"){
                vars = false;
                continue;
            }
            if(lines[i] == "START_NODE"){
                node = new ConversationNode();
                continue;
            }
            if(lines[i] == "END_NODE"){
                conv.AddNode(node);
                continue;
            }
            string[] text = lines[i].Split ('=');
            text[0] = text[0].Replace (" ", "");
            for(int j = 1; j < text.Length; j++){
                if(text[j][0] == ' '){
                    text[j] = text[j].Substring (1);
                }
            }
            if(vars){
                conv.speakers[text[0]] = (Texture2D)Resources.Load ("Portraits/" + text[1]);
            }
            if(text[0] == "conversation_name"){
                conv.name = text[1];
            }
            if(text[0] == "node"){
                node.name = text[1];
            }
            if(text[0] == "type"){
                node.type = text[1];
            }
            if(text[0] == "text_count"){
                node.InitializeTextCount(int.Parse (text[1]));
            }
            if(text[0] == "text"){
                node.AddText (text[1]);
            }
            if(text[0] == "target"){
                node.AddTarget (text[1]);
            }
            if(text[0] == "left"){
                node.left = text[1];
            }
            if(text[0] == "right"){
                node.right = text[1];
            }
            if(text[0] == "speaker"){
                node.AddSpeaker (text[1]);
            }
        }

        return conv;
    }
コード例 #42
0
 public void AddNode(ConversationNode n)
 {
     convNodes.Add(n.name, n);
 }
コード例 #43
0
	public Conversation (ConversationNode head) {
		initFromHeadNode(head);
	}
コード例 #44
0
 public void SwapToNewNode(int i)
 {
     currentNode.ResetNode ();
     currentNode = convNodes[currentNode.targets[i]];
     SetUpNewNode ();
 }
コード例 #45
0
        /**
         * Check if in selectedNode is active the pre-hearing option
         *
         * @param selectedNode
         *            The node in which will it ask
         * @return
         */
        public bool isPreListeningActivate(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            return(((OptionConversationNode)node).isPreListening());
        }
コード例 #46
0
 public override void addChild(int index, ConversationNode child)
 {
     optionNodes.Insert(index, child);
 }
コード例 #47
0
 /**
  * Adds a new child to the node, in the specified position
  *
  * @param index
  *            Index for insertion
  * @param child
  *            Node for insertion
  */
 public abstract void addChild(int index, ConversationNode child);
コード例 #48
0
        /**
         * Check if in selectedNode is active the show user response option, for dialogue node
         *
         * @param selectedNode
         *            The node in which will it ask
         * @return
         */
        public bool isKeepShowingDialogueActivate(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            return(((DialogueConversationNode)node).isKeepShowing());
        }
コード例 #49
0
 public void Initialize()
 {
     currentNode = convNodes["START"];
     SetUpNewNode ();
     speakers["null"] = null;
 }
コード例 #50
0
        public int getEditorY(ConversationNodeView selectedNode)
        {
            ConversationNode node = (ConversationNode)selectedNode;

            return(node.getEditorY());
        }
コード例 #51
0
 public Line(string line, ConversationNode then)
 {
     _line         = line.Replace("\\n", Environment.NewLine);
     FollowingNode = then;
 }
コード例 #52
0
 String GetCollectionItemXmlElementName(ConversationNode complexProperty)
 {
     return(complexProperty.GetXmlElementName());
 }
コード例 #53
0
    public override void ParseElement(XmlElement element)
    {
        XmlNodeList speakschar,
            speaksplayer,
            childs,
            effects,
            conditions;

        XmlNode end_conversation;

        string tmpArgVal;

        // Store the name
        conversationName = "";
        tmpArgVal = element.GetAttribute("id");
        if (!string.IsNullOrEmpty(tmpArgVal))
        {
            conversationName = tmpArgVal;
        }

        graphNodes = new List<ConversationNode>();
        nodeLinks = new List<List<int>>();

        foreach (XmlElement el in element) {
            if (el.Name == "dialogue-node") {
                // Create the node depending of the tag
                editorX = editorY = int.MinValue;

                //If there is a "waitUserInteraction" attribute, store if the lines will wait until user interacts
                tmpArgVal = element.GetAttribute ("keepShowing");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        keepShowingDialogue = true;
                    else
                        keepShowingDialogue = false;
                }

                //If there is a "editor-x" and "editor-y" attributes
                tmpArgVal = element.GetAttribute ("editor-x");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    editorX = Mathf.Max (0, int.Parse (tmpArgVal));
                }

                tmpArgVal = element.GetAttribute ("editor-y");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    editorY = Mathf.Max (0, int.Parse (tmpArgVal));
                }

                currentNode = new DialogueConversationNode (keepShowingDialogue);
                if (editorX > int.MinValue) {
                    currentNode.setEditorX (editorX);
                }
                if (editorY > int.MinValue) {
                    currentNode.setEditorY (editorY);
                }

                // Create a new vector for the links of the current node
                currentLinks = new List<int> ();
                parseLines (currentNode, el);

                end_conversation = el.SelectSingleNode ("end-conversation");
                if (end_conversation != null)
                    effects = end_conversation.SelectNodes ("effect");
                else
                    effects = el.SelectNodes ("effect");

                foreach (XmlElement ell in effects) {
                    currentEffects = new Effects ();
                    new EffectSubParser_ (currentEffects, chapter).ParseElement (ell);
                    currentNode.setEffects (currentEffects);
                }

                // Add the current node to the node list, and the set of children references into the node links
                graphNodes.Add (currentNode);
                nodeLinks.Add (currentLinks);

            } else if (el.Name == "option-node") {

                editorX = editorY = int.MinValue;

                //If there is a "waitUserInteraction" attribute, store if the lines will wait until user interacts
                tmpArgVal = element.GetAttribute ("keepShowing");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        keepShowingDialogue = true;
                    else
                        keepShowingDialogue = false;
                }

                //If there is a "editor-x" and "editor-y" attributes
                tmpArgVal = element.GetAttribute ("editor-x");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    editorX = Mathf.Max (0, int.Parse (tmpArgVal));
                }
                tmpArgVal = element.GetAttribute ("editor-y");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    editorY = Mathf.Max (0, int.Parse (tmpArgVal));
                }

                tmpArgVal = element.GetAttribute ("random");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        random = true;
                    else
                        random = false;
                }

                tmpArgVal = element.GetAttribute ("showUserOption");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        showUserOption = true;
                    else
                        showUserOption = false;
                }

                tmpArgVal = element.GetAttribute ("preListening");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        preListening = true;
                    else
                        preListening = false;
                }

                //If there is a "x" and "y" attributes with the position where the option node has to be painted
                tmpArgVal = element.GetAttribute ("x");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        preListening = true;
                    else
                        preListening = false;
                }
                tmpArgVal = element.GetAttribute ("y");
                if (!string.IsNullOrEmpty (tmpArgVal)) {
                    if (tmpArgVal.Equals ("yes"))
                        preListening = true;
                    else
                        preListening = false;
                }

                currentNode = new OptionConversationNode (random, keepShowing, showUserOption, preListening, x, y);
                if (editorX > int.MinValue) {
                    x = int.Parse (tmpArgVal);
                }
                if (editorY > int.MinValue) {
                    y = int.Parse (tmpArgVal);
                }
                // Create a new vector for the links of the current node
                currentLinks = new List<int> ();
                parseLines (currentNode, el);

                end_conversation = el.SelectSingleNode ("end-conversation");
                if (end_conversation != null)
                    effects = end_conversation.SelectNodes ("effect");
                else
                    effects = el.SelectNodes ("effect");

                foreach (XmlElement ell in effects) {
                    currentEffects = new Effects ();
                    new EffectSubParser_ (currentEffects, chapter).ParseElement (ell);
                    currentNode.setEffects (currentEffects);
                }

                // Add the current node to the node list, and the set of children references into the node links
                graphNodes.Add (currentNode);
                nodeLinks.Add (currentLinks);
            }
        }

        setNodeLinks();
        chapter.addConversation(new GraphConversation(conversationName, graphNodes[0]));
    }
コード例 #54
0
    public override bool doTool()
    {
        bool nodeDeleted = false;

        // Ask for confirmation
        if (!showConfirmation || controller.showStrictConfirmDialog(TC.get("Conversation.OperationDeleteNode"), TC.get("Conversation.ConfirmDeleteNode")))
        {
            // Take the complete node
            ConversationNode node = (ConversationNode)nodeView;

            // If the node was deleted
            if (mode == MODE_TREE)
            {
                if (recursiveDeleteNode(rootNode /*treeConversation.getRootNode( )*/, node))
                {
                    // Set the data as modified
                    nodeDeleted = true;
                }
            }
            else if (mode == MODE_GRAPH)
            {
                // Get the complete node list
                List <ConversationNodeView> nodes = getAllNodes(conversation);

                // For each node
                foreach (ConversationNodeView currentNodeView in nodes)
                {
                    int j = 0;

                    // Search for the node which is being deleted among each node's children
                    while (j < currentNodeView.getChildCount())
                    {
                        // If the current child is the node we want to delete
                        if (currentNodeView.getChildView(j) == nodeView)
                        {
                            // Take the complete current node
                            parentNode = (ConversationNode)currentNodeView;

                            // Delete the child
                            deletedNode = parentNode.removeChild(j);
                            index       = j;

                            // remove the conditions associated to removed node
                            deletedConditions = allConditions[deletedNode];
                            allConditions.Remove((ConversationNode)deletedNode);

                            // If the current node is an option node, delete the line too
                            if (parentNode.getType() == ConversationNodeViewEnum.OPTION)
                            {
                                deletedLine = parentNode.removeLine(j);
                                // delete the associated condition data control
                                deletedCondition = allConditions[parentNode][j];
                                allConditions[parentNode].RemoveAt(j);
                            }

                            // The node has been deleted
                            nodeDeleted = true;
                        }

                        // If it's not, go for the next child
                        else
                        {
                            j++;
                        }
                    }
                }
            }
        }

        return(nodeDeleted);
    }
コード例 #55
0
    void OnGUI()
    {
        if (!isShowingDialogue) return;

        // NAMEPLATE LABEL
        GUI.Label(
            new Rect(
                (isPlayerTalking)?
                    transform.position.x + indentFromLeft
                    :
                    Screen.width - (nameplateWidth + indentFromLeft + 6),
                Screen.height - (nameplateHeight + dialogueHeight), // + dialogueHeight),
                nameplateWidth,
                nameplateHeight
            ), nameplateContent, nameplateStyle
        );

        // DIALOGUE BOX LABEL
        GUI.Label(
            new Rect(
                transform.position.x + indentFromLeft,
                Screen.height - (dialogueHeight),
                dialogueWidth,
                dialogueHeight
            ), dialogueContent, dialogueStyle
        );

        if (answers != null)
        {
            int x = 0;
            foreach(KeyValuePair<string, ConversationNode> kvp in answers)
            {
                if (GUI.Button(
                    new Rect(
                        Screen.width / 2 - nameplateWidth / 2,
                        (nameplateHeight + dialogueHeight) + (x++ * nameplateHeight),
                        nameplateWidth,
                        nameplateHeight
                    ), kvp.Key)
                )
                {
                    currentNode = kvp.Value;
                }
            }
        }

        if (currentNode != null && currentNode.GetType() == typeof(EndNode) && (currentNode as EndNode).isConversationEnding()) {
            if (GUI.Button(
                new Rect(
                    Screen.width / 2 - nameplateWidth / 2,
                        nameplateHeight + dialogueHeight,
                        nameplateWidth,
                        nameplateHeight
                    ), "Let's go home!")
                )
            {
                Application.LoadLevel(0);
            }
        }
    }
コード例 #56
0
 public bool manages(ConversationNode c)
 {
     return(c.GetType() == myNode.GetType());
 }
コード例 #57
0
    //private Sprite talkingSprite;
    void Awake()
    {
        if(Instance != null) {
            Debug.Log("ERROR: Multiple instances of DialogueScript created.");
        }
        Instance = this;
        nameplateContent = "Nameplate";
        dialogueContent = "Dialogue";
        answers = null;

        currentNode = startNode;
        Talk();
        //talkingSprite = null;
    }
コード例 #58
0
 public INodeGui GetRenderer(ConversationNode <INodeGui> n, PointF p, Func <Id <LocalizedStringType>, Id <LocalizedText>, string> localizer, Func <IDataSource> datasource)
 {
     return(new PartialRenderer(n, p, localizer, datasource));
 }
コード例 #59
0
 /* Methods */
 /**
  * Constructor
  *
  * @param conversationType
  *            Type of the conversation
  * @param conversationId
  *            Identifier of the conversation
  * @param root
  *            Root node (start) of the conversation
  */
 protected Conversation(int conversationType, string conversationId, ConversationNode root)
 {
     this.conversationType = conversationType;
     this.conversationId = conversationId;
     this.root = root;
 }
コード例 #60
0
	public void SetNext (ConversationNode node) {
		this.Next = node;
	}