} // end of c'tor public static void Update(Camera camera) { // Loop through the list backwards in case we remove one. for (int i = activeBalloons.Count - 1; i >= 0; i--) { ThoughtBalloon balloon = activeBalloons[i]; bool alive = balloon.Update(camera); if (!alive) { // Before removing balloon, let the SaidStringManager know. SaidStringManager.AddEntry(balloon.Thinker as GameActor, balloon.RawText, false); activeBalloons.RemoveAt(i); spareBalloons.Add(balloon); } } // end of loop over list. } // end of ThoughtBalloonManager Update()
/// <summary> /// Creates a thought balloon over a bot. This version is mostly for edit mode /// where you don't want the bot to play its speach sound. Note that this version /// also kills off any previous thought balloons since we only want one bot at a /// time to identify itself. /// </summary> /// <param name="thinker">The bot with the thought.</param> /// <param name="text">What he's thinking.</param> /// <param name="color">Color for balloon outline.</param> /// <param name="editMode">If true, don't play a bot speach sound.</param> /// <returns>True if acted upon, false if ignored.</returns> public static bool CreateThoughtBalloon(GameThing thinker, string text, Vector4 color, bool editMode) { //Debug.Print(text); // Early out if we have nothing to say. if (text == null || text == "") { return(true); } // The thought string may have text substitutions in in (eg <score red>) so // process those first so we can do vaild text string comparisons. string newText = TextHelper.ApplyStringSubstitutions(text, thinker as GameActor); string rawText = text; // Text before substitution. bool substitution = newText != text; text = newText; // If the current bot is already thinking this same thought then just // extend the time for the thought rather than creating a duplicate. // If the bot is already thinking another thought then ignore the new // thought. Always replace the string just in case a substitution // has take place. // Also use this opportunity to kill off thoughts from other bots if // we're in edit mode. for (int i = 0; i < activeBalloons.Count; i++) { ThoughtBalloon balloon = activeBalloons[i]; if (balloon.Thinker == thinker) { // Remove tags. Need to do this _before_ setting the text // on the balloon otherwise the tags can show up on screen. text = TextHelper.RemoveTags(text).Trim(); // If just thinking the same thought again, extend the time. if (balloon.RawText == rawText) { balloon.RestartTime(); balloon.Text = text; // Update the text in case of a substitution, eg a score changed. } // Check for message being sent. If so, don't return yet. if (text.Length > 0) { // Current thought has priority, so don't act on new changes. return(false); } } else { if (editMode) { balloon.Kill(); } } } int count = spareBalloons.Count; if (count > 0) { // Search the existing spares for one that already matches the string. ThoughtBalloon balloon = null; for (int i = 0; i < spareBalloons.Count; i++) { if (spareBalloons[i].Text == text) { // Found a match. balloon = spareBalloons[i]; spareBalloons.RemoveAt(i); break; } } if (InGame.inGame.CurrentUpdateMode == InGame.UpdateMode.RunSim) { SaidStringManager.AddEntry(thinker as GameActor, rawText, true); } string txt = TextHelper.RemoveTags(rawText).Trim(); if (txt == null || txt == string.Empty) { // Must have been just a pure (tag only) message. In that case, // also send it with atBeginning set to false. This lets the // user be a bit sloppy with the triggering. SaidStringManager.AddEntry(thinker as GameActor, rawText, false); return(true); } // If no match found, just grab one. if (balloon == null) { balloon = spareBalloons[0]; spareBalloons.RemoveAt(0); } // Also remove tags for non-raw text. text = TextHelper.RemoveTags(text); balloon.Activate(thinker, text, rawText, color); activeBalloons.Add(balloon); // Call update to set up the balloon for the // rendering of its first frame. balloon.Update(InGame.inGame.shared.camera); if (!editMode) { Foley.PlaySay(thinker); } return(true); } return(false); } // end of CreateThoughtBalloon()