/// <summary> /// When loading a game, load the dialogue entry records and resume the conversation. /// </summary> public virtual void OnApplyPersistentData() { if (DontLoadInThisScene()) { Debug.Log("OnApplyPersistentData Dont Load in this scene: " + SceneManager.GetActiveScene().buildIndex); } if (DontLoadInThisScene()) { return; } records.Clear(); if (!DialogueLua.DoesVariableExist(currentDialogueEntryRecords)) { return; } StopAllCoroutines(); // Load dialogue entry records: var s = DialogueLua.GetVariable(currentDialogueEntryRecords).AsString; if (Debug.isDebugBuild) { Debug.Log("TextlineDialogueUI.OnApplyPersistentData: Restoring current conversation from " + currentDialogueEntryRecords + ": " + s); } var ints = s.Split(';'); var numRecords = Tools.StringToInt(ints[0]); for (int i = 0; i < numRecords; i++) { var conversationID = Tools.StringToInt(ints[1 + i * 2]); var entryID = Tools.StringToInt(ints[2 + i * 2]); records.Add(new DialogueEntryRecord(conversationID, entryID)); } // If we have records, resume the conversation: if (records.Count == 0) { return; } var lastRecord = records[records.Count - 1]; if (lastRecord.conversationID >= 0 && lastRecord.entryID > 0) { UnityEngine.UI.Button lastContinueButton = null; try { // Resume conversation: //if (dontRepeatLastSequence) isLoadingGame = true; isLoadingGame = true; var conversation = DialogueManager.MasterDatabase.GetConversation(lastRecord.conversationID); var actorName = DialogueLua.GetVariable(currentConversationActor).AsString; var conversantName = DialogueLua.GetVariable(currentConversationConversant).AsString; var actor = GameObject.Find(actorName); var conversant = GameObject.Find(conversantName); var actorTransform = (actor != null) ? actor.transform : null; var conversantTransform = (conversant != null) ? conversant.transform : null; if (Debug.isDebugBuild) { Debug.Log("Resuming '" + conversation.Title + "' at entry " + lastRecord.entryID); } DialogueManager.StopConversation(); var lastEntry = DialogueManager.MasterDatabase.GetDialogueEntry(lastRecord.conversationID, lastRecord.entryID); var originalSequence = lastEntry.Sequence; // Handle last entry's sequence differently if end entry. npcPreDelaySettings.CopyTo(npcPreDelaySettingsCopy); pcPreDelaySettings.CopyTo(pcPreDelaySettingsCopy); npcPreDelaySettings.basedOnTextLength = false; npcPreDelaySettings.additionalSeconds = 0; pcPreDelaySettings.basedOnTextLength = false; pcPreDelaySettings.additionalSeconds = 0; var isEndEntry = lastEntry.Sequence.Contains("WaitForMessage(Forever)") || lastEntry.outgoingLinks.Count == 0; if (isEndEntry) { if (!lastEntry.Sequence.Contains("WaitForMessage(Forever)")) { lastEntry.Sequence = "WaitForMessage(Forever); " + lastEntry.Sequence; } } else if (dontRepeatLastSequence) { lastEntry.Sequence = "None()"; } else { lastEntry.Sequence = "Delay(0.1)"; } skipNextRecord = true; isInPreDelay = false; DialogueManager.StartConversation(conversation.Title, actorTransform, conversantTransform, lastRecord.entryID); lastContinueButton = continueButton; lastEntry.Sequence = originalSequence; npcPreDelaySettingsCopy.CopyTo(npcPreDelaySettings); pcPreDelaySettingsCopy.CopyTo(pcPreDelaySettings); // Populate UI with previous records: var lastInstance = (instantiatedMessages.Count > 0) ? instantiatedMessages[instantiatedMessages.Count - 1] : null; instantiatedMessages.Remove(lastInstance); DestroyInstantiatedMessages(); for (int i = 0; i < records.Count - 1; i++) { var entry = DialogueManager.MasterDatabase.GetDialogueEntry(records[i].conversationID, records[i].entryID); var speakerInfo = DialogueManager.ConversationModel.GetCharacterInfo(entry.ActorID); var listenerInfo = DialogueManager.ConversationModel.GetCharacterInfo(entry.ConversantID); var formattedText = FormattedText.Parse(entry.currentDialogueText, DialogueManager.MasterDatabase.emphasisSettings); var subtitle = new Subtitle(speakerInfo, listenerInfo, null, formattedText, "None()", entry.ResponseMenuSequence, entry); AddMessage(subtitle); } if (lastInstance != null) { instantiatedMessages.Add(lastInstance); lastInstance.transform.SetAsLastSibling(); } } finally { isLoadingGame = false; scrollRect.verticalNormalizedPosition = 0; continueButton = lastContinueButton; if (shouldShowContinueButton && lastContinueButton != null) { lastContinueButton.gameObject.SetActive(true); } } } ScrollToBottom(); }