예제 #1
0
        private void Initialize()
        {
            if (ID != UInt32.MaxValue && childId != UInt32.MaxValue)
            {
                // Only get the first dialogue.
                startDialogue = DialogueLine.ConvertRow(TableDatabase.Get.GetRow("dialogues", childId),
                                                        overrideTable ? collection : LocalizationEditorSettings.GetStringTableCollection("Dialogues"));

                var field = TableDatabase.Get.GetField(Name, "data", ID);
                if (field != null)
                {
                    StoryTable.ParseNodeData(this, (JObject)field.Data);
                }
            }

            if (characterID != UInt32.MaxValue)
            {
                TableDatabase          database = TableDatabase.Get;
                Tuple <uint, TableRow> link     = database.FindLink("characters", "name", characterID);
                if (link != null)
                {
                    var field = database.GetField(link.Item2, "name");
                    if (field != null)
                    {
                        characterName = (string)field.Data;
                    }

                    Debug.Log(characterName);
                }
            }
        }
예제 #2
0
            /// <summary>
            /// Grab the next dialogue
            /// nextDialogue = ConvertRow(TableDatabase.Get.GetRow("dialogues", nextDialogueID));
            /// Set the dialogue options associated to the dialogue.
            /// CheckDialogueOptions(nextDialogue);
            /// so input has a connection member that consists of three values
            /// node -> reference to the other node.
            /// output -> reference to the key that consist of the value
            /// so in order to grab the data go to the node
            /// fetch the data
            /// if it is an option take options[$`optionOut-key`] and then the value
            /// if it is a dialogue take data["dialogueId"] -> can be Number.MAX_SAFE_INTEGER
            /// so output has a connection member that consists of three values
            /// node -> reference to the other node.
            /// input -> reference to the key that consist of the value
            /// so in order to grab the data go to the node
            /// fetch the data
            /// if it is an option take options[$`optionOut-key`] and then the value
            /// if it is a dialogue take data["dialogueId"] -> can be Number.MAX_SAFE_INTEGER
            /// </summary>
            /// <param name="currentDialogue"></param>
            /// <param name="story"></param>
            /// <param name="node"></param>
            /// <param name="nodes"></param>
            private static void ParseNextNodeData(StorySO story, IDialogueLine currentDialogue, JObject node, JObject nodes)
            {
                if (node["data"] == null)
                {
                    return;
                }

                var data = node["data"].ToObject <JObject>();

                // check what is inside the node
                if (data != null)
                {
                    // get the outputs
                    var outputs = node["outputs"].ToObject <JObject>();

                    // loop through the outputs
                    // Outputs can be
                    // Dialogue to dialogue
                    // option to dialogue
                    foreach (var outputToken in outputs)
                    {
                        var output      = outputToken.Value.ToObject <JObject>();
                        var connections = output["connections"].ToArray();
                        var emptyObj    = new JObject();

                        string  nodeId;
                        JObject otherNode;
                        JObject otherData;
                        if (outputToken.Key.Contains("Exec") && connections.Length > 0)
                        {
                            foreach (var con in connections)
                            {
                                // grab the other node id.
                                nodeId = con["node"]?.ToObject <int>().ToString() ?? String.Empty;
                                // grab the other node object.
                                otherNode = nodeId != String.Empty ? nodes[nodeId].Value <JObject>() : emptyObj;
                                // grab the data from the other node.
                                otherData = otherNode["data"]?.ToObject <JObject>() ?? emptyObj;

                                if (currentDialogue != null)
                                {
                                    // fetch the event name
                                    var eventId   = otherData["eventId"]?.ToObject <uint>() ?? UInt32.MaxValue;
                                    var eventName = "";
                                    if (eventId != UInt32.MaxValue)
                                    {
                                        var row = TableDatabase.Get.GetRow("events", eventId);

                                        // validate the data
                                        if (row.Fields.Count > 0)
                                        {
                                            var field = row.Find("name");
                                            if (field != null)
                                            {
                                                eventName = (string)field.Data;
                                            }
                                        }
                                        // fetch the parameters
                                        //  TODO mark event value as dynamic to support multiple parameters
                                        JObject events = otherData["events"]?.ToObject <JObject>() ?? emptyObj;
                                        foreach (var @event in events)
                                        {
                                            // int value = @event.Value["value"]["value"].ToObject<int>();
                                            currentDialogue.DialogueEvent = new DialogueEventSO(eventName, story);
                                        }
                                    }
                                }
                            }
                        }

                        // see if we have a connection
                        // if (connections.Length == 0)
                        // continue;

                        // See if we are dealing with an option
                        bool containsOption = outputToken.Key.Contains("option");

                        var connection = connections.Length > 0 ? connections[0] : emptyObj;
                        // grab the other node id.
                        nodeId = connection["node"]?.ToObject <int>().ToString() ?? String.Empty;
                        // grab the other node object.
                        otherNode = nodeId != String.Empty ? nodes[nodeId].Value <JObject>() : emptyObj;
                        // grab the data from the other node.
                        otherData = otherNode["data"]?.ToObject <JObject>() ?? emptyObj;

                        if (currentDialogue != null)
                        {
                            // Fetch the other dialogueId
                            var nextId = otherData["dialogueId"]?.ToObject <uint>() ?? UInt32.MaxValue;

                            // if this node does not consist of any choices
                            // go this way
                            if (!containsOption)
                            {
                                // validate the data
                                currentDialogue.NextDialogue = nextId != UInt32.MaxValue ?
                                                               DialogueLine.ConvertRow(TableDatabase.Get.GetRow("dialogues", nextId),
                                                                                       story.overrideTable ? story.collection : LocalizationEditorSettings.GetStringTableCollection("Dialogues"))
                                                                        : null;

                                // Debug.Log(" Next: " + currentDialogue.NextDialogue);

                                // now we have the next id check if we have a node that comes after.
                                ParseNextNodeData(story, currentDialogue.NextDialogue, otherNode, nodes);
                            }
                            else
                            {
                                // grab the choice id from the current node.
                                var optionId = data["options"][outputToken.Key]["value"].ToObject <uint>();

                                // Grab the choice
                                DialogueChoiceSO choice = DialogueChoiceSO.ConvertRow(TableDatabase.Get.GetRow("dialogueOptions", optionId),
                                                                                      story.overrideDialogueOptionsTable ? story.dialogueOptionsCollection : LocalizationEditorSettings.GetStringTableCollection("DialogueOptions")
                                                                                      );

                                // find the next dialogue of this choice.
                                choice.NextDialogue = nextId != UInt32.MaxValue ?
                                                      DialogueLine.ConvertRow(TableDatabase.Get.GetRow("dialogues", nextId),
                                                                              story.overrideTable ? story.collection : LocalizationEditorSettings.GetStringTableCollection("Dialogues"))
                                                                        : null;

                                // Debug.Log(" Choice: " + choice);

                                // add the choices to the currentDialogue
                                currentDialogue.Choices.Add(choice);

                                // Set the nextDialogue to null because we are dealing with a choice
                                currentDialogue.NextDialogue = null;

                                // Find the next dialogue for the choice
                                ParseNextNodeData(story, choice.NextDialogue, otherNode, nodes);
                            }
                        }
                    }
                }
            }