/// <summary> /// Updates this Response. /// </summary> public virtual void Update(DialogueScreen screen, bool isSelected, GameTime gameTime) { // When the menu selection changes, entries gradually fade between // their selected and deselected appearance, rather than instantly // popping to the new state. float fadeSpeed = (float)gameTime.ElapsedGameTime.TotalSeconds * 4; if (isSelected) selectionFade = Math.Min(selectionFade + fadeSpeed, 1); else selectionFade = Math.Max(selectionFade - fadeSpeed, 0); }
/// <summary> /// Queries how wide the response is, used for centering on the screen. /// </summary> public virtual int GetWidth(DialogueScreen screen) { return (int)screen.ScreenManager.Font.MeasureString(Text).X; }
/// <summary> /// Draws this Response. This can be overridden to customize the appearance. /// </summary> public virtual void Draw(DialogueScreen screen, bool isSelected, GameTime gameTime) { // Draw the selected entry in yellow, otherwise white. Color color = isSelected ? Color.Yellow : Color.White; String displayText = isSelected ? selectedText : text; // Pulsate the size of the selected menu entry. double time = gameTime.TotalGameTime.TotalSeconds; // float pulsate = (float)Math.Sin(time * 6) + 1; float scale = 1; // +pulsate * 0.05f * selectionFade; // Modify the alpha to fade text out during transitions. color *= screen.TransitionAlpha; // Draw text, centered on the middle of each line. ScreenManager screenManager = screen.ScreenManager; SpriteBatch spriteBatch = screenManager.SpriteBatch; SpriteFont font = screenManager.Font; Vector2 origin = new Vector2(0, font.LineSpacing / 2); spriteBatch.DrawString(font, displayText, position, color, 0, origin, scale, SpriteEffects.None, 0); }
/// <summary> /// Queries how much space this response requires. /// </summary> public virtual int GetHeight(DialogueScreen screen) { return screen.ScreenManager.Font.LineSpacing; }
/// <summary> /// Static method for creating a DialogueScreen from the gameplay screen. /// </summary> /// <param name="id">The GUID of the <see cref="NPCPrompt"/>NPCPrompt</see> in the database.</param> /// <returns>A new instance of a DialogueScreen</returns> public static DialogueScreen InitializeDialogueBox(Guid id) { DialogueScreen openingPrompt = new DialogueScreen(id); if (openingPrompt.Prompt.ResponseRequired) { openingPrompt.Responses = EngineGame.Instance.Database.FindResponses(id); openingPrompt.AttachResponseEvents(); } else { openingPrompt.Prompt.IncludeUsageText(); } foreach (IDialogueAction action in openingPrompt.Prompt.PromptActions) { action.ExecuteAction(); } return openingPrompt; }