/// <summary> /// Creates a new <see cref="NpcLoader"/> instance. /// </summary> /// <param name="logger">Logger</param> /// <param name="configuration">World server configuration</param> /// <param name="defines">Define loader</param> /// <param name="texts">Text loader</param> /// <param name="dialogs">Dialogs loader</param> /// <param name="shops">Shops loader</param> public NpcLoader(ILogger <NpcLoader> logger, WorldConfiguration configuration, DefineLoader defines, TextLoader texts, DialogLoader dialogs, ShopLoader shops) { this._logger = logger; this._npcData = new Dictionary <string, NpcData>(); this._configuration = configuration; this._defines = defines; this._texts = texts; this._dialogs = dialogs; this._shops = shops; }
void LoadFirstScenario() { DialogLoader loader = new DialogLoader(_speakersList); _choicesList = loader._mca; _dialoguesList = loader._dialogue; OpenDialogue(_dialoguesList[0]); //OpenMCA(_choicesList[0]); //OpenDialogue(FindDialogueWithID("D31")); }
/// <summary> This example shows how to use the DialogLoader manually to have full control over the UI presenter </summary> private async Task UseDialogLoaderManually() { var loader = new DialogLoader <ConfirmCancelDialog>(new ConfirmCancelDialog(caption: "I am a dialog", message: "I can be awaited in the code, the async or coroutine can wait for the user " + "to make a decision (select cancel or confirm) before the code continues!")); GameObject dialogUi = loader.LoadDialogPrefab(new ConfirmCancelDialog.DefaultPresenter(), dialogPrefabName: "Dialogs/DefaultDialog1"); RootCanvas.GetOrAddRootCanvas().gameObject.AddChild(dialogUi); // Add dialog UI in a canvas var waitForUserInputInDialogTask = loader.ShowDialogAsync(); AssertV2.IsFalse(loader.data.dialogWasConfirmed, "Dialog was already confirmed!"); await SimulateConfirmButtonClick(); ConfirmCancelDialog dialog = await waitForUserInputInDialogTask; // Wait until user clicks cancel or confirm AssertV2.IsTrue(dialog.dialogWasConfirmed, "Dialog was not confirmed!"); }
IEnumerator Initialize() { if (Controller != null) { Debug.LogError("Multiple Dialogcontrollers Found"); } Controller = this; Clean(); while (!Character.Loaded) { yield return(null); } DialogLoader.Initialize(Application.streamingAssetsPath); foreach (var v in Character.CharactersByID.Values) { // Debug.Log(v.CharacterID + " " + v.CharacterName); } ChrisTestingDialog(); }
IEnumerator Load(string fileName, Curriculum cur, DialogLoader loadAction) { string path = Path.GetStreamAssetsPath(fileName); WWW www = new WWW(path); yield return(www); if (www.error != null) { Debug.Log(www.error); yield break; } string _result = Encoding.UTF8.GetString(www.bytes); string[] content = _result.Split(new char[] { '\r', '\n' }, System.StringSplitOptions.RemoveEmptyEntries); for (int i = 0; i < content.Length; i++) { cur.dialogs.Add(loadAction(content[i])); } }
void Start() { loader = new DialogLoader(); loader.loadData(); //initDialog("Scene1"); }
void Start() { dialogLoader = new DialogLoader(questXml); LoadMainCharacter(); LoadQuestGivers(); }