// NOTE: This function is called at runtime and edit time.  Keep that in mind when setting the values of properties.
        public override void ProcessFrame(Playable playable, FrameData info, object playerData)
        {
            GameObject trackBinding = playerData as GameObject;

            Transform actorTransform = (trackBinding != null) ? trackBinding.transform : null;

            int inputCount = playable.GetInputCount();

            for (int i = 0; i < inputCount; i++)
            {
                float inputWeight = playable.GetInputWeight(i);
                if (inputWeight > 0.001f && !played.Contains(i))
                {
                    played.Add(i);
                    ScriptPlayable <StartConversationBehaviour> inputPlayable = (ScriptPlayable <StartConversationBehaviour>)playable.GetInput(i);
                    StartConversationBehaviour input = inputPlayable.GetBehaviour();
                    if (Application.isPlaying)
                    {
                        if (input.jumpToSpecificEntry && input.entryID > 0)
                        {
                            DialogueManager.StartConversation(input.conversation, actorTransform, input.conversant, input.entryID);
                        }
                        else
                        {
                            DialogueManager.StartConversation(input.conversation, actorTransform, input.conversant);
                        }
                    }
                    else
                    {
                        var message = "Conversation (" + DialogueActor.GetActorName(actorTransform) + "->" + DialogueActor.GetActorName(input.conversant) + "): [" + input.conversation + "] '" + input.GetEditorDialogueText() + "' (may vary)";
                        PreviewUI.ShowMessage(message, 2, 0);
                    }
                }
                else if (inputWeight <= 0.001f && played.Contains(i))
                {
                    played.Remove(i);
                }
            }
        }
 /// <summary>
 /// Shows the panel at the start of the conversation; called if it's configured to be visible at the start.
 /// </summary>
 /// <param name="portraitSprite">The image of the first actor who will use this panel.</param>
 /// <param name="portraitName">The name of the first actor who will use this panel.</param>
 /// <param name="dialogueActor">The actor's DialogueActor component, or null if none.</param>
 public virtual void OpenOnStartConversation(Sprite portraitSprite, string portraitName, DialogueActor dialogueActor)
 {
     Open();
     SetUIElementsActive(true);
     Tools.SetGameObjectActive(this.portraitImage, portraitSprite != null);
     if (this.portraitImage != null)
     {
         this.portraitImage.sprite = portraitSprite;
     }
     if (this.portraitName != null)
     {
         this.portraitName.text = portraitName;
     }
     if (subtitleText.text != null)
     {
         subtitleText.text = string.Empty;
     }
     CheckDialogueActorAnimator(dialogueActor);
 }
Exemplo n.º 3
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        /// <summary>
        /// Attempts to make a character bark. This is a coroutine; you must start it using
        /// StartCoroutine() or Unity will hang. Shows a specific subtitle and plays the sequence,
        /// but does not send OnBarkStart/OnBarkEnd messages to the participants.
        /// </summary>
        /// <param name='subtitle'>
        /// Subtitle to bark.
        /// </param>
        /// <param name='skipSequence'>
        /// If `true`, don't play the sequence associated with the subtitle.
        /// </param>
        public static IEnumerator Bark(Subtitle subtitle, bool skipSequence = false)
        {
            if (CheckDontBarkDuringConversation())
            {
                yield break;
            }
            if ((subtitle == null) || (subtitle.speakerInfo == null))
            {
                yield break;
            }
            Transform speaker  = subtitle.speakerInfo.transform;
            Transform listener = (subtitle.listenerInfo != null) ? subtitle.listenerInfo.transform : null;
            var       priority = GetEntryBarkPriority(subtitle.dialogueEntry);

            if (priority < GetSpeakerCurrentBarkPriority(speaker))
            {
                if (DialogueDebug.logInfo)
                {
                    Debug.Log(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' currently barking a higher priority bark", new System.Object[] { DialogueDebug.Prefix, speaker, listener, subtitle.formattedText.text }), speaker);
                }
                yield break;
            }
            SetSpeakerCurrentBarkPriority(speaker, priority);
            InformParticipants(DialogueSystemMessages.OnBarkStart, speaker, listener);
            InformParticipantsLine(DialogueSystemMessages.OnBarkLine, speaker, subtitle);
            IBarkUI barkUI = DialogueActor.GetBarkUI(speaker); // speaker.GetComponentInChildren(typeof(IBarkUI)) as IBarkUI;

            if ((barkUI == null) && DialogueDebug.logWarnings)
            {
                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' speaker has no bark UI", new System.Object[] { DialogueDebug.Prefix, speaker, listener, subtitle.formattedText.text }), speaker);
            }
            if (((barkUI == null) || !(barkUI as MonoBehaviour).enabled) && DialogueDebug.logWarnings)
            {
                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' bark UI is null or disabled", new System.Object[] { DialogueDebug.Prefix, speaker, listener, subtitle.formattedText.text }), speaker);
            }

            // Show the bark subtitle:
            if ((barkUI != null) && (barkUI as MonoBehaviour).enabled)
            {
                barkUI.Bark(subtitle);
            }

            // Start the sequence:
            Sequencer sequencer = null;

            if (!(skipSequence || string.IsNullOrEmpty(subtitle.sequence)))
            {
                sequencer = DialogueManager.PlaySequence(subtitle.sequence, speaker, listener, false, false, subtitle.entrytag);
            }
            LastSequencer = sequencer;

            // Wait until the sequence and subtitle are done:
            while (((sequencer != null) && sequencer.isPlaying) || ((barkUI != null) && barkUI.isPlaying))
            {
                yield return(null);
            }
            if (sequencer != null)
            {
                GameObject.Destroy(sequencer);
            }
            InformParticipants(DialogueSystemMessages.OnBarkEnd, speaker, listener);
            SetSpeakerCurrentBarkPriority(speaker, 0);
        }
Exemplo n.º 4
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 protected virtual string GetBarkerName()
 {
     return(DialogueActor.GetActorName(GetBarker((barkSource == BarkSource.Conversation) ? barkConversation : null)));
 }
Exemplo n.º 5
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 /// <summary>
 /// Changes a dialogue actor's subtitle panel for the currently active conversation.
 /// </summary>
 public virtual void SetActorSubtitlePanelNumber(DialogueActor dialogueActor, SubtitlePanelNumber subtitlePanelNumber)
 {
     conversationUIElements.standardSubtitleControls.SetActorSubtitlePanelNumber(dialogueActor, subtitlePanelNumber);
 }
Exemplo n.º 6
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        /// <summary>
        /// Attempts to make a character bark. This is a coroutine; you must start it using
        /// StartCoroutine() or Unity will hang. Shows a line from the named conversation, plays
        /// the sequence, and sends OnBarkStart/OnBarkEnd messages to the participants.
        /// </summary>
        /// <param name='conversationTitle'>
        /// Title of conversation to pull bark lines from.
        /// </param>
        /// <param name='speaker'>
        /// Speaker performing the bark.
        /// </param>
        /// <param name='listener'>
        /// Listener that the bark is directed to; may be <c>null</c>.
        /// </param>
        /// <param name='barkHistory'>
        /// Bark history used to keep track of the most recent bark so this method can iterate
        /// through them in a specified order.
        /// </param>
        /// <param name='database'>
        /// The dialogue database to use. If <c>null</c>, uses DialogueManager.MasterDatabase.
        /// </param>
        public static IEnumerator Bark(string conversationTitle, Transform speaker, Transform listener, BarkHistory barkHistory, DialogueDatabase database = null, bool stopAtFirstValid = false)
        {
            if (CheckDontBarkDuringConversation())
            {
                yield break;
            }
            bool barked = false;

            if (string.IsNullOrEmpty(conversationTitle) && DialogueDebug.logWarnings)
            {
                Debug.Log(string.Format("{0}: Bark (speaker={1}, listener={2}): conversation title is blank", new System.Object[] { DialogueDebug.Prefix, speaker, listener }), speaker);
            }
            if (speaker == null)
            {
                speaker = DialogueManager.instance.FindActorTransformFromConversation(conversationTitle, "Actor");
            }
            if ((speaker == null) && DialogueDebug.logWarnings)
            {
                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' speaker is null", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }));
            }
            if (string.IsNullOrEmpty(conversationTitle) || (speaker == null))
            {
                yield break;
            }
            IBarkUI barkUI = DialogueActor.GetBarkUI(speaker); //speaker.GetComponentInChildren(typeof(IBarkUI)) as IBarkUI;

            if ((barkUI == null) && DialogueDebug.logWarnings)
            {
                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' speaker has no bark UI", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }), speaker);
            }
            var firstValid = stopAtFirstValid || ((barkHistory == null) ? false : barkHistory.order == (BarkOrder.FirstValid));
            ConversationModel conversationModel = new ConversationModel(database ?? DialogueManager.masterDatabase, conversationTitle, speaker, listener, DialogueManager.allowLuaExceptions, DialogueManager.isDialogueEntryValid, -1, firstValid);
            ConversationState firstState        = conversationModel.firstState;

            if ((firstState == null) && DialogueDebug.logWarnings)
            {
                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' has no START entry", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }), speaker);
            }
            if ((firstState != null) && !firstState.hasAnyResponses && DialogueDebug.logWarnings)
            {
                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' has no valid bark at this time", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }), speaker);
            }
            if ((firstState != null) && firstState.hasAnyResponses)
            {
                try
                {
                    Response[]    responses = firstState.hasNPCResponse ? firstState.npcResponses : firstState.pcResponses;
                    int           index     = (barkHistory ?? new BarkHistory(BarkOrder.Random)).GetNextIndex(responses.Length);
                    DialogueEntry barkEntry = responses[index].destinationEntry;
                    if ((barkEntry == null) && DialogueDebug.logWarnings)
                    {
                        Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' bark entry is null", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }), speaker);
                    }
                    if (barkEntry != null)
                    {
                        var priority = GetEntryBarkPriority(barkEntry);
                        if (priority < GetSpeakerCurrentBarkPriority(speaker))
                        {
                            if (DialogueDebug.logInfo)
                            {
                                Debug.Log(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' currently barking a higher priority bark", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }), speaker);
                            }
                            yield break;
                        }
                        SetSpeakerCurrentBarkPriority(speaker, priority);
                        barked = true;
                        InformParticipants(DialogueSystemMessages.OnBarkStart, speaker, listener);
                        ConversationState barkState = conversationModel.GetState(barkEntry, false);
                        if (barkState == null)
                        {
                            if (DialogueDebug.logWarnings)
                            {
                                Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' can't find a valid dialogue entry", new System.Object[] { DialogueDebug.Prefix, speaker, listener, conversationTitle }), speaker);
                            }
                            yield break;
                        }
                        if (firstState.hasNPCResponse)
                        {
                            CharacterInfo tempInfo = barkState.subtitle.speakerInfo;
                            barkState.subtitle.speakerInfo  = barkState.subtitle.listenerInfo;
                            barkState.subtitle.listenerInfo = tempInfo;
                        }
                        if (DialogueDebug.logInfo)
                        {
                            Debug.Log(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}'", new System.Object[] { DialogueDebug.Prefix, speaker, listener, barkState.subtitle.formattedText.text }), speaker);
                        }
                        InformParticipantsLine(DialogueSystemMessages.OnBarkLine, speaker, barkState.subtitle);

                        // Show the bark subtitle:
                        if (((barkUI == null) || !(barkUI as MonoBehaviour).enabled) && DialogueDebug.logWarnings)
                        {
                            Debug.LogWarning(string.Format("{0}: Bark (speaker={1}, listener={2}): '{3}' bark UI is null or disabled", new System.Object[] { DialogueDebug.Prefix, speaker, listener, barkState.subtitle.formattedText.text }), speaker);
                        }
                        if ((barkUI != null) && (barkUI as MonoBehaviour).enabled)
                        {
                            barkUI.Bark(barkState.subtitle);
                        }

                        // Start the sequence:
                        var sequencer = PlayBarkSequence(barkState.subtitle, speaker, listener);
                        LastSequencer = sequencer;

                        // Wait until the sequence and subtitle are done:
                        while (((sequencer != null) && sequencer.isPlaying) || ((barkUI != null) && barkUI.isPlaying))
                        {
                            yield return(null);
                        }
                        if (sequencer != null)
                        {
                            GameObject.Destroy(sequencer);
                        }
                    }
                }
                finally
                {
                    if (barked)
                    {
                        InformParticipants(DialogueSystemMessages.OnBarkEnd, speaker, listener);
                        SetSpeakerCurrentBarkPriority(speaker, 0);
                    }
                }
            }
        }
Exemplo n.º 7
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 private StandardUISubtitlePanel GetActorTransformPanel(Transform speakerTransform, StandardUISubtitlePanel defaultPanel, out DialogueActor dialogueActor)
 {
     dialogueActor = null;
     if (speakerTransform == null)
     {
         return(defaultPanel);
     }
     if (m_dialogueActorCache.ContainsKey(speakerTransform))
     {
         dialogueActor = m_dialogueActorCache[speakerTransform];
     }
     else
     {
         dialogueActor = DialogueActor.GetDialogueActorComponent(speakerTransform);
         m_dialogueActorCache.Add(speakerTransform, dialogueActor);
     }
     if (m_actorPanelCache.ContainsKey(speakerTransform))
     {
         return(m_actorPanelCache[speakerTransform]);
     }
     if (m_useBarkUIs.Contains(speakerTransform))
     {
         return(null);
     }
     if (DialogueActorUsesBarkUI(dialogueActor))
     {
         m_useBarkUIs.Add(speakerTransform);
         return(null);
     }
     else
     {
         var panel = GetDialogueActorPanel(dialogueActor);
         if (panel == null)
         {
             panel = defaultPanel;
         }
         m_actorPanelCache.Add(speakerTransform, panel);
         return(panel);
     }
 }
Exemplo n.º 8
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 private bool DialogueActorUsesBarkUI(DialogueActor dialogueActor)
 {
     return(dialogueActor != null && dialogueActor.GetSubtitlePanelNumber() == SubtitlePanelNumber.UseBarkUI);
 }
        public virtual StandardUIMenuPanel GetPanel(Subtitle lastSubtitle, Response[] responses)
        {
            // Find player's transform & DialogueActor:
            var playerTransform = (lastSubtitle != null && lastSubtitle.speakerInfo.isPlayer) ? lastSubtitle.speakerInfo.transform
                : (responses != null && responses.Length > 0) ? GetActorTransformFromID(responses[0].destinationEntry.ActorID)
                : (lastSubtitle != null && lastSubtitle.listenerInfo.isPlayer) ? lastSubtitle.listenerInfo.transform
                : DialogueManager.currentActor;

            if (playerTransform == null)
            {
                playerTransform = DialogueManager.currentActor;
            }

            var playerDialogueActor = DialogueActor.GetDialogueActorComponent(playerTransform);

            // Check NPC for non-default menu panel:
            var playerUsesDefaultMenuPanel = playerDialogueActor != null && playerDialogueActor.standardDialogueUISettings.menuPanelNumber == MenuPanelNumber.Default;
            var npcTransform = (lastSubtitle != null && lastSubtitle.speakerInfo.isNPC) ? lastSubtitle.speakerInfo.transform
                : (lastSubtitle != null) ? lastSubtitle.listenerInfo.transform : DialogueManager.currentConversant;

            if (npcTransform == null)
            {
                npcTransform = DialogueManager.currentConversant;
            }
            if (playerUsesDefaultMenuPanel && npcTransform != null && m_actorPanelCache.ContainsKey(npcTransform))
            {
                // We've already cached a menu panel to use when responding to this NPC, so return it:
                return(m_actorPanelCache[npcTransform]);
            }
            var npcDialogueActor = DialogueActor.GetDialogueActorComponent(npcTransform);

            if (npcDialogueActor != null &&
                (npcDialogueActor.standardDialogueUISettings.useMenuPanelFor == DialogueActor.UseMenuPanelFor.MeAndResponsesToMe ||
                 (npcDialogueActor.standardDialogueUISettings.menuPanelNumber != MenuPanelNumber.Default &&
                  playerUsesDefaultMenuPanel)))
            {
                // NPC's DialogueActor specifies a menu panel to use when responding to it, so cache and return it:
                var npcMenuPanel = GetDialogueActorPanel(npcDialogueActor);
                if (npcMenuPanel != null)
                {
                    m_actorPanelCache[npcTransform] = npcMenuPanel;
                    return(npcMenuPanel);
                }
            }

            if (playerTransform != null)
            {
                // If NPC doesn't specify a menu panel, check for an override by player's transform:
                if (m_actorPanelCache.ContainsKey(playerTransform))
                {
                    return(m_actorPanelCache[playerTransform]);
                }
            }
            else
            {
                // If no player transform, check for an override by player actor ID:
                var playerID = (lastSubtitle != null && lastSubtitle.speakerInfo.isPlayer) ? lastSubtitle.speakerInfo.id
                    : (responses != null && responses.Length > 0) ? responses[0].destinationEntry.ActorID : -1;
                if (m_actorIdPanelCache.ContainsKey(playerID))
                {
                    return(m_actorIdPanelCache[playerID]);
                }
            }

            // Otherwise use player's menu panel:
            var panel = GetDialogueActorPanel(playerDialogueActor);

            if (panel == null)
            {
                panel = m_defaultPanel;
            }
            if (playerTransform != null)
            {
                m_actorPanelCache.Add(playerTransform, panel);
            }
            return(panel);
        }
Exemplo n.º 10
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 public virtual void OpenOnStartConversation(Texture2D portraitTexture, string portraitName, DialogueActor dialogueActor)
 {
     OpenOnStartConversation(UITools.CreateSprite(portraitTexture), portraitName, dialogueActor);
 }
        protected virtual StandardUIMenuPanel GetPanel(Subtitle lastSubtitle, Response[] responses)
        {
            // Find player's DialogueActor:
            var playerTransform = (lastSubtitle != null && lastSubtitle.speakerInfo.isPlayer) ? lastSubtitle.speakerInfo.transform
                : (responses != null && responses.Length > 0) ? GetActorTransformFromID(responses[0].destinationEntry.ActorID)
                : DialogueManager.currentActor;

            if (playerTransform == null)
            {
                playerTransform = DialogueManager.currentActor;
            }

            if (playerTransform == null)
            {
                var actorId = (lastSubtitle != null && lastSubtitle.speakerInfo.isPlayer) ? lastSubtitle.speakerInfo.id : -1;
                if (m_actorIdPanelCache.ContainsKey(actorId))
                {
                    return(m_actorIdPanelCache[actorId]);
                }
                else
                {
                    return(m_defaultPanel);
                }
            }
            if (m_actorPanelCache.ContainsKey(playerTransform))
            {
                return(m_actorPanelCache[playerTransform]);
            }
            var dialogueActor = DialogueActor.GetDialogueActorComponent(playerTransform);

            // Check NPC for non-default menu panel:
            var playerUsesDefaultMenuPanel = dialogueActor == null || dialogueActor.standardDialogueUISettings.menuPanelNumber == MenuPanelNumber.Default;
            var otherTransform             = (lastSubtitle != null && lastSubtitle.speakerInfo.isNPC) ? lastSubtitle.speakerInfo.transform : DialogueManager.currentConversant;

            if (playerUsesDefaultMenuPanel && otherTransform != null && m_actorPanelCache.ContainsKey(otherTransform))
            {
                return(m_actorPanelCache[otherTransform]);
            }
            var otherDialogueActor = DialogueActor.GetDialogueActorComponent(otherTransform);

            if (otherDialogueActor != null &&
                (otherDialogueActor.standardDialogueUISettings.useMenuPanelFor == DialogueActor.UseMenuPanelFor.MeAndResponsesToMe ||
                 (otherDialogueActor.standardDialogueUISettings.menuPanelNumber != MenuPanelNumber.Default && playerUsesDefaultMenuPanel)))
            {
                if (otherTransform != null && m_actorPanelCache.ContainsKey(otherTransform))
                {
                    return(m_actorPanelCache[otherTransform]);
                }
                var otherPanel = GetDialogueActorPanel(otherDialogueActor);
                if (otherPanel != null)
                {
                    return(otherPanel);
                }
            }

            // Otherwise use player's menu panel:
            var panel = GetDialogueActorPanel(dialogueActor);

            if (panel == null)
            {
                panel = m_defaultPanel;
            }
            m_actorPanelCache.Add(playerTransform, panel);
            return(panel);
        }
 /// <summary>
 /// Shows the panel at the start of the conversation; called if it's configured to be visible at the start.
 /// </summary>
 /// <param name="portraitImage">The image of the first actor who will use this panel.</param>
 /// <param name="portraitName">The name of the first actor who will use this panel.</param>
 /// <param name="dialogueActor">The actor's DialogueActor component, or null if none.</param>
 public virtual void OpenOnStartConversation(Texture2D portraitImage, string portraitName, DialogueActor dialogueActor)
 {
     Open();
     SetUIElementsActive(true);
     if (this.portraitImage != null)
     {
         this.portraitImage.sprite = UITools.CreateSprite(portraitImage);
     }
     if (this.portraitName != null)
     {
         this.portraitName.text = portraitName;
     }
     if (subtitleText.text != null)
     {
         subtitleText.text = string.Empty;
     }
     CheckDialogueActorAnimator(dialogueActor);
 }
Exemplo n.º 13
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 private string GetBarkerName()
 {
     return(DialogueActor.GetActorName(GetBarker()));
 }
 public static string GetInternalName(Transform t)
 {
     return(DialogueActor.GetPersistentDataName(t));
 }
Exemplo n.º 15
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 /// <summary>
 /// Changes a dialogue actor's menu panel for the currently active conversation.
 /// </summary>
 public virtual void SetActorMenuPanelNumber(DialogueActor dialogueActor, MenuPanelNumber menuPanelNumber)
 {
     conversationUIElements.standardMenuControls.SetActorMenuPanelNumber(dialogueActor, menuPanelNumber);
 }