Пример #1
0
 /// <summary>
 /// Listens for the OnApplyPersistentData message and retrieves the current bark index.
 /// </summary>
 public void OnApplyPersistentData()
 {
     if (enabled && !string.IsNullOrEmpty(barkConversation))
     {
         if (barkHistory == null)
         {
             barkHistory = new BarkHistory(barkOrder);
         }
         barkHistory.index = DialogueLua.GetActorField(GetBarkerName(), "Bark_Index").asInt;
     }
 }
Пример #2
0
 /// <summary>
 /// Listens for the OnApplyPersistentData message and retrieves the current bark index.
 /// </summary>
 public void OnApplyPersistentData()
 {
     if (enabled)
     {
         if (barkHistory == null)
         {
             barkHistory = new BarkHistory(barkOrder);
         }
         barkHistory.index = DialogueLua.GetActorField(GetBarkerName(), "Bark_Index").asInt;
     }
 }
Пример #3
0
 public virtual void Awake()
 {
     barkHistory = new BarkHistory(barkOrder);
     sequencer   = null;
 }
Пример #4
0
 public void GroupBark(string conversation, Transform listener, BarkHistory barkHistory, float delayTime = -1)
 {
     BarkGroupManager.instance.GroupBark(conversation, this, listener, barkHistory, delayTime);
 }
Пример #5
0
        /// <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);
                    }
                }
            }
        }
Пример #6
0
        /// <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 (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) && 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 = 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 {
                    InformParticipants("OnBarkStart", speaker, listener);
                    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) {
                        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);

                        // 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);
                        }

                        // Run Lua:
                        if (!string.IsNullOrEmpty(barkState.subtitle.dialogueEntry.userScript)) {
                            Lua.Run(barkState.subtitle.dialogueEntry.userScript, DialogueDebug.LogInfo, false);
                        }

                        // Play the sequence:
                        Sequencer sequencer = null;
                        if (!string.IsNullOrEmpty(barkState.subtitle.sequence)) {
                            sequencer = DialogueManager.PlaySequence(barkState.subtitle.sequence, speaker, listener, false, false);
                            sequencer.entrytag = barkState.subtitle.entrytag;
                        }
                        LastSequencer = sequencer;
                        while (((sequencer != null) && sequencer.IsPlaying) || ((barkUI != null) && barkUI.IsPlaying)) {
                            yield return null;
                        }
                        if (sequencer != null) GameObject.Destroy(sequencer);
                    }
                } finally {
                    InformParticipants("OnBarkEnd", speaker, listener);
                }
            }
        }
 /// <summary>
 /// Causes a character to bark a line at another character. A bark is a line spoken outside
 /// of a full conversation. It uses a simple gameplay bark UI instead of the dialogue UI.
 /// </summary>
 /// <param name='conversationTitle'>
 /// Title of the conversation that contains the bark lines. In this conversation, all
 /// dialogue entries linked from the first entry are considered bark lines.
 /// </param>
 /// <param name='speaker'>
 /// The character barking the line.
 /// </param>
 /// <param name='listener'>
 /// The character being barked at.
 /// </param>
 /// <param name='barkHistory'>
 /// Bark history used to track the most recent bark, so the bark controller can go through
 /// the bark lines in a specified order.
 /// </param>
 public static void Bark(string conversationTitle, Transform speaker, Transform listener, BarkHistory barkHistory)
 {
     if (!hasInstance)
     {
         return;
     }
     instance.Bark(conversationTitle, speaker, listener, barkHistory);
 }
Пример #8
0
 /// <summary>
 /// Causes a character to bark a line. A bark is a line spoken outside
 /// of a full conversation. It uses a simple gameplay bark UI instead of the dialogue UI.
 /// </summary>
 /// <param name='conversationTitle'>
 /// Title of the conversation that contains the bark lines. In this conversation, all
 /// dialogue entries linked from the first entry are considered bark lines.
 /// </param>
 /// <param name='speaker'>
 /// The character barking the line.
 /// </param>
 /// <param name='barkHistory'>
 /// Bark history used to track the most recent bark, so the bark controller can go through
 /// the bark lines in a specified order.
 /// </param>
 public static void Bark(string conversationTitle, Transform speaker, BarkHistory barkHistory)
 {
     Instance.Bark(conversationTitle, speaker, barkHistory);
 }
Пример #9
0
        /// <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)
        {
            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) && 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 = 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);
            }
            ConversationModel conversationModel = new ConversationModel(database ?? DialogueManager.MasterDatabase, conversationTitle, speaker, listener, DialogueManager.AllowLuaExceptions, DialogueManager.IsDialogueEntryValid);
            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.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 {
                    InformParticipants("OnBarkStart", speaker, listener);
                    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", DialogueDebug.Prefix, speaker, listener, conversationTitle), speaker);
                    }
                    if (barkEntry != null)
                    {
                        ConversationState barkState = conversationModel.GetState(barkEntry, false);
                        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}'", DialogueDebug.Prefix, speaker, listener, barkState.subtitle.formattedText.text), speaker);
                        }

                        // 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);
                        }

                        // Run Lua:
                        if (!string.IsNullOrEmpty(barkState.subtitle.dialogueEntry.userScript))
                        {
                            Lua.Run(barkState.subtitle.dialogueEntry.userScript, DialogueDebug.LogInfo, false);
                        }

                        // Play the sequence:
                        Sequencer sequencer = null;
                        if (!string.IsNullOrEmpty(barkState.subtitle.sequence))
                        {
                            sequencer          = DialogueManager.PlaySequence(barkState.subtitle.sequence, speaker, listener, false, false);
                            sequencer.entrytag = barkState.subtitle.entrytag;
                        }
                        LastSequencer = sequencer;
                        while (((sequencer != null) && sequencer.IsPlaying) || ((barkUI != null) && barkUI.IsPlaying))
                        {
                            yield return(null);
                        }
                        if (sequencer != null)
                        {
                            GameObject.Destroy(sequencer);
                        }
                    }
                } finally {
                    InformParticipants("OnBarkEnd", speaker, listener);
                }
            }
        }
Пример #10
0
 void Awake()
 {
     barkHistory = new BarkHistory(barkOrder);
     sequencer = null;
 }
 public BarkRequest(string conversation, BarkGroupMember member, Transform listener, BarkHistory barkHistory, float delayTime = -1)
 {
     this.member       = member;
     this.listener     = listener;
     this.conversation = conversation;
     this.barkHistory  = barkHistory;
     this.barkText     = null;
     this.sequence     = null;
     this.barkUI       = GetBarkUI(member);
     this.delayTime    = GetDelayTime(member, delayTime);
 }
 /// <summary>
 /// Barks with group awareness.
 /// </summary>
 /// <param name="conversation">Conversation to bark from.</param>
 /// <param name="member">Barker.</param>
 /// <param name="listener">Bark target.</param>
 /// <param name="barkHistory">Bark history.</param>
 /// <param name="delayTime">Omit/zero to use the member's random delay settings; if nonzero, use this delay time.</param>
 public void GroupBark(string conversation, BarkGroupMember member, Transform listener, BarkHistory barkHistory, float delayTime = 0)
 {
     if (member == null || !member.queueBarks)
     {
         DialogueManager.Bark(conversation, (member != null) ? member.transform : null, listener, barkHistory);
     }
     else
     {
         Enqueue(new BarkRequest(conversation, member, listener, barkHistory, delayTime));
     }
 }
Пример #13
0
 protected virtual void Awake()
 {
     barkHistory     = new BarkHistory(barkOrder);
     sequencer       = null;
     barkGroupMember = GetBarker().GetComponent <BarkGroupMember>();
 }
 /// <summary>
 /// Causes a character to bark a line. A bark is a line spoken outside
 /// of a full conversation. It uses a simple gameplay bark UI instead of the dialogue UI.
 /// </summary>
 /// <param name='conversationTitle'>
 /// Title of the conversation that contains the bark lines. In this conversation, all 
 /// dialogue entries linked from the first entry are considered bark lines.
 /// </param>
 /// <param name='speaker'>
 /// The character barking the line.
 /// </param>
 /// <param name='barkHistory'>
 /// Bark history used to track the most recent bark, so the bark controller can go through
 /// the bark lines in a specified order.
 /// </param>
 public void Bark(string conversationTitle, Transform speaker, BarkHistory barkHistory)
 {
     Bark(conversationTitle, speaker, null, barkHistory);
 }
 /// <summary>
 /// Causes a character to bark a line at another character. A bark is a line spoken outside
 /// of a full conversation. It uses a simple gameplay bark UI instead of the dialogue UI.
 /// </summary>
 /// <param name='conversationTitle'>
 /// Title of the conversation that contains the bark lines. In this conversation, all 
 /// dialogue entries linked from the first entry are considered bark lines.
 /// </param>
 /// <param name='speaker'>
 /// The character barking the line.
 /// </param>
 /// <param name='listener'>
 /// The character being barked at.
 /// </param>
 /// <param name='barkHistory'>
 /// Bark history used to track the most recent bark, so the bark controller can go through
 /// the bark lines in a specified order.
 /// </param>
 public void Bark(string conversationTitle, Transform speaker, Transform listener, BarkHistory barkHistory)
 {
     CheckDebugLevel();
     StartCoroutine(BarkController.Bark(conversationTitle, speaker, listener, barkHistory));
 }
Пример #16
0
 /// <summary>
 /// Causes a character to bark a line. A bark is a line spoken outside
 /// of a full conversation. It uses a simple gameplay bark UI instead of the dialogue UI.
 /// </summary>
 /// <param name='conversationTitle'>
 /// Title of the conversation that contains the bark lines. In this conversation, all 
 /// dialogue entries linked from the first entry are considered bark lines.
 /// </param>
 /// <param name='speaker'>
 /// The character barking the line.
 /// </param>
 /// <param name='barkHistory'>
 /// Bark history used to track the most recent bark, so the bark controller can go through
 /// the bark lines in a specified order.
 /// </param>
 public static void Bark(string conversationTitle, Transform speaker, BarkHistory barkHistory)
 {
     Instance.Bark(conversationTitle, speaker, barkHistory);
 }