private void Internal_WriteToDebugConsole(DialogueTreeNode node)
    {
        string sentences = "";

        for (int i = 0; i < node.sentences.Length; i++)
        {
            sentences += node.sentences[i];
        }
        Debug.Log(sentences);

        if (node.choices != null && node.choices.Length > 0)
        {
            for (int i = 0; i < node.choices.Length; i++)
            {
                Debug.Log(node.choices[i].successSentence);
                Internal_WriteToDebugConsole(node.choices[i].successNext);

                if (node.choices[i].failureNext != null)
                {
                    Debug.Log(node.choices[i].failureSentence);
                    Internal_WriteToDebugConsole(node.choices[i].failureNext);
                }
            }
        }
    }
示例#2
0
        protected override void LoadTree(string path)
        {
            if (path == "")
            {
                return;
            }

            string contents = File.ReadAllText(path);

            CurrentTree = JsonUtility.FromJson <DialogueTreeEntity>(contents);

            nodes = new List <DialogueNode>();

            dialogueTreeNode = (new DialogueTreeNode()).Initialize(CurrentTree);

            CurrentTree.dialogues.ForEach(entity => {
                nodes.Add(new DialogueNode().Initialize(entity));
            });

            OriginalName = CurrentTree.name;

            treeInitialized = true;

            Repaint();

            GUI.FocusControl(null);
        }
示例#3
0
 protected void Uninitialize()
 {
     CurrentTree      = null;
     treeInitialized  = false;
     dialogueTreeNode = null;
     nodes            = new List <DialogueNode>();
     originalNodes    = new List <DialogueNode>();
 }
示例#4
0
        protected override void InitializeTree(string category)
        {
            if (treeInitialized)
            {
                return;
            }

            OriginalName = "";

            CurrentTree = new DialogueTreeEntity();

            if (category != "")
            {
                CurrentTree.name = category.TrimEnd('/') + "/";
            }

            // start dialogue node
            var node = (new DialogueTreeNode()).Initialize(CurrentTree);

            //windows.Add(node);
            dialogueTreeNode = node;

            // initialize first dialogue.
            DialogueEntity dialogue = new DialogueEntity()
            {
                id     = UnityEngine.Random.Range(0, 1000000).ToString(),
                window = new WindowEntity()
                {
                    x      = 250f,
                    y      = 10f,
                    width  = 150f,
                    height = 100
                }
            };

            nodes.Add((new DialogueNode()).Initialize(dialogue));

            CurrentTree.SetInitialDialogue(dialogue);

            treeInitialized = true;
        }
    public DialogueTreeNode AdvancePath(int choiceIndex, bool success = true)
    {
        if (choiceIndex < 0 || choiceIndex >= Current.choices.Length)
        {
            Debug.LogError("Didn't work");
            return(null);
        }

        if (success || Current.choices[choiceIndex].failureNext == null)
        {
            Current         = Current.choices[choiceIndex].successNext;
            currentSentence = 0;
        }
        else
        {
            Current         = Current.choices[choiceIndex].failureNext;
            currentSentence = 0;
        }

        return(Current);
    }
    static DialogueTreeNode CreateNodeFromFile(string path, string fileName)
    {
        DialogueTreeNode node = new DialogueTreeNode();

        string[] lines = System.IO.File.ReadAllLines(path + fileName);

        List <string> sentences = new List <string>();

        int index = 0;

        for ( ; index < lines.Length; index++)
        {
            if (lines[index].Contains("Choice:"))
            {
                break;
            }
            if (lines[index].Length > 0)
            {
                sentences.Add(lines[index]);
            }
        }

        List <DialogueChoice> choices = new List <DialogueChoice>();

        for (; index < lines.Length; index++)
        {
            if (lines[index].Contains("Choice:"))
            {
                DialogueChoice choice = new DialogueChoice();

                //Is this a success/failure choice?
                if (lines[index].Contains("[") && lines[index].Contains("]"))
                {
                    choice.requirement = new DialogueRequirement();

                    string   requirementAsString = lines[index].Split('[')[1].Split(']')[0];
                    string[] split = requirementAsString.Split(' ');

                    choice.requirement.type   = split[0];
                    choice.requirement.points = int.Parse(split[1]);

                    choice.successSentence = lines[index];
                    choice.failureSentence = lines[index + 1];
                    choice.successNext     = CreateNodeFromFile(path, lines[index + 2]);
                    choice.failureNext     = CreateNodeFromFile(path, lines[index + 3]);
                    index += 4;
                }
                else
                {
                    choice.successSentence = lines[index];
                    index++;
                    choice.successNext = CreateNodeFromFile(path, lines[index]);
                }


                choices.Add(choice);
            }
        }

        node.sentences = sentences.ToArray();
        node.choices   = choices.ToArray();

        return(node);
    }