示例#1
0
    /// <summary>
    /// Creates the speech bubble.
    /// </summary>
    /// <returns>The speech bubble.</returns>
    /// <param name="speakerPos">Speaker position.</param>
    /// <param name="dialogue">Dialogue.</param>
    /// <param name="offset">Offset.</param>
    /// <param name="displayText">Display text.</param>
    public GameObject CreateSpeechBubble(Transform speakerPos, DialogueChain dialogue, Vector2 offset, ref GameObject displayText)
    {
        Debug.Log("CreateSpeechBubble called.");
        //Canvas canvas;
        GameObject tBox = (GameObject)GameObject.Instantiate(charTextBox);

        tBox.transform.SetParent(_uiContainer.transform, false);
        //Get reference to response box and its script then disable it for now
        rBox = tBox.transform.Find("ResponseBox").gameObject;
        currResponseScript = tBox.GetComponentInChildren <ResponseBoxScript>();
        rBox.SetActive(false);

        //Rect transform for UI element
        RectTransform uiBoxRect = tBox.GetComponent <RectTransform>();

        //Get RectTransform for canvas
        RectTransform CanvasRect = CanvasObject.GetComponent <RectTransform>();

        //Calculate position for the UI Element - 0,0 for the canvas is at the cneter of the screen, whereas World to viewPortPoint
        //treats the lower left as 0,0.  Because of this, you need to subrat the height/width of the canvas * 0.5 to get the correct pos

        Vector2 viewportPosition = Camera.main.WorldToViewportPoint(speakerPos.position);
        Vector2 speakerScreenPos = new Vector2(
            ((viewportPosition.x * CanvasRect.sizeDelta.x) - (CanvasRect.sizeDelta.x * 0.5f)),
            ((viewportPosition.y * CanvasRect.sizeDelta.y) - (CanvasRect.sizeDelta.y * 0.5f)));

        /*position over desired character. Y offset needs to be double as sprite's origin pos is at its center*/
        Vector2 uiObjPos = new Vector2(speakerScreenPos.x, speakerScreenPos.y + (offset.y * 2f));

        uiBoxRect.anchoredPosition = uiObjPos;

        /*Create Text*/
        displayText = (GameObject)GameObject.Instantiate(uiText);
        displayText.transform.SetParent(_uiContainer.transform, false);
        /*Set text position*/
        RectTransform textRect = displayText.GetComponent <RectTransform>();

        /*Zero it within parent*/
        textRect.anchoredPosition = uiObjPos;

        /*Set flag to display string arguments*/
        DialogueActive = true;
        StartCoroutine(PopulateText(dialogue));

        /*Return ui text box*/
        return(tBox);
    }
示例#2
0
    public void CloseTextBox()
    {
        //Clean up objects from dialogue
        GameObject tBox = currTextBox;
        GameObject text = currText;

        //Reset indices for dialog positions
        CurrDialogueIndex = 0;
        newDialogueIndex  = 0;

        //TextBoxScript tScript= currTextBox.GetComponent<TextBoxScript>();
        //delete box
        currTextBox        = null;
        rBox               = null;
        currResponseScript = null;
        Destroy(tBox);
        //delete text
        currText = null;
        Destroy(text);
        //Reset speaker script reference;
        speaker = null;
        //Update player state
        PlayerController._instance.EndDialogue();
    }