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Fix/dialogue line not shown in custom timeline track (#180)

* Fix DialogueLine not shown in custom TimelineTrack

* Make example scene.

* Delete not used script: DialogueMixerBehaviour.cs

* Push uncommited changes

* Fix minor bug

while timeline is playing, click on ExampleCutscene object, you get an error. This prevent that error.

* Inverted the checks

In preparation for making the tool work also in Edit mode

Co-authored-by: Ciro Continisio <ciro@unity3d.com>
/main
GitHub 4 年前
当前提交
957c4a1c
共有 8 个文件被更改,包括 952 次插入99 次删除
  1. 70
      UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable
  2. 34
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs
  3. 8
      UOP1_Project/Assets/Scenes/Examples.meta
  4. 912
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
  5. 7
      UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity.meta
  6. 9
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueMixerBehaviour.cs
  7. 11
      UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueMixerBehaviour.cs.meta

70
UOP1_Project/Assets/Cutscenes/ExampleCutscene.playable


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34
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueBehaviour.cs


private bool _dialoguePlayed;
/// <summary>
/// Displays a line of dialogue on screen by interfacing with the <c>CutsceneManager</c>. This happens as soon as the playhead reaches the clip.
/// Displays a line of dialogue on screen by interfacing with the <c>CutsceneManager</c>.
public override void OnBehaviourPlay(Playable playable, FrameData info)
public override void ProcessFrame(Playable playable, FrameData info, object playerData)
if (_dialoguePlayed)
if(_dialoguePlayed)
// Need to ask the CutsceneManager if the cutscene is playing, since the graph is not actually stopped/paused: it's just going at speed 0
// This check is needed because when two clips are side by side and the first one stops the cutscene,
// the OnBehaviourPlay of the second clip is still called and thus its dialogueLine is played (prematurely). This check makes sure it's not.
if (playable.GetGraph().IsPlaying()
&& cutsceneManager.IsCutscenePlaying)
if (Application.isPlaying) //TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
//TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
if (_dialogueLine != null)
{
cutsceneManager.PlayDialogueFromClip(_dialogueLine);
_dialoguePlayed = true;
}
else
// Need to ask the CutsceneManager if the cutscene is playing, since the graph is not actually stopped/paused: it's just going at speed 0.
if (playable.GetGraph().IsPlaying()
&& cutsceneManager.IsCutscenePlaying)
Debug.LogWarning("This clip contains no DialogueLine");
if (_dialogueLine != null)
{
cutsceneManager.PlayDialogueFromClip(_dialogueLine);
_dialoguePlayed = true;
}
else
{
Debug.LogWarning("This clip contains no DialogueLine");
}
}
}
}

8
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7
UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity.meta


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9
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueMixerBehaviour.cs


using UnityEngine.Playables;
/// <summary>
/// This <c>MixerBehaviour</c> is actually unused by the track for now, since <c>DialogueClip</c> don't need mixing.
/// </summary>
public class DialogueMixerBehaviour : PlayableBehaviour
{
}

11
UOP1_Project/Assets/Scripts/Cutscenes/DialogueControlTrack/DialogueMixerBehaviour.cs.meta


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