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62 行
2.0 KiB
62 行
2.0 KiB
using System;
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using UnityEngine;
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using UnityEngine.Playables;
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[Serializable]
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public class DialogueBehaviour : PlayableBehaviour
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{
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[SerializeField] private DialogueLineSO _dialogueLine = default;
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[SerializeField] private ActorSO _actor = default;
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[SerializeField] private bool _pauseWhenClipEnds = default; //This won't work if the clip ends on the very last frame of the Timeline
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[HideInInspector] public DialogueLineChannelSO PlayDialogueEvent;
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[HideInInspector] public VoidEventChannelSO PauseTimelineEvent;
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private bool _dialoguePlayed;
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/// <summary>
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/// Displays a line of dialogue on screen by interfacing with the <c>CutsceneManager</c>.
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/// </summary>
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public override void ProcessFrame(Playable playable, FrameData info, object playerData)
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{
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if (_dialoguePlayed)
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return;
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if (Application.isPlaying) //TODO: Find a way to "play" dialogue lines even when scrubbing the Timeline not in Play Mode
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{
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// 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.
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if (playable.GetGraph().IsPlaying())
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//&& cutsceneManager.IsCutscenePlaying) Need to find an alternative to this
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{
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if (_dialogueLine != null && _actor != null)
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{
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if (PlayDialogueEvent != null)
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PlayDialogueEvent.RaiseEvent(_dialogueLine, _actor);
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_dialoguePlayed = true;
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}
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else
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{
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Debug.LogWarning("This clip contains no DialogueLine");
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}
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}
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}
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}
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public override void OnBehaviourPause(Playable playable, FrameData info)
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{
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// The check on _dialoguePlayed is needed because OnBehaviourPause is called also at the beginning of the Timeline,
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// so we need to make sure that the Timeline has actually gone through this clip (i.e. called OnBehaviourPlay) at least once before we stop it
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if (Application.isPlaying
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&& playable.GetGraph().IsPlaying()
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&& !playable.GetGraph().GetRootPlayable(0).IsDone()
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&& _dialoguePlayed)
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{
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if (_pauseWhenClipEnds)
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if (PauseTimelineEvent != null)
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{
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PauseTimelineEvent.OnEventRaised();
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}
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}
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}
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}
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