这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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62 行
2.0 KiB

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