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203 行
4.4 KiB
203 行
4.4 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Timeline;
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using UnityEngine.Localization;
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using UnityEditor.Localization;
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using UnityEditor;
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public enum DialogueType
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{
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startDialogue,
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winDialogue,
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loseDialogue,
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defaultDialogue,
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}
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public enum ChoiceActionType
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{
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doNothing,
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continueWithStep,
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winningChoice,
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losingChoice,
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}
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/// <summary>
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/// A Dialogue is a list of consecutive DialogueLines. They play in sequence using the input of the player to skip forward.
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/// In future versions it might contain support for branching conversations.
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/// </summary>
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[CreateAssetMenu(fileName = "newDialogue", menuName = "Dialogues/Dialogue Data")]
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public class DialogueDataSO : ScriptableObject
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{
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[SerializeField] private ActorSO _actor = default;
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[SerializeField] private List<LocalizedString> _dialogueLines = default;
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[SerializeField] private List<Choice> _choices = default;
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[SerializeField] private DialogueType _dialogueType = default;
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public ActorSO Actor => _actor;
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public List<LocalizedString> DialogueLines => _dialogueLines;
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public List<Choice> Choices => _choices;
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public DialogueType DialogueType
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{
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get { return _dialogueType; }
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set { _dialogueType = value; }
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}
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public void SetActor(ActorSO newActor)
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{
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_actor = newActor;
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}
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public DialogueDataSO()
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{
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}
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public DialogueDataSO(DialogueDataSO dialogue)
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{
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_actor = dialogue.Actor;
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_dialogueLines = new List<LocalizedString>(dialogue.DialogueLines);
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_choices = new List<Choice>();
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if(dialogue.Choices!=null)
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for (int i=0; i<dialogue.Choices.Count; i++)
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{
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_choices.Add(new Choice(dialogue.Choices[i]));
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}
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_dialogueType = dialogue.DialogueType;
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}
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#if UNITY_EDITOR
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//TODO: Add support for branching conversations
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// Maybe add 2 (or more) special line slots which represent a choice in a conversation
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// Each line would also have an event associated, or another Dialogue
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private void OnEnable()
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{
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SetDialogueLines();
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}
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void SetDialogueLines()
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{
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if (_dialogueLines == null)
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_dialogueLines = new List<LocalizedString>();
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_dialogueLines.Clear();
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StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
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if (collection != null)
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{
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int index = 0;
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LocalizedString _dialogueLine = null;
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do
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{
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index++;
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string key = "L" + index + "-" + this.name;
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if (collection.SharedData.Contains(key))
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{
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_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
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_dialogueLines.Add(_dialogueLine);
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}
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else
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{
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_dialogueLine = null;
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}
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} while (_dialogueLine != null);
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}
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}
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public void CreateLine()
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{
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if (_dialogueLines == null)
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_dialogueLines = new List<LocalizedString>();
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_dialogueLines.Clear();
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StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
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if (collection != null)
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{
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string DefaultKey = "L" + 1 + "-" + this.name;
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if (!collection.SharedData.Contains(DefaultKey))
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{
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collection.SharedData.AddKey(DefaultKey);
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}
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}
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SetDialogueLines();
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}
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public void RemoveLineFromSharedTable()
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{
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StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
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if (collection != null)
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{
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int index = 0;
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LocalizedString _dialogueLine = null;
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do
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{
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index++;
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string key = "L" + index + "-" + this.name;
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if (collection.SharedData.Contains(key))
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{
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collection.SharedData.RemoveKey(key);
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}
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else
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{
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_dialogueLine = null;
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}
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} while (_dialogueLine != null);
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}
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}
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/// <summary>
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/// This function is only useful for the Questline Tool in Editor to remove a Questline
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/// </summary>
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/// <returns>The local path</returns>
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public string GetPath()
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{
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return AssetDatabase.GetAssetPath(this);
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}
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#endif
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}
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[Serializable]
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public class Choice
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{
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[SerializeField] private LocalizedString _response = default;
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[SerializeField] private DialogueDataSO _nextDialogue = default;
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[SerializeField] private ChoiceActionType _actionType = default;
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public LocalizedString Response => _response;
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public DialogueDataSO NextDialogue => _nextDialogue;
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public ChoiceActionType ActionType => _actionType;
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public void SetNextDialogue(DialogueDataSO dialogue)
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{
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_nextDialogue = dialogue;
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}
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public Choice()
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{
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}
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public Choice(Choice choice)
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{
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_response = choice.Response;
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_nextDialogue = choice.NextDialogue;
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_actionType = ActionType;
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}
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}
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