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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

130 行
3.7 KiB

using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Takes care of all things dialogue, whether they are coming from within a Timeline or just from the interaction with a character, or by any other mean.
/// Keeps track of choices in the dialogue (if any) and then gives back control to gameplay when appropriate.
/// </summary>
public class DialogueManager : MonoBehaviour
{
[SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
[SerializeField] private InputReader _inputReader = default;
private DialogueDataSO _currentDialogueDataSO;
private int _counter;
private bool _reachedEndOfDialogue { get => _counter >= _currentDialogueDataSO.dialogueLines.Count; }
/// <summary>
/// Displays DialogueData in the UI, one by one.
/// </summary>
/// <param name="dialogueDataSO"></param>
public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
{
BeginDialogueData(dialogueDataSO);
DisplayDialogueLine(_currentDialogueDataSO.dialogueLines[_counter]);
}
/// <summary>
/// Prepare DialogueManager when first time displaying DialogueData.
/// <param name="dialogueDataSO"></param>
private void BeginDialogueData(DialogueDataSO dialogueDataSO)
{
_counter = 0;
_inputReader.EnableDialogueInput();
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogueDataSO = dialogueDataSO;
}
/// <summary>
/// Displays a line of dialogue in the UI, by requesting it to the <c>DialogueManager</c>.
/// This function is also called by <c>DialogueBehaviour</c> from clips on Timeline during cutscenes.
/// </summary>
/// <param name="dialogueLine"></param>
public void DisplayDialogueLine(DialogueLineSO dialogueLine)
{
//TODO: Interface with a UIManager to allow displayal of the line of dialogue in the UI
Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
}
private void OnAdvance()
{
_counter++;
if (!_reachedEndOfDialogue)
{
DisplayDialogueLine(_currentDialogueDataSO.dialogueLines[_counter]);
}
else
{
if(_currentDialogueDataSO.Choices.Count > 0)
{
DisplayChoices(_currentDialogueDataSO.Choices);
}
else
{
DialogueEnded();
}
}
}
private void DisplayChoices(List<Choice> choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
// TODO: Demonstration purpose only. Remove or adjust later.
_choiceBox.Show(_currentDialogueDataSO.Choices, this);
}
public void DialogueEnded()
{
// TODO: Disable dialogue box.
Debug.Log("Dialogue Ended");
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();
}
}
// TODO: Demonstration purpose only. Remove or adjust later.
[Serializable]
public class ChoiceBox
{
[SerializeField] private GameObject _gameObject;
[SerializeField] private Transform _contentTrans;
[SerializeField] private GameObject _buttonPrefab;
public void Show(List<Choice> choices, DialogueManager dialogueManager)
{
_gameObject.SetActive(true);
// Refresh choice box
foreach(Transform child in _contentTrans)
{
GameObject.Destroy(child.gameObject);
}
for(int i = 0; i < choices.Count; i++)
{
Button choiceButton = GameObject.Instantiate<Button>(_buttonPrefab.GetComponent<Button>(), _contentTrans);
choiceButton.GetComponentInChildren<TMP_Text>().text = choices[i].OptionName;
int index = i;
choiceButton.onClick.AddListener(() => OnChoiceButtonClick(choices[index], dialogueManager));
}
}
private void OnChoiceButtonClick(Choice choice, DialogueManager dialogueManager)
{
if (choice.Response != null)
dialogueManager.DisplayDialogueData(choice.Response);
else
dialogueManager.DialogueEnded();
_gameObject.SetActive(false);
}
}