Reworked the dialogue system
Now the dialogue can use tags to add special effects Reorganized project structure, updating may require adding some using statements
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25 changed files with 1912 additions and 1266 deletions
112
Tools/DialogueSystem/DialogueManager.cs
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112
Tools/DialogueSystem/DialogueManager.cs
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace SimpleTools.DialogueSystem {
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public class DialogueManager : MonoBehaviour {
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DialogueVertexAnimator dialogueVertexAnimator;
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Queue<string> sentences;
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Queue<bool> displayNames;
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Queue<string> characterNames;
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Queue<Sprite> characterImages;
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bool talking;
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public DialogueItems dialogueItems;
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public static DialogueManager instance;
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void Awake() {
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instance = this;
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sentences = new Queue<string>();
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displayNames = new Queue<bool>();
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characterNames = new Queue<string>();
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characterImages = new Queue<Sprite>();
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dialogueVertexAnimator = new DialogueVertexAnimator(dialogueItems.textBox);
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}
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public bool Dialogue(Dialogue dialogue) {
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return Dialogue(dialogue, "");
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}
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public bool Dialogue(Dialogue dialogue, params string[] sounds) {
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if (sounds != null)
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dialogueVertexAnimator.SetAudioSourceGroup(sounds);
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if (!talking) {
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sentences.Clear();
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if (dialogue.sentences.Length != 0) {
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foreach (DialogueBox sentence in dialogue.sentences) {
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sentences.Enqueue(sentence.sentence);
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displayNames.Enqueue(sentence.displayName);
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characterNames.Enqueue(sentence.characterName);
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characterImages.Enqueue(sentence.characterImage);
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}
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} else {
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sentences.Enqueue("I am error. No text has been added");
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}
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talking = true;
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if (sentences.Count == 0) {
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talking = false;
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return false;
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}
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string sentenceToShow = sentences.Peek();
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bool displayName = displayNames.Peek();
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string characterName = characterNames.Peek();
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Sprite characterImage = characterImages.Peek();
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if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
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sentences.Dequeue();
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displayNames.Dequeue();
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characterNames.Dequeue();
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characterImages.Dequeue();
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}
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return true;
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} else {
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if (sentences.Count == 0) {
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talking = false;
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return false;
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}
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string sentenceToShow = sentences.Peek();
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bool displayName = displayNames.Peek();
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string characterName = characterNames.Peek();
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Sprite characterImage = characterImages.Peek();
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if (PlayDialogue(sentenceToShow, displayName, characterName, characterImage)) {
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sentences.Dequeue();
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displayNames.Dequeue();
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characterNames.Dequeue();
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characterImages.Dequeue();
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}
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return true;
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}
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}
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private Coroutine typeRoutine = null;
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bool PlayDialogue(string message, bool displayName = false, string characterName = "", Sprite characterImage = null) {
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if (dialogueVertexAnimator.IsMessageAnimating()) {
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dialogueVertexAnimator.SkipToEndOfCurrentMessage();
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return false; //Next message hasn't been shown because the current one is still animating.
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}
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this.EnsureCoroutineStopped(ref typeRoutine);
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dialogueVertexAnimator.textAnimating = false;
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List<DialogueCommand> commands = DialogueUtility.ProcessInputString(message, out string totalTextMessage);
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typeRoutine = StartCoroutine(dialogueVertexAnimator.AnimateTextIn(commands, totalTextMessage, null));
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dialogueItems.characterImage.sprite = characterImage;
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dialogueItems.characterName.text = displayName ? characterName : "???";
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return true; //Next message shown successfully
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}
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}
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[System.Serializable]
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public struct DialogueItems {
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public Image characterImage;
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public TMP_Text characterName;
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public TMP_Text textBox;
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public Canvas canvas;
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}
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}
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