DEG-118-엔딩-로직과 대화창 개선 #6
@ -83,8 +83,9 @@ public class DungeonLogic : MonoBehaviour
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if (!isCompleted && !isFailed)
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{
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Debug.Log("던전 공략 성공~!");
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GameManager.Instance.ClearStage(); // 스테이지 수 증가
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isCompleted = true;
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OnDungeonSuccess?.Invoke();
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// OnDungeonSuccess?.Invoke();
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_dungeonPanelController.SetBossHealthBar(0.0f); // 보스 체력 0 재설정
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@ -100,7 +101,7 @@ public class DungeonLogic : MonoBehaviour
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{
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Debug.Log("던전 공략 실패~!");
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isFailed = true;
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OnDungeonFailure?.Invoke();
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// OnDungeonFailure?.Invoke();
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_player.SetState(PlayerState.Dead);
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BIN
Assets/KSH/DungeonTestScene.unity
(Stored with Git LFS)
BIN
Assets/KSH/DungeonTestScene.unity
(Stored with Git LFS)
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277613
Assets/LYM/Fonts/Galmuri9 SecondNew SDF.asset
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277613
Assets/LYM/Fonts/Galmuri9 SecondNew SDF.asset
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@ -1,7 +1,8 @@
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fileFormatVersion: 2
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DefaultImporter:
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guid: 88198651338b6d8479fbcaac4ce143d7
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -1,113 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class ChatWindowController : MonoBehaviour, IPointerClickHandler
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{
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[SerializeField] private TMP_Text chatText;
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[SerializeField] private Image clickIndicator;
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private Coroutine _typingCoroutine;
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private Coroutine _clickCoroutine;
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private string _inputText;
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private Queue<string> _inputQueue;
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public delegate void OnComplete();
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public OnComplete onComplete;
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private void Start()
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{
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Init("마무리", () =>
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{
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Debug.Log("대화 끝.");
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});
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ShowText(_inputQueue.Dequeue());
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}
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public void Init(string text, OnComplete onComplete)
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{
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_inputQueue = new Queue<string>();
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_inputQueue.Enqueue("아 망했어 오늘도 지각이다!!!! 이러면 진짜 해고당할 수도 있어!!!\n어떡하지 큰일이다!!!");
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_inputQueue.Enqueue("톼사하셈 ㅋ");
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_inputQueue.Enqueue("톼사하셈 ㅋ");
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_inputQueue.Enqueue("스킵도 가능 톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ");
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_inputQueue.Enqueue(text);
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this.onComplete = onComplete;
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}
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//화면에 표시할 텍스트 삽입 함수
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private void ShowText(string text)
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{
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var clickIndicatorColor = clickIndicator.color;
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clickIndicatorColor.a = 1;
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clickIndicator.color = clickIndicatorColor;
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_inputText = text;
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if (_typingCoroutine != null)
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{
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StopCoroutine(_typingCoroutine);
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}
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_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
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}
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//텍스트 타이핑효과 코루틴
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private IEnumerator TypingEffectCoroutine(string text)
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{
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StringBuilder strText = new StringBuilder();
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for (int i = 0; i < text.Length; i++)
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{
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strText.Append(text[i]);
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chatText.text = strText.ToString();
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yield return new WaitForSeconds(0.1f);
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}
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_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
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_typingCoroutine = null;
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}
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private IEnumerator ClickIndicatorCoroutine()
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{
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bool flag = true;
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var clickIndicatorColor = clickIndicator.color;
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while (true)
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{
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clickIndicatorColor.a = flag? 0:1;
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flag = !flag;
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clickIndicator.color = clickIndicatorColor;
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yield return new WaitForSeconds(0.5f);
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}
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}
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//대화창 클릭 시 호출 함수
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public void OnPointerClick(PointerEventData eventData)
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{
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if (_typingCoroutine != null)
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{
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StopCoroutine(_typingCoroutine);
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_typingCoroutine = null;
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chatText.text = _inputText;
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_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
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}
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else
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{
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if (_clickCoroutine != null)
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{
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StopCoroutine(_clickCoroutine);
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_clickCoroutine = null;
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}
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if (_inputQueue.Count > 0)
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{
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ShowText(_inputQueue.Dequeue());
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}
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else
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{
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onComplete?.Invoke();
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: be8f6d7ab455f2c458be1f5cb6237c18
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guid: feed7c503b7a69549acfe2836b78976e
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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151
Assets/Resources/Dialogues/dialogue.json
Normal file
151
Assets/Resources/Dialogues/dialogue.json
Normal file
@ -0,0 +1,151 @@
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{
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"dialogues": [
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{
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"id": "fairy_intro_1",
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"name": "???",
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"text": "일어나라 소년, 아니 청년, ...아니 34세의 회사원... 그대의 도움이 필요하다.",
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"nextId": "fairy_intro_2",
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"phase": "intro"
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},
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{
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"id": "fairy_intro_2",
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"name": "냉장고 요정",
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"text": "나는 냉장고의 요정. \n이 냉장고는 세상을 멸망시킬 던전이 잠들어 있다, 그대가 부디 클리어 해주길 바란다. \n...일주일 안에!",
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"nextId": "player_intro_1",
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"phase": "intro"
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},
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{
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"id": "player_intro_1",
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"name": "주인공",
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"text": "...(어쩐지 감자 마켓 온도가 -99도더니...) 내가 왜",
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"nextId": "fairy_intro_3",
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"phase": "intro"
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},
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{
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"id": "fairy_intro_3",
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"name": "냉장고 요정",
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"text": "안 하면 냉장고 터진다.",
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"nextId": "player_intro_2",
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"phase": "intro"
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},
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{
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"id": "player_intro_2",
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"name": "주인공",
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"text": "안돼! 3만원에 사온 내 비X코프 냉장고가! \n(실제 냉장고 상호명과는 아무 관계 없습니다.)",
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"nextId": "fairy_intro_4",
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"phase": "intro"
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},
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{
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"id": "fairy_intro_4",
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"name": "냉장고 요정",
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"text": "또한 냉장고 폭파로 인한 화재가 발생할 수 있으며, 이는 부주의로 인하였기에 보험 적용에 제한이 있을 수 있습니다.",
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"nextId": "player_intro_3",
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"phase": "intro"
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},
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{
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"id": "player_intro_3",
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"name": "주인공",
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"text": "할 수 밖에 없잖아...!!",
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"nextId": "",
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"phase": "intro"
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},
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{
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"id": "fairy_gameplay_1",
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"name": "냉장고 요정",
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"text": "일주일 후 평판이 3이면 좋은 일이 발생할 지도 몰라",
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"nextId": "",
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"phase": "gameplay"
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},
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{
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"id": "fairy_gameplay_2",
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"name": "냉장고 요정",
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"text": "출근 한 번 안했다고 평판 2씩이나 깎는 회사가 있으려나...",
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"nextId": "player_gameplay_2",
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"phase": "gameplay"
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},
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{
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"id": "player_gameplay_2",
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"name": "주인공",
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"text": "(여기 있다.)",
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"nextId": "",
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"phase": "gameplay"
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},
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{
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"id": "fairy_gameplay_3",
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"name": "냉장고 요정",
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"text": "던전은 총 2스테이지까지 있으며 모두 클리어한다면...",
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"nextId": "player_gameplay_3",
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"phase": "gameplay"
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},
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{
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"id": "player_gameplay_3",
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"name": "주인공",
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"text": "한다면... 뭐지?",
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"nextId": "",
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"phase": "gameplay"
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},
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{
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"id": "fairy_end_1",
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"name": "냉장고 요정",
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"text": "일주일이 지났네! 수고했어! 이제 이 비스X프 냉장고는 너의 것이야!",
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"nextId": "player_end_1",
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"phase": "end"
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},
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{
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"id": "player_end_1",
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"name": "주인공",
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"text": "(네 도움이 없었다면 불가능했을 거야. 정말 고마워.) \n아자!!!!!!!!!",
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"nextId": "fairy_end_2",
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"phase": "end"
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},
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{
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"id": "fairy_end_2",
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"name": "냉장고 요정",
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"text": "네 덕분에 이 세계는 다시 평화를 되찾았어.",
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"nextId": "player_end_2",
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"phase": "end"
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},
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{
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"id": "player_end_2",
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"name": "주인공",
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"text": "그래... 이제 넌 어떻게 되는 거지?",
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"nextId": "fairy_end_3",
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"phase": "end"
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},
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{
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"id": "fairy_end_3",
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"name": "냉장고 요정",
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"text": "여기 있지...?",
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"nextId": "player_end_3",
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"phase": "end"
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},
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{
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"id": "player_end_3",
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"name": "주인공",
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"text": "?",
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"nextId": "fairy_end_4",
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"phase": "end"
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},
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{
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"id": "fairy_end_4",
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"name": "냉장고 요정",
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"text": "?",
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"nextId": "player_end_4",
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"phase": "end"
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},
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{
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"id": "player_end_4",
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"name": "주인공",
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"text": "... ?",
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"nextId": "fairy_end_5",
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"phase": "end"
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},
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{
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"id": "fairy_end_5",
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"name": "냉장고 요정",
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"text": "... GameManager.Instance.ShowCredit(GamePhase.End);",
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"nextId": "",
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"phase": "end"
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}
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]
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}
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3
Assets/Resources/Dialogues/dialogue.json.meta
Normal file
3
Assets/Resources/Dialogues/dialogue.json.meta
Normal file
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: cac8b86426d9414c912671dbc2fa7959
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timeCreated: 1745890651
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 0539ad4ce065f4f4ebd591859fca15fd
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guid: cfc4230a3c9c2b24b80574293a72e411
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folderAsset: yes
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DefaultImporter:
|
||||
externalObjects: {}
|
224
Assets/Scripts/Common/Dialogue/ChatWindowController.cs
Normal file
224
Assets/Scripts/Common/Dialogue/ChatWindowController.cs
Normal file
@ -0,0 +1,224 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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// 대화 데이터 클래스
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[Serializable]
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public class DialogueStruct
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{
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public string id; // 대화 고유 ID, 세이브용
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public string name;
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public string text;
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public string nextId;
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public string phase; // 단계 (intro, gameplay, end)
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}
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[Serializable]
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public class DialogueData // 전체 데이터 클래스
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{
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public DialogueData()
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{
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dialogues = new List<DialogueStruct>();
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}
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public List<DialogueStruct> dialogues;
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}
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public enum GamePhase // 단계별로 출력되는 대화가 달라짐
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{
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Intro, // 인트로 설명문
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Gameplay, // 게임 진행 팁? 등
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End // 엔딩 대화
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}
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public class ChatWindowController : MonoBehaviour, IPointerClickHandler
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{
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[SerializeField] private TMP_Text nameText;
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[SerializeField] private TMP_Text chatText;
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[SerializeField] private Image clickIndicator;
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[SerializeField] private GameObject chatWindowObject; // 대화 종료용
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[SerializeField] private AudioClip typingClip; // 타이핑 사운드
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private Coroutine _typingCoroutine;
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private Coroutine _clickCoroutine;
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private string _inputText;
|
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private Queue<DialogueStruct> _inputQueue;
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public delegate void OnComplete();
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public OnComplete onComplete;
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|
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private FairyDialogueManager _dialogueManager;
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private void Awake()
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{
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_inputQueue = new Queue<DialogueStruct>();
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chatWindowObject.SetActive(false); // 일단 비활성화로 시작
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}
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private void Start()
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{
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_dialogueManager = new FairyDialogueManager(this);
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onComplete = () => {
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// 대화문 종료 call back
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Debug.Log("대화가 완료되었습니다.");
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};
|
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}
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// 외부 호출용 함수 (대화 시작)
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public void SetGamePhase(GamePhase phase)
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{
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_dialogueManager.SetGamePhase(phase);
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// Gameplay 상태라면 랜덤 대화 출력
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if (phase == GamePhase.Gameplay) _dialogueManager.ShowRandomGameplayDialogue();
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}
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#region Show and Hide
|
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|
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// 대화창 표시
|
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public void ShowWindow()
|
||||
{
|
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chatWindowObject.SetActive(true);
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if (_inputQueue.Count > 0)
|
||||
{
|
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ShowNextDialogue();
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}
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}
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|
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// 대화창 숨기기
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public void HideWindow()
|
||||
{
|
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chatWindowObject.SetActive(false);
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onComplete?.Invoke(); // 대화창 중지하며 콜백 호출
|
||||
|
||||
// 진행 중인 모든 코루틴 중지
|
||||
if (_typingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_typingCoroutine);
|
||||
_typingCoroutine = null;
|
||||
}
|
||||
|
||||
if (_clickCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_clickCoroutine);
|
||||
_clickCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// 대화 시퀀스 설정
|
||||
public void SetDialogueSequence(List<DialogueStruct> sequence)
|
||||
{
|
||||
// 기존 큐 초기화
|
||||
_inputQueue.Clear();
|
||||
|
||||
// 새 대화 시퀀스를 큐에 추가
|
||||
foreach (DialogueStruct dialog in sequence)
|
||||
{
|
||||
_inputQueue.Enqueue(dialog);
|
||||
}
|
||||
}
|
||||
|
||||
// 다음 대화 표시
|
||||
private void ShowNextDialogue()
|
||||
{
|
||||
if (_inputQueue.Count == 0)
|
||||
{
|
||||
HideWindow();
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
DialogueStruct dialog = _inputQueue.Dequeue();
|
||||
|
||||
// 이름 텍스트 업데이트
|
||||
if (nameText != null)
|
||||
{
|
||||
nameText.text = dialog.name;
|
||||
}
|
||||
|
||||
// 클릭 인디케이터 활성화
|
||||
var clickIndicatorColor = clickIndicator.color;
|
||||
clickIndicatorColor.a = 1;
|
||||
clickIndicator.color = clickIndicatorColor;
|
||||
|
||||
_inputText = dialog.text;
|
||||
|
||||
// 이전 타이핑 코루틴 중단
|
||||
if (_typingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_typingCoroutine);
|
||||
}
|
||||
|
||||
// 새 타이핑 코루틴 시작
|
||||
_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
|
||||
}
|
||||
|
||||
//텍스트 타이핑효과 코루틴
|
||||
private IEnumerator TypingEffectCoroutine(string text)
|
||||
{
|
||||
StringBuilder strText = new StringBuilder();
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
{
|
||||
strText.Append(text[i]);
|
||||
chatText.text = strText.ToString();
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
SoundManager.Instance.PlaySFX(typingClip); // 타이핑 사운드
|
||||
}
|
||||
|
||||
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
|
||||
_typingCoroutine = null;
|
||||
}
|
||||
|
||||
private IEnumerator ClickIndicatorCoroutine()
|
||||
{
|
||||
bool flag = true;
|
||||
var clickIndicatorColor = clickIndicator.color;
|
||||
while (true)
|
||||
{
|
||||
clickIndicatorColor.a = flag? 0:1;
|
||||
flag = !flag;
|
||||
clickIndicator.color = clickIndicatorColor;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
//대화창 클릭 시 호출 함수
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if (_typingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_typingCoroutine);
|
||||
_typingCoroutine = null;
|
||||
if (chatText != null) chatText.text = _inputText;
|
||||
if (clickIndicator != null) _clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_clickCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_clickCoroutine);
|
||||
_clickCoroutine = null;
|
||||
}
|
||||
|
||||
if (_inputQueue.Count > 0) // 대화가 남은 경우
|
||||
{
|
||||
ShowNextDialogue();
|
||||
}
|
||||
else
|
||||
{
|
||||
HideWindow(); // 대화 종료되면 창 닫기
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
199
Assets/Scripts/Common/Dialogue/FairyDialogueManager.cs
Normal file
199
Assets/Scripts/Common/Dialogue/FairyDialogueManager.cs
Normal file
@ -0,0 +1,199 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class FairyDialogueManager
|
||||
{
|
||||
private ChatWindowController _chatWindow;
|
||||
private string _dialogueFileName;
|
||||
|
||||
private GamePhase _currentGamePhase = GamePhase.Intro; // 현재 게임 단계
|
||||
|
||||
private DialogueData _database;
|
||||
private Dictionary<string, DialogueStruct> _dialogueDict;
|
||||
private Dictionary<string, List<DialogueStruct>> _phaseDialogues;
|
||||
|
||||
// 이미 보여준 게임플레이 대화 추적
|
||||
private HashSet<string> _shownGameplayDialogueIds;
|
||||
|
||||
private string _fairyName = "냉장고 요정";
|
||||
|
||||
public FairyDialogueManager(ChatWindowController chatWindow, string dialogueFileName = "dialogue.json")
|
||||
{
|
||||
_chatWindow = chatWindow;
|
||||
_dialogueFileName = dialogueFileName;
|
||||
_shownGameplayDialogueIds = new HashSet<string>();
|
||||
|
||||
LoadDialogueData();
|
||||
OrganizeDialogues();
|
||||
}
|
||||
|
||||
// 대화 데이터베이스 로드
|
||||
private void LoadDialogueData()
|
||||
{
|
||||
string filePath = "Dialogues/" + _dialogueFileName.Replace(".json", "");
|
||||
TextAsset jsonFile = Resources.Load<TextAsset>(filePath);
|
||||
|
||||
if (jsonFile == null)
|
||||
{
|
||||
Debug.LogError($"경로 오류로 인한 대화 데이터 로딩 실패 : {filePath}");
|
||||
_database = new DialogueData { dialogues = new List<DialogueStruct>() };
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
_database = JsonUtility.FromJson<DialogueData>(jsonFile.text);
|
||||
|
||||
_dialogueDict = new Dictionary<string, DialogueStruct>(); // 대화 사전 초기화
|
||||
foreach (DialogueStruct entry in _database.dialogues)
|
||||
{
|
||||
_dialogueDict[entry.id] = entry;
|
||||
}
|
||||
}
|
||||
catch (Exception e) {
|
||||
Debug.LogError($"JSON 파싱 오류: {e.Message}");
|
||||
_database = new DialogueData { dialogues = new List<DialogueStruct>() };
|
||||
}
|
||||
}
|
||||
|
||||
// 대화를 단계별로 분류
|
||||
private void OrganizeDialogues()
|
||||
{
|
||||
_phaseDialogues = new Dictionary<string, List<DialogueStruct>>();
|
||||
|
||||
foreach (DialogueStruct entry in _database.dialogues)
|
||||
{
|
||||
// 단계별 분류
|
||||
if (!_phaseDialogues.ContainsKey(entry.phase))
|
||||
{
|
||||
_phaseDialogues[entry.phase] = new List<DialogueStruct>();
|
||||
}
|
||||
_phaseDialogues[entry.phase].Add(entry);
|
||||
}
|
||||
}
|
||||
|
||||
// 게임 단계 설정, GamePlay는 따로 실행
|
||||
public void SetGamePhase(GamePhase phase)
|
||||
{
|
||||
_currentGamePhase = phase;
|
||||
|
||||
if (phase == GamePhase.Intro)
|
||||
{
|
||||
StartPhaseDialogue("intro");
|
||||
}
|
||||
else if (phase == GamePhase.End)
|
||||
{
|
||||
StartPhaseDialogue("end");
|
||||
}
|
||||
}
|
||||
|
||||
// 단계별 시작 대화 찾기 및 시작
|
||||
private void StartPhaseDialogue(string phaseName)
|
||||
{
|
||||
if (!_phaseDialogues.ContainsKey(phaseName) || _phaseDialogues[phaseName].Count == 0)
|
||||
{
|
||||
Debug.LogWarning($"No dialogues found for phase: {phaseName}");
|
||||
return;
|
||||
}
|
||||
|
||||
// 첫 대화 찾기 (요정이 먼저 말함)
|
||||
DialogueStruct startEntry = _phaseDialogues[phaseName]
|
||||
.FirstOrDefault(d => d.name == _fairyName && !string.IsNullOrEmpty(d.nextId));
|
||||
|
||||
if (startEntry == null)
|
||||
{
|
||||
startEntry = _phaseDialogues[phaseName][0];
|
||||
}
|
||||
|
||||
// 대화 시퀀스 시작
|
||||
StartDialogueSequence(startEntry.id);
|
||||
}
|
||||
|
||||
// Gameplay일 때 랜덤 대화 출력
|
||||
public void ShowRandomGameplayDialogue()
|
||||
{
|
||||
if (_currentGamePhase != GamePhase.Gameplay) return;
|
||||
|
||||
// 요정 대화 중 아직 보여주지 않은 것 찾기
|
||||
var availableDialogues = _phaseDialogues["gameplay"]
|
||||
.Where(d => d.name == _fairyName && !_shownGameplayDialogueIds.Contains(d.id))
|
||||
.ToList();
|
||||
|
||||
// 모든 대화를 다 보여줬다면 다시 초기화
|
||||
if (availableDialogues.Count == 0)
|
||||
{
|
||||
_shownGameplayDialogueIds.Clear();
|
||||
availableDialogues = _phaseDialogues["gameplay"]
|
||||
.Where(d => d.name == _fairyName)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
// 랜덤 대화 선택
|
||||
if (availableDialogues.Count > 0)
|
||||
{
|
||||
int randomIndex = Random.Range(0, availableDialogues.Count);
|
||||
DialogueStruct randomDialogue = availableDialogues[randomIndex];
|
||||
|
||||
// 보여준 대화 기록
|
||||
_shownGameplayDialogueIds.Add(randomDialogue.id);
|
||||
|
||||
// 대화 시퀀스 시작
|
||||
StartDialogueSequence(randomDialogue.id);
|
||||
}
|
||||
}
|
||||
|
||||
// 대화 ID로 대화 시작
|
||||
public void StartDialogueSequence(string startDialogueId)
|
||||
{
|
||||
if (!_dialogueDict.ContainsKey(startDialogueId)) return;
|
||||
|
||||
DialogueStruct startEntry = _dialogueDict[startDialogueId]; // 시작 대화
|
||||
|
||||
List<DialogueStruct> sequence = BuildDialogueSequence(startEntry); // 대화 시퀀스 구성
|
||||
|
||||
// 대화창에 대화 시퀀스 전달
|
||||
_chatWindow.SetDialogueSequence(sequence);
|
||||
_chatWindow.ShowWindow();
|
||||
}
|
||||
|
||||
// 연결된 대화 시퀀스 구성
|
||||
private List<DialogueStruct> BuildDialogueSequence(DialogueStruct startEntry)
|
||||
{
|
||||
List<DialogueStruct> sequence = new List<DialogueStruct>();
|
||||
HashSet<string> visitedIds = new HashSet<string>(); // 순환 참조 방지
|
||||
|
||||
DialogueStruct currentEntry = startEntry;
|
||||
while (currentEntry != null && !visitedIds.Contains(currentEntry.id))
|
||||
{
|
||||
sequence.Add(currentEntry);
|
||||
visitedIds.Add(currentEntry.id);
|
||||
|
||||
// 다음 대화가 없으면 종료
|
||||
if (string.IsNullOrEmpty(currentEntry.nextId) ||
|
||||
!_dialogueDict.ContainsKey(currentEntry.nextId))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// 다음 대화로 이동
|
||||
currentEntry = _dialogueDict[currentEntry.nextId];
|
||||
}
|
||||
|
||||
return sequence;
|
||||
}
|
||||
|
||||
// 특정 대화 ID로 대화 시작 (세이브/로드 시 사용)
|
||||
public void StartDialogueById(string dialogueId)
|
||||
{
|
||||
if (_dialogueDict.ContainsKey(dialogueId))
|
||||
{
|
||||
StartDialogueSequence(dialogueId);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Dialogue ID not found: {dialogueId}");
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af59b715d564ae9488e8438d6860bc3b
|
||||
guid: 5c08c5a9419d39e40b838ea04b98e85e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -40,4 +40,7 @@ public class GameConstants
|
||||
|
||||
// 날짜 한계 값
|
||||
public static int maxDays = 7;
|
||||
|
||||
// 스테이지 한계 값
|
||||
public static int maxStage = 3; // 기본 값 1 + 스테이지 2가지
|
||||
}
|
||||
|
@ -11,13 +11,18 @@ public partial class GameManager : Singleton<GameManager>
|
||||
private Canvas _canvas;
|
||||
|
||||
// 게임 진행 상태
|
||||
private int currentDay = 1;
|
||||
private int currentDay = 1; // 날짜
|
||||
public int CurrentDay => currentDay;
|
||||
private int maxDays = GameConstants.maxDays;
|
||||
|
||||
private int stageLevel = 1; // 스테이지 정보
|
||||
public int StageLevel => stageLevel;
|
||||
|
||||
// 날짜 변경 이벤트, 추후에 UI 상의 날짜를 변경할 때 사용
|
||||
public event Action<int> OnDayChanged;
|
||||
|
||||
private ChatWindowController chatWindowController; // 대화창 컨트롤러
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 오디오 초기화
|
||||
@ -36,6 +41,23 @@ public partial class GameManager : Singleton<GameManager>
|
||||
}
|
||||
playerStats.OnDayEnded += AdvanceDay;
|
||||
}
|
||||
|
||||
#region 대화 관련
|
||||
|
||||
public void StartNPCDialogue(GamePhase phase) // intro, gameplay, end 존재
|
||||
{
|
||||
if(chatWindowController == null)
|
||||
SetChatWindowController();
|
||||
|
||||
chatWindowController.SetGamePhase(phase);
|
||||
}
|
||||
|
||||
private void SetChatWindowController()
|
||||
{
|
||||
chatWindowController = FindObjectOfType<ChatWindowController>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// 날짜 진행
|
||||
public void AdvanceDay()
|
||||
@ -44,19 +66,12 @@ public partial class GameManager : Singleton<GameManager>
|
||||
OnDayChanged?.Invoke(currentDay);
|
||||
|
||||
// 최대 일수 도달 체크
|
||||
if (currentDay > maxDays)
|
||||
if (currentDay > maxDays) // 8일차에 검사
|
||||
{
|
||||
TriggerTimeEnding();
|
||||
}
|
||||
}
|
||||
|
||||
// 엔딩 트리거
|
||||
private void TriggerTimeEnding()
|
||||
{
|
||||
// TODO: 엔딩 처리 로직
|
||||
Debug.Log("7일이 지나 게임이 종료됩니다.");
|
||||
}
|
||||
|
||||
public void ChangeToGameScene()
|
||||
{
|
||||
SceneManager.LoadScene("Game"); // 던전 Scene
|
||||
|
61
Assets/Scripts/Common/GameUtility/EndingLogic.cs
Normal file
61
Assets/Scripts/Common/GameUtility/EndingLogic.cs
Normal file
@ -0,0 +1,61 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// 엔딩 타입 정의
|
||||
public enum EndingType
|
||||
{
|
||||
Normal, // 던전 공략 O
|
||||
Bad, // 던전 공략 X
|
||||
Happy // 던전 공략 O, 평판 기본 스탯 값 * 1.5 이상
|
||||
}
|
||||
|
||||
public partial class GameManager
|
||||
{
|
||||
private float happyEndReputation = 3.0f;
|
||||
|
||||
public void ClearStage()
|
||||
{
|
||||
Debug.Log($"스테이지 레벨 {stageLevel}을 클리어 하셨습니다!");
|
||||
stageLevel++;
|
||||
}
|
||||
|
||||
// 엔딩 관련 메서드. 7일차에 실행
|
||||
private void TriggerTimeEnding()
|
||||
{
|
||||
// npc와의 마지막 대화 출력
|
||||
StartNPCDialogue(GamePhase.End);
|
||||
|
||||
// 플레이어 상태에 따라 엔딩 판별
|
||||
EndingType endingType = DetermineEnding();
|
||||
|
||||
// 엔딩 타입에 따라 다른 씬이나 UI 표시
|
||||
switch (endingType)
|
||||
{
|
||||
case EndingType.Normal:
|
||||
Debug.Log("던전 공략 성공");
|
||||
// TODO: 엔딩 관련 패널 띄우기
|
||||
break;
|
||||
case EndingType.Bad:
|
||||
Debug.Log("던전 공략 실패");
|
||||
|
||||
break;
|
||||
case EndingType.Happy:
|
||||
Debug.Log("던전 공략 성공과 훌륭한 평판 작");
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 던전 스테이지와 평판 수치로 엔딩 판별
|
||||
private EndingType DetermineEnding()
|
||||
{
|
||||
if (stageLevel < GameConstants.maxStage) // 현재 스테이지 1 혹은 2
|
||||
return EndingType.Bad;
|
||||
|
||||
if (playerStats.ReputationStat >= happyEndReputation) // 평판이 일정 수치 이상
|
||||
return EndingType.Happy;
|
||||
|
||||
return EndingType.Normal;
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 003f87aaac6bafa419ef75888f070867
|
||||
guid: e0967fea1a1fa5048b551b72f9d3bc16
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -3,7 +3,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
// 게임 매니저의 오디오 관련 부분 클래스
|
||||
public partial class GameManager : Singleton<GameManager>
|
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If you have comments, please leave us on Facebook :)\
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|
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@ -1,47 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Doublsb.Dialog;
|
||||
|
||||
public class TestMessage : MonoBehaviour
|
||||
{
|
||||
public DialogManager DialogManager;
|
||||
|
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public GameObject[] Example;
|
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|
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private void Awake()
|
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{
|
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var dialogTexts = new List<DialogData>();
|
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|
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dialogTexts.Add(new DialogData("/size:up/Hi, /size:init/my name is Li.", "Li"));
|
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|
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dialogTexts.Add(new DialogData("I am Sa. Popped out to let you know Asset can show other characters.", "Sa"));
|
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|
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dialogTexts.Add(new DialogData("This Asset, The D'Dialog System has many features.", "Li"));
|
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|
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dialogTexts.Add(new DialogData("You can easily change text /color:red/color, /color:white/and /size:up//size:up/size/size:init/ like this.", "Li", () => Show_Example(0)));
|
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|
||||
dialogTexts.Add(new DialogData("Just put the command in the string!", "Li", () => Show_Example(1)));
|
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|
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dialogTexts.Add(new DialogData("You can also change the character's sprite /emote:Sad/like this, /click//emote:Happy/Smile.", "Li", () => Show_Example(2)));
|
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|
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dialogTexts.Add(new DialogData("If you need an emphasis effect, /wait:0.5/wait... /click/or click command.", "Li", () => Show_Example(3)));
|
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|
||||
dialogTexts.Add(new DialogData("Text can be /speed:down/slow... /speed:init//speed:up/or fast.", "Li", () => Show_Example(4)));
|
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|
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dialogTexts.Add(new DialogData("You don't even need to click on the window like this.../speed:0.1/ tada!/close/", "Li", () => Show_Example(5)));
|
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|
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dialogTexts.Add(new DialogData("/speed:0.1/AND YOU CAN'T SKIP THIS SENTENCE.", "Li", () => Show_Example(6), false));
|
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|
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dialogTexts.Add(new DialogData("And here we go, the haha sound! /click//sound:haha/haha.", "Li", null, false));
|
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|
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dialogTexts.Add(new DialogData("That's it! Please check the documents. Good luck to you.", "Sa"));
|
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|
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DialogManager.Show(dialogTexts);
|
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}
|
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|
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private void Show_Example(int index)
|
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{
|
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Example[index].SetActive(true);
|
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}
|
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}
|
@ -1,53 +0,0 @@
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using Doublsb.Dialog;
|
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|
||||
public class TestMessage_Selection : MonoBehaviour
|
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{
|
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public DialogManager DialogManager;
|
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|
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private void Awake()
|
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{
|
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var dialogTexts = new List<DialogData>();
|
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|
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var Text1 = new DialogData("What is 2 times 5?");
|
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Text1.SelectList.Add("Correct", "10");
|
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Text1.SelectList.Add("Wrong", "7");
|
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Text1.SelectList.Add("Whatever", "Why should I care?");
|
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|
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Text1.Callback = () => Check_Correct();
|
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|
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dialogTexts.Add(Text1);
|
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|
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DialogManager.Show(dialogTexts);
|
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}
|
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|
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private void Check_Correct()
|
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{
|
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if(DialogManager.Result == "Correct")
|
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{
|
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var dialogTexts = new List<DialogData>();
|
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|
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dialogTexts.Add(new DialogData("You are right."));
|
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|
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DialogManager.Show(dialogTexts);
|
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}
|
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else if (DialogManager.Result == "Wrong")
|
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{
|
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var dialogTexts = new List<DialogData>();
|
||||
|
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dialogTexts.Add(new DialogData("You are wrong."));
|
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|
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DialogManager.Show(dialogTexts);
|
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}
|
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else
|
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{
|
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var dialogTexts = new List<DialogData>();
|
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|
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dialogTexts.Add(new DialogData("Right. You don't have to get the answer."));
|
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|
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DialogManager.Show(dialogTexts);
|
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}
|
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}
|
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}
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|
||||
Copyright (c) 2010, NAVER Corporation (https://www.navercorp.com/),
|
||||
|
||||
|
||||
|
||||
with Reserved Font Name Nanum, Naver Nanum, NanumGothic, Naver NanumGothic, NanumMyeongjo, Naver NanumMyeongjo, NanumBrush, Naver NanumBrush, NanumPen, Naver NanumPen, Naver NanumGothicEco, NanumGothicEco, Naver NanumMyeongjoEco, NanumMyeongjoEco, Naver NanumGothicLight, NanumGothicLight, NanumBarunGothic, Naver NanumBarunGothic, NanumSquareRound, NanumBarunPen
|
||||
|
||||
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
|
||||
SIL OPEN FONT LICENSE
|
||||
Version 1.1 - 26 February 2007
|
||||
|
||||
|
||||
|
||||
[DEFINITIONS]
|
||||
|
||||
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
|
||||
|
||||
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
|
||||
|
||||
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting, or substituting in part or in whole any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.¡®
|
||||
|
||||
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
|
||||
|
||||
|
||||
|
||||
[PREAMBLE]
|
||||
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects,
|
||||
|
||||
to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold
|
||||
|
||||
by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works.
|
||||
|
||||
The fonts and derivatives, however, cannot be released under any other type of license.
|
||||
|
||||
The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
|
||||
|
||||
|
||||
|
||||
[PERMISSION & CONDITIONS]
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
|
||||
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written
|
||||
|
||||
permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
|
||||
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
|
||||
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
|
||||
|
||||
|
||||
|
||||
[TERMINATION]
|
||||
|
||||
This license becomes null and void if any of the above conditions are not met.
|
||||
|
||||
|
||||
|
||||
[DISCLAIMER]
|
||||
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Doublsb.Dialog
|
||||
{
|
||||
[RequireComponent(typeof(Image))]
|
||||
public class Character : MonoBehaviour
|
||||
{
|
||||
public Emotion Emotion;
|
||||
public AudioClip[] ChatSE;
|
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public AudioClip[] CallSE;
|
||||
}
|
||||
}
|
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