/* The MIT License Copyright (c) 2020 DoublSB https://github.com/DoublSB/UnityDialogAsset Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System; namespace Doublsb.Dialog { public class DialogManager : MonoBehaviour { //================================================ //Public Variable //================================================ [Header("Game Objects")] public GameObject Printer; public GameObject Characters; [Header("UI Objects")] public Text Printer_Text; [Header("Audio Objects")] public AudioSource SEAudio; public AudioSource CallAudio; [Header("Preference")] public float Delay = 0.1f; [Header("Selector")] public GameObject Selector; public GameObject SelectorItem; public Text SelectorItemText; [HideInInspector] public State state; [HideInInspector] public string Result; //================================================ //Private Method //================================================ private Character _current_Character; private DialogData _current_Data; private float _currentDelay; private float _lastDelay; private Coroutine _textingRoutine; private Coroutine _printingRoutine; //================================================ //Public Method //================================================ #region Show & Hide public void Show(DialogData Data) { _current_Data = Data; _find_character(Data.Character); if(_current_Character != null) _emote("Normal"); _textingRoutine = StartCoroutine(Activate()); } public void Show(List Data) { StartCoroutine(Activate_List(Data)); } public void Click_Window() { switch (state) { case State.Active: StartCoroutine(_skip()); break; case State.Wait: if(_current_Data.SelectList.Count <= 0) Hide(); break; } } public void Hide() { if(_textingRoutine != null) StopCoroutine(_textingRoutine); if(_printingRoutine != null) StopCoroutine(_printingRoutine); Printer.SetActive(false); Characters.SetActive(false); Selector.SetActive(false); state = State.Deactivate; if (_current_Data.Callback != null) { _current_Data.Callback.Invoke(); _current_Data.Callback = null; } } #endregion #region Selector public void Select(int index) { Result = _current_Data.SelectList.GetByIndex(index).Key; Hide(); } #endregion #region Sound public void Play_ChatSE() { if (_current_Character != null) { SEAudio.clip = _current_Character.ChatSE[UnityEngine.Random.Range(0, _current_Character.ChatSE.Length)]; SEAudio.Play(); } } public void Play_CallSE(string SEname) { if (_current_Character != null) { var FindSE = Array.Find(_current_Character.CallSE, (SE) => SE.name == SEname); CallAudio.clip = FindSE; CallAudio.Play(); } } #endregion #region Speed public void Set_Speed(string speed) { switch (speed) { case "up": _currentDelay -= 0.25f; if (_currentDelay <= 0) _currentDelay = 0.001f; break; case "down": _currentDelay += 0.25f; break; case "init": _currentDelay = Delay; break; default: _currentDelay = float.Parse(speed); break; } _lastDelay = _currentDelay; } #endregion //================================================ //Private Method //================================================ private void _find_character(string name) { if (name != string.Empty) { Transform Child = Characters.transform.Find(name); if (Child != null) _current_Character = Child.GetComponent(); } } private void _initialize() { _currentDelay = Delay; _lastDelay = 0.1f; Printer_Text.text = string.Empty; Printer.SetActive(true); Characters.SetActive(_current_Character != null); foreach (Transform item in Characters.transform) item.gameObject.SetActive(false); if(_current_Character != null) _current_Character.gameObject.SetActive(true); } private void _init_selector() { _clear_selector(); if (_current_Data.SelectList.Count > 0) { Selector.SetActive(true); for (int i = 0; i < _current_Data.SelectList.Count; i++) { _add_selectorItem(i); } } else Selector.SetActive(false); } private void _clear_selector() { for (int i = 1; i < Selector.transform.childCount; i++) { Destroy(Selector.transform.GetChild(i).gameObject); } } private void _add_selectorItem(int index) { SelectorItemText.text = _current_Data.SelectList.GetByIndex(index).Value; var NewItem = Instantiate(SelectorItem, Selector.transform); NewItem.GetComponent