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DialogueSystem.cs
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190 lines (162 loc) · 4.99 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class DialogueSystem: MonoBehaviour {
public Text nameText;
public Text dialogueText;
public GameObject dialogueGUI;
public Transform dialogueBoxGUI;
public float letterDelay = 0.1f;
public float letterMultiplier = 0.5f;
public KeyCode DialogueInput = KeyCode.F;
public string Names;
public string[] dialogueLines;
public bool letterIsMultiplied = false;
public bool dialogueActive = false;
public bool dialogueEnded = false;
public bool outOfRange = true;
public AudioClip audioClip;
AudioSource audioSource;
void Start()
{
audioSource = GetComponent<AudioSource>();
dialogueText.text = "";
}
void Update()
{
}
public void EnterRangeOfNPC()
{
outOfRange = false;
dialogueGUI.SetActive(true);
if (dialogueActive == true)
{
dialogueGUI.SetActive(false);
}
}
public void NPCName()
{
outOfRange = false;
dialogueBoxGUI.gameObject.SetActive(true);
nameText.text = Names;
if (Input.GetKeyDown(KeyCode.F))
{
if (!dialogueActive)
{
dialogueActive = true;
StartCoroutine(StartDialogue());
}
}
StartDialogue();
}
private IEnumerator StartDialogue()
{
if (outOfRange == false)
{
int dialogueLength = dialogueLines.Length;
int currentDialogueIndex = 0;
while (currentDialogueIndex < dialogueLength || !letterIsMultiplied)
{
if (!letterIsMultiplied)
{
letterIsMultiplied = true;
StartCoroutine(DisplayString(dialogueLines[currentDialogueIndex++]));
if (currentDialogueIndex >= dialogueLength)
{
dialogueEnded = true;
}
//else
//{
// if (Input.GetKeyDown(DialogueInput))
// {
// currentDialogueIndex = dialogueLength;
// }
//}
}
yield return 0;
}
while (true)
{
if (Input.GetKeyDown(DialogueInput) && dialogueEnded == false)
{
break;
}
yield return 0;
}
dialogueEnded = false;
dialogueActive = false;
DropDialogue();
}
}
private IEnumerator DisplayString(string stringToDisplay)
{
if (outOfRange == false)
{
int stringLength = stringToDisplay.Length;
int currentCharacterIndex = 0;
dialogueText.text = "";
while (currentCharacterIndex < stringLength)
{
dialogueText.text += stringToDisplay[currentCharacterIndex];
currentCharacterIndex++;
if (currentCharacterIndex < stringLength)
{
if (Input.GetKey(DialogueInput))
{
yield return new WaitForSeconds(letterDelay * letterMultiplier);
if (audioClip) audioSource.PlayOneShot(audioClip, 0.5F);
}
else
{
yield return new WaitForSeconds(letterDelay);
if (audioClip) audioSource.PlayOneShot(audioClip, 0.5F);
}
}
else
{
dialogueEnded = false;
break;
}
}
while (true)
{
if (Input.GetKeyDown(DialogueInput))
{
break;
}
yield return 0;
}
dialogueEnded = false;
letterIsMultiplied = false;
dialogueText.text = "";
}
}
public void DropDialogue()
{
dialogueGUI.SetActive(false);
dialogueBoxGUI.gameObject.SetActive(false);
}
public void NotPlayer()
{
dialogueGUI.SetActive(false);
//dialogueBoxGUI.gameObject.SetActive(false);
outOfRange = true;
}
public void OutOfRange()
{
outOfRange = true;
if (outOfRange == true)
{
letterIsMultiplied = false;
dialogueActive = false;
StopAllCoroutines();
dialogueGUI.SetActive(false);
dialogueBoxGUI.gameObject.SetActive(false);
}
}
public void Gameends()
{
outOfRange = true;
}
}