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DialogueManager.cs
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DialogueManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DialogueManager : MonoBehaviour {
public GameObject player;
public GameObject dialoguePanel;
public GameObject promptPanel;
public Text nameComponent;
public Text textComponent;
public bool endDialogue;
public bool complete;
[HideInInspector]
public string dialogue;
[Range(0.05f,0.25f)]
public float waitTime;
private Queue<string> dialogues;
void Start () {
dialoguePanel.SetActive (false);
promptPanel.SetActive (false);
dialogues = new Queue<string> ();
waitTime = 0.08f;
}
public void StartDialogue (Dialogue dialogue){
dialoguePanel.SetActive (true);
nameComponent.text = dialogue.name;
endDialogue = false;
dialogues.Clear ();
foreach (string line in dialogue.dialogues) {
dialogues.Enqueue (line);
}
DisplayNextSentence ();
}
public void StartPrompt (){
promptPanel.SetActive (true);
}
public void DisplayNextSentence(){
complete = false;
if (dialogues.Count == 0) {
endDialogue = true;
EndDialogue ();
return;
} else {
endDialogue = false;
}
dialogue = dialogues.Dequeue ();
StopAllCoroutines ();
StartCoroutine (TypeDialogue (dialogue));
}
public void DisplayFullSentence(){
complete = true;
StopAllCoroutines ();
textComponent.text = "";
textComponent.text += dialogue;
}
IEnumerator TypeDialogue (string dialogue){
textComponent.text = "";
foreach (char letter in dialogue.ToCharArray()) {
textComponent.text += letter;
yield return new WaitForSecondsRealtime (waitTime);
}
complete = true;
}
public void EndDialogue(){
player.GetComponent<PlayerMovement>().isInteracting = false;
dialoguePanel.SetActive (false);
}
public void EndPrompt(){
promptPanel.SetActive (false);
}
}