气泡组件和配置项

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2024-09-13 19:39:22 +00:00
parent 4d9de0712e
commit 7adffa4372
73 changed files with 5671 additions and 2047 deletions
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using System;
using AibisDream.Config;
using AibisDream.Utility;
using Febucci.UI;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
namespace AibisDream
{
public abstract class DialogBoxBase : MonoBehaviour, IDialogView
{
#region box组件名称
private const string ActorName = "Actor Name";
private const string DialogText = "Dialog Text";
private const string NextArray = "Next Array";
private const string ChoiceBox = "Choice Box";
#endregion
#region box组件
protected TypewriterByCharacter dialogText;
protected TextMeshProUGUI actorName;
protected GameObject nextArray;
protected GameObject choiceBox;
#endregion
private bool _skipLineDelay;
[Header("跳过阻塞延迟时间/ms")]
[SerializeField] private int delayTime = 300;
protected GameObject choiceButtonPrefab;
protected virtual void Awake()
{
LoadChoiceButton();
InitComponents();
AddSomeListener();
}
private void AddSomeListener()
{
// 对话显示后有一段延时不可跳过
dialogText.onTypewriterStart.AddListener(() =>
{
_skipLineDelay = true;
CommonUtil.Delay(delayTime, () => { _skipLineDelay = false; });
});
}
#region
protected virtual void LoadChoiceButton()
{
Debug.Log("无选项对话框");
}
private void InitComponents()
{
actorName = transform.Find(ActorName)?.gameObject.GetComponent<TextMeshProUGUI>();
dialogText = transform.Find(DialogText)?.gameObject.GetComponent<TypewriterByCharacter>();
nextArray = transform.Find(NextArray)?.gameObject;
choiceBox = transform.Find(ChoiceBox)?.gameObject;
}
#endregion
/// <summary>
/// 隐藏对话盒
/// </summary>
public void HideDialog()
{
gameObject.SetActive(false);
}
/// <summary>
/// 显示对话
/// </summary>
/// <param name="dialogLine">对话内容</param>
/// <param name="character">角色内容</param>
/// <param name="nextStep">下一步</param>
/// <param name="isAutoSkip">是否自动跳过,默认为false</param>
public virtual void ShowLine(string dialogLine, CharacterVo character, Action nextStep, bool isAutoSkip = false)
{
gameObject.SetActive(true);
// 没有dialogText说明不能显示对话,直接跳过
if (!dialogText)
{
return;
}
// 把原有对话清掉
ClearBox();
dialogText.gameObject.SetActive(true);
choiceBox?.SetActive(false);
// 显示内容
ShowActorName(character);
dialogText.ShowText(dialogLine);
// TODO 如果有头像的对话框要加入头像处理
// 自动跳过的回调很难独立Remove,只能全部清空再注册,下策
dialogText.onTextShowed.RemoveAllListeners();
dialogText.onTextShowed.AddListener(() => nextArray.gameObject.SetActive(true));
// 执行自动跳过结局
if (isAutoSkip)
{
dialogText.onTextShowed.AddListener(() => CommonUtil.Delay(200, nextStep));
}
}
/// <summary>
/// 展示选项
/// </summary>
/// <param name="dialogueOptions">对话选项</param>
/// <param name="onOptionSelected">选项选择</param>
public virtual void ShowOptions(DialogueOption[] dialogueOptions, Action<int> onOptionSelected)
{
gameObject.SetActive(true);
// 没有选择框直接不显示选项
if (!choiceBox)
{
return;
}
// 把原有对话清掉
ClearBox();
choiceBox.SetActive(true);
dialogText.gameObject.SetActive(false);
// 销毁原来的按钮
foreach (Transform child in choiceBox.transform)
{
Destroy(child.gameObject);
}
// 生成新按钮
foreach (DialogueOption option in dialogueOptions)
{
if (!option.IsAvailable) continue;
var choiceInstance = Instantiate(choiceButtonPrefab, choiceBox.transform);
choiceInstance.GetComponentInChildren<TextMeshProUGUI>().text =
option.Line.TextWithoutCharacterName.Text;
choiceInstance.GetComponent<Button>().onClick
.AddListener(() => onOptionSelected.Invoke(option.DialogueOptionID));
}
}
/// <summary>
/// 尝试跳过对话
/// true说明成功快进了对话显示
/// false说明对话已经显示完成了,可以跳过
/// </summary>
/// <returns></returns>
public virtual bool TrySkipLine()
{
if (_skipLineDelay)
{
return true;
}
if (dialogText.isShowingText)
{
dialogText.SkipTypewriter();
return true;
}
else
{
nextArray.gameObject.SetActive(false);
return false;
}
}
private void ClearBox()
{
gameObject.SetActive(true);
dialogText?.ShowText("");
nextArray?.SetActive(false);
if (!actorName) actorName.text = "";
}
private void ShowActorName(CharacterVo character)
{
if (!actorName) return;
if (string.IsNullOrEmpty(character.nameColor))
{
actorName.text = character.cn;
}
else
{
var showStr = $"<color={character.nameColor}>{character.cn}</color>";
actorName.text = showStr;
}
}
}
}