213 lines
6.3 KiB
C#
213 lines
6.3 KiB
C#
using System;
|
|
using AibisDream.Framework;
|
|
using AibisDream.Kit;
|
|
using AibisDream.Utility;
|
|
using Febucci.UI;
|
|
using TMPro;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
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
|
|
|
|
private TypewriterByCharacter _dialogText;
|
|
private TextMeshProUGUI _actorName;
|
|
private GameObject _nextArray;
|
|
private GameObject _choiceBox;
|
|
|
|
#endregion
|
|
|
|
private bool _skipLineDelay;
|
|
private Action _nextStep;
|
|
|
|
[Header("跳过阻塞延迟时间/ms")] [SerializeField]
|
|
private int delayTime = 300;
|
|
|
|
protected GameObject choiceButtonPrefab;
|
|
|
|
private void Awake()
|
|
{
|
|
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 初始化
|
|
|
|
private void InitComponents()
|
|
{
|
|
_actorName = transform.Find(ActorName)?.gameObject.GetComponentInChildren<TextMeshProUGUI>();
|
|
_dialogText = transform.Find(DialogText)?.gameObject.GetComponent<TypewriterByCharacter>();
|
|
_nextArray = transform.Find(NextArray)?.gameObject;
|
|
_choiceBox = transform.Find(ChoiceBox)?.gameObject;
|
|
|
|
OnAwake();
|
|
}
|
|
|
|
protected virtual void OnAwake()
|
|
{
|
|
}
|
|
|
|
#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="lineId">行号</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, string lineId, bool isAutoSkip = false)
|
|
{
|
|
gameObject.SetActive(true);
|
|
|
|
// 把原有对话清掉
|
|
ClearBox();
|
|
_dialogText.gameObject.SetActive(true);
|
|
_choiceBox?.SetActive(false);
|
|
|
|
// 显示内容
|
|
ShowActorName(character);
|
|
_dialogText.ShowText(dialogLine);
|
|
|
|
// 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));
|
|
_dialogText.onTextShowed.AddListener(() => EnumEventSystem.Global.Send(DialogEventEnum.LineShown));
|
|
|
|
_nextStep = nextStep;
|
|
|
|
// 执行自动跳过结局
|
|
if (isAutoSkip)
|
|
{
|
|
_dialogText.onTextShowed.AddListener(() => _ = CommonUtil.Delay(200, NextStep));
|
|
}
|
|
}
|
|
|
|
public virtual void NextStep()
|
|
{
|
|
if (_nextStep == null) return;
|
|
|
|
EnumEventSystem.Global.Send(DialogEventEnum.LineEnd);
|
|
var next = _nextStep;
|
|
_nextStep = null;
|
|
next.Invoke();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 展示选项
|
|
/// </summary>
|
|
/// <param name="dialogueOptions">对话选项</param>
|
|
public virtual void ShowOptions(DialogOption[] dialogueOptions)
|
|
{
|
|
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 (var option in dialogueOptions)
|
|
{
|
|
if (!option.IsAvailable) continue;
|
|
|
|
var choiceInstance = Instantiate(choiceButtonPrefab, _choiceBox.transform);
|
|
choiceInstance.GetComponentInChildren<TextMeshProUGUI>().text = option.Line;
|
|
choiceInstance.GetComponent<Button>().onClick.AddListener(option.Select);
|
|
}
|
|
}
|
|
|
|
/// <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(bool isForceSkip)
|
|
{
|
|
if (_skipLineDelay && !isForceSkip)
|
|
{
|
|
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.IsNullOrWhiteSpace(character.key))
|
|
{
|
|
_actorName.transform.parent.gameObject.SetActive(false);
|
|
}
|
|
else
|
|
{
|
|
_actorName.transform.parent.localPosition =
|
|
character.key == "me" ? new Vector3(310, 95, 0) : new Vector3(-458, 95, 0);
|
|
|
|
_actorName.transform.parent.gameObject.SetActive(true);
|
|
_actorName.text = character.GetActorName();
|
|
}
|
|
}
|
|
}
|
|
} |