160 lines
4.3 KiB
C#
160 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using AibisDream.Framework;
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using AibisDream.Kit;
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using AibisDream.Utility;
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using UnityEngine;
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namespace AibisDream
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{
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public class TextBubbleGroup : MonoBehaviour, IDialogView
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{
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private Dictionary<ActorRole, TextBubble[]> _bubbleDict;
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#region 一些索引
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private bool _skipLineDelay;
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private Action _nextStep;
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private bool _isAutoSkip;
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private TextBubble _curBubble;
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[Header("跳过阻塞延迟时间/ms")] [SerializeField]
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private int delayTime = 300;
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#endregion
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#region 初始化
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private void Awake()
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{
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InitBubbles();
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// 注册泡泡
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DialogCanvasManager.Instance.RegisterDialogView(DialogViewType.Bubble, this);
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DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.Bubble);
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}
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private void Start()
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{
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HideDialog();
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}
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private void OnDestroy()
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{
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DialogCanvasManager.Instance.SwitchDialogView(DialogViewType.OldBox);
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DialogCanvasManager.Instance.UnregisterDialogView(DialogViewType.Bubble);
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}
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private void InitBubbles()
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{
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_bubbleDict = GetComponentsInChildren<TextBubble>().GroupBy(item => item.role)
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.ToDictionary(group => group.Key, group => group.ToArray());
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}
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#endregion
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public void ShowLine(string dialogLine, CharacterVo character, Action nextStep, string lineId, bool isAutoSkip = false)
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{
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gameObject.SetActive(true);
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if (TryGetBubble(character.role, character.bubbleIdx ,out var bubble))
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{
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bubble.ShowLine(dialogLine, OnTextShowed);
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// 设置延时
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_skipLineDelay = true;
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_ = CommonUtil.Delay(delayTime, () => { _skipLineDelay = false; });
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// 将非选定的Bubble隐藏
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HideDialog(bubble);
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}
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else
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{
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Debug.LogWarning($"{character.GetActorName()}的Role没有对应Bubble");
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return;
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}
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// 保留信息
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_nextStep = nextStep;
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_isAutoSkip = isAutoSkip;
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_curBubble = bubble;
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}
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public void ShowOptions(DialogOption[] dialogueOptions)
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{
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// 没有选项
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}
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public void HideDialog()
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{
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foreach (var textBubble in _bubbleDict.Values.SelectMany(inner => inner))
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{
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textBubble.Hide();
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}
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}
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public void HideDialog(TextBubble activeBubble)
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{
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foreach (var textBubble in _bubbleDict.Values.SelectMany(inner => inner))
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{
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if (activeBubble != textBubble)
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{
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textBubble.Hide();
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}
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}
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}
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public bool TrySkipLine(bool isForceSkip)
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{
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if (_skipLineDelay && !isForceSkip)
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{
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return true;
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}
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if (_curBubble.IsShowingText)
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{
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_curBubble.SkipLine();
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return true;
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}
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return false;
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}
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public void NextStep()
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{
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if (_nextStep == null) return;
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EnumEventSystem.Global.Send(DialogEventEnum.LineEnd);
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var next = _nextStep;
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_nextStep = null;
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_curBubble?.Hide();
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next?.Invoke();
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}
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private void OnTextShowed()
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{
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// 触发事件
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EnumEventSystem.Global.Send(DialogEventEnum.LineShown);
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// 执行自动跳过结局
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if (_isAutoSkip)
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{
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_ = CommonUtil.Delay(200, NextStep);
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_isAutoSkip = false;
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}
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}
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private bool TryGetBubble(ActorRole role, int idx, out TextBubble textBubble)
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{
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if (_bubbleDict.TryGetValue(role, out var bubbles))
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{
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textBubble = bubbles.FirstOrDefault(item => item.idx == idx);
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return textBubble != null;
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}
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textBubble = null;
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return false;
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}
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}
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} |