207 lines
6.2 KiB
C#
207 lines
6.2 KiB
C#
using System;
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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 Febucci.UI;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AibisDream
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{
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public abstract class DialogBoxBase : MonoBehaviour, IDialogView
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{
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#region box组件名称
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private const string ActorName = "Actor Name";
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private const string DialogText = "Dialog Text";
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private const string NextArray = "Next Array";
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private const string ChoiceBox = "Choice Box";
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#endregion
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#region box组件
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protected TypewriterByCharacter dialogText;
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protected TextMeshProUGUI actorName;
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protected GameObject nextArray;
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protected GameObject choiceBox;
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#endregion
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private bool _skipLineDelay;
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private Action _nextStep;
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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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protected GameObject choiceButtonPrefab;
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protected virtual void Awake()
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{
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LoadChoiceButton();
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InitComponents();
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AddSomeListener();
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}
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private void AddSomeListener()
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{
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// 对话显示后有一段延时不可跳过
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dialogText.onTypewriterStart.AddListener(() =>
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{
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_skipLineDelay = true;
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_ = CommonUtil.Delay(delayTime, () => { _skipLineDelay = false; });
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});
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}
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#region 初始化
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protected virtual void LoadChoiceButton()
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{
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Debug.Log("无选项对话框");
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}
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private void InitComponents()
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{
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actorName = transform.Find(ActorName)?.gameObject.GetComponent<TextMeshProUGUI>();
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dialogText = transform.Find(DialogText)?.gameObject.GetComponent<TypewriterByCharacter>();
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nextArray = transform.Find(NextArray)?.gameObject;
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choiceBox = transform.Find(ChoiceBox)?.gameObject;
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}
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#endregion
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/// <summary>
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/// 隐藏对话盒
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/// </summary>
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public void HideDialog()
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{
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gameObject.SetActive(false);
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}
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/// <summary>
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/// 显示对话
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/// </summary>
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/// <param name="dialogLine">对话内容</param>
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/// <param name="character">角色内容</param>
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/// <param name="nextStep">下一步</param>
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/// <param name="onTextShowed">文字展示结束后触发</param>
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/// <param name="isAutoSkip">是否自动跳过,默认为false</param>
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public virtual void ShowLine(string dialogLine, CharacterVo character, Action nextStep, Action onTextShowed,
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bool isAutoSkip = false)
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{
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gameObject.SetActive(true);
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// 没有dialogText说明不能显示对话,直接跳过
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if (!dialogText)
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{
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return;
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}
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// 把原有对话清掉
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ClearBox();
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dialogText.gameObject.SetActive(true);
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choiceBox?.SetActive(false);
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// 显示内容
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ShowActorName(character);
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dialogText.ShowText(dialogLine);
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// 自动跳过的回调很难独立Remove,只能全部清空再注册,下策
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dialogText.onTextShowed.RemoveAllListeners();
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dialogText.onTextShowed.AddListener(() => nextArray.gameObject.SetActive(true));
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dialogText.onTextShowed.AddListener(() => onTextShowed?.Invoke());
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dialogText.onTextShowed.AddListener(() => EnumEventSystem.Global.Send(DialogEventEnum.LineShowed));
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_nextStep = nextStep;
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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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dialogText.onTextShowed.AddListener(() => _ = CommonUtil.Delay(200, NextStep));
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}
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}
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public virtual 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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_nextStep.Invoke();
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_nextStep = null;
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}
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/// <summary>
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/// 展示选项
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/// </summary>
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/// <param name="dialogueOptions">对话选项</param>
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public virtual void ShowOptions(DialogOption[] dialogueOptions)
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{
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gameObject.SetActive(true);
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// 没有选择框直接不显示选项
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if (!choiceBox)
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{
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return;
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}
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// 把原有对话清掉
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ClearBox();
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choiceBox.SetActive(true);
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dialogText.gameObject.SetActive(false);
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// 销毁原来的按钮
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foreach (Transform child in choiceBox.transform)
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{
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Destroy(child.gameObject);
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}
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// 生成新按钮
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foreach (var option in dialogueOptions)
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{
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if (!option.IsAvailable) continue;
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var choiceInstance = Instantiate(choiceButtonPrefab, choiceBox.transform);
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choiceInstance.GetComponentInChildren<TextMeshProUGUI>().text = option.Line;
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choiceInstance.GetComponent<Button>().onClick.AddListener(option.Select);
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}
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}
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/// <summary>
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/// 尝试跳过对话
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/// true说明成功快进了对话显示
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/// false说明对话已经显示完成了,可以跳过
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/// </summary>
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/// <returns></returns>
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public virtual bool TrySkipLine()
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{
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if (_skipLineDelay)
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{
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return true;
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}
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if (dialogText.isShowingText)
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{
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dialogText.SkipTypewriter();
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return true;
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}
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else
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{
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nextArray.gameObject.SetActive(false);
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return false;
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}
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}
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private void ClearBox()
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{
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gameObject.SetActive(true);
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dialogText?.ShowText("");
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nextArray?.SetActive(false);
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if (!actorName) actorName.text = "";
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}
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private void ShowActorName(CharacterVo character)
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{
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if (!actorName) return;
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actorName.text = character.GetActorName();
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}
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}
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} |