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Cielonos/Packages/dev.yarnspinner.unity/Runtime/Views/LineAdvancer.cs
SoulliesOfficial 7bc1e1722c 爆更
2026-06-05 04:21:00 -04:00

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31 KiB
C#

/*
Yarn Spinner is licensed to you under the terms found in the file LICENSE.md.
*/
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using Yarn.Markup;
using Yarn.Unity.Attributes;
#if USE_TMP
using TMPro;
#else
using TextMeshProUGUI = Yarn.Unity.TMPShim;
using TMP_Text = Yarn.Unity.TMPShim;
#endif
#nullable enable
namespace Yarn.Unity
{
public static class InputSystemAvailability
{
#if USE_INPUTSYSTEM
internal const bool inputSystemInstalled = true;
#else
internal const bool inputSystemInstalled = false;
#endif
#if ENABLE_INPUT_SYSTEM
internal const bool enableInputSystem = true;
#else
internal const bool enableInputSystem = false;
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
internal const bool enableLegacyInput = true;
#else
internal const bool enableLegacyInput = false;
#endif
#if !ENABLE_LEGACY_INPUT_MANAGER
/// <summary>
/// A dictionary mapping legacy keycodes to Input System keys.
/// </summary>
static System.Lazy<Dictionary<KeyCode, UnityEngine.InputSystem.Key>> lookup = new(() =>
{
var result = new Dictionary<KeyCode, UnityEngine.InputSystem.Key>();
foreach (KeyCode keyCode in System.Enum.GetValues(typeof(KeyCode)))
{
// Attempt to automatically find the equivalent of keyCode by
// assuming that the string representation of a key (e.g. "Tab")
// is the same in both enums.
if (System.Enum.TryParse<UnityEngine.InputSystem.Key>(keyCode.ToString(), true, out var value))
{
result[keyCode] = value;
}
}
// Manually map some remaining keys
result[KeyCode.Return] = UnityEngine.InputSystem.Key.Enter;
result[KeyCode.KeypadEnter] = UnityEngine.InputSystem.Key.NumpadEnter;
return result;
});
#endif
/// <summary>
/// Gets a value indicating whether the key indicated by a <see
/// cref="KeyCode"/> was pressed this frame.
/// </summary>
/// <remarks>
/// If the Legacy Input Manager is enabled, this method wraps <see
/// cref="Input.GetKeyDown"/>. Otherwise, it attempts to find the <see
/// cref="UnityEngine.InputSystem.Key"/> equivalent of <paramref
/// name="key"/>, and then checks with <see
/// cref="UnityEngine.InputSystem.Keyboard.current"/> to find the key,
/// and queries its <see
/// cref="UnityEngine.InputSystem.Controls.ButtonControl.wasPressedThisFrame"/>
/// property.
/// </remarks>
/// <param name="key">The <see cref="KeyCode"/> to check for the state
/// of.</param>
/// <returns>Whether the key was pressed this frame.</returns>
public static bool GetKeyDown(KeyCode key)
{
if (key == KeyCode.None)
{
// The 'none' key is never pressed
return false;
}
#if ENABLE_LEGACY_INPUT_MANAGER
// If we're using Legacy Input, read from it directly
return Input.GetKeyDown(key);
#else
if (lookup.Value.TryGetValue(key, out var lookupKey))
{
try
{
return UnityEngine.InputSystem.Keyboard.current[lookup.Value[key]].wasPressedThisFrame;
}
catch (System.ArgumentOutOfRangeException)
{
#if DEBUG
Debug.LogWarning($"Can't check if {key} is down: found Input System mapping {lookupKey}, but this key is not present in the current keyboard");
#endif
return false;
}
}
else
{
#if DEBUG
Debug.LogWarning($"Can't check if {key} is down: can't find a mapping from legacy keycode {key} to Unity Input System");
#endif
return false;
}
#endif
}
public static bool GetButtonDown(string? buttonName)
{
if (buttonName == null)
{
return false;
}
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetButtonUp(buttonName);
#else
return false;
#endif
}
public static float GetAxis(string? axisName)
{
if (axisName == null)
{
return 0;
}
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetAxis(axisName);
#else
return 0;
#endif
}
}
/// <summary>
/// A dialogue presenter that listens for user input and sends requests to a <see
/// cref="DialogueRunner"/> to advance the presentation of the current line,
/// either by asking a dialogue runner to hurry up its delivery, advance to
/// the next line, or cancel the entire dialogue session.
/// </summary>
public class LineAdvancer : DialoguePresenterBase, IActionMarkupHandler
{
[MustNotBeNull("Line Advancer needs to know which Dialogue Runner should be told to tell it to show the next line.")]
[Tooltip("The dialogue runner that will receive requests to advance or cancel content.")]
[SerializeField] protected DialogueRunner? runner;
/// <summary>
/// The <see cref="DialoguePresenterBase"/> that this LineAdvancer should subscribe to for notifications that the line is fully visible.
/// </summary>
/// <remarks>When <see cref="RequestLineHurryUp"/> is called, if the line is fully visible, the <see cref="runner"/> object will have its <see cref="DialogueRunner.RequestNextLine"/> method called (instead of its <see cref="DialogueRunner.RequestHurryUpLine"/> method).
/// This behaviour is only the case when the <see cref="separateHurryUpAndAdvanceControls"/> is set to false.
///</remarks>
[SerializeField] protected DialoguePresenterBase? presenter;
/// <summary>
/// Should this line advancer use different actions for hurrying up a line and advancing a line?
/// </summary>
/// <remarks>
/// When this is false if the player requests a line to hurry up and the line is fully shown the <see cref="DialogueRunner.RequestNextLine"/> method will be called instead of the <see cref="DialogueRunner.RequestHurryUpLine"/> method.
/// This behaviour is only the case when <see cref="presenter"/> is not null and the presenter is presenting it's line content via it's <see cref="DialoguePresenter.Typewriter"/> property.
/// </remarks>
[SerializeField] protected bool separateHurryUpAndAdvanceControls = false;
/// <summary>
/// If <see langword="true"/>, repeatedly signalling that the line
/// should be hurried up will cause the line advancer to request that
/// the next line be shown.
/// </summary>
/// <seealso cref="advanceRequestsBeforeCancellingLine"/>
[Space]
[Tooltip("Does repeatedly requesting a line advance cancel the line?")]
public bool multiAdvanceIsCancel = false;
/// <summary>
/// The number of times that a 'hurry up' signal occurs before the line
/// advancer requests that the next line be shown.
/// </summary>
/// <seealso cref="multiAdvanceIsCancel"/>
[ShowIf(nameof(multiAdvanceIsCancel))]
[Indent]
[Label("Advance Count")]
[Tooltip("The number of times that a line advance occurs before the current line is cancelled.")]
public int advanceRequestsBeforeCancellingLine = 2;
/// <summary>
/// The number of times that this object has received an indication that
/// the line should be advanced.
/// </summary>
/// <remarks>
/// This value is reset to zero when a new line is run. When the line is
/// advanced, this value is incremented. If this value ever meets or
/// exceeds <see cref="advanceRequestsBeforeCancellingLine"/>, the line
/// will be cancelled.
/// </remarks>
private int numberOfAdvancesThisLine = 0;
/// <summary>
/// The type of input that this line advancer responds to.
/// </summary>
public enum InputMode
{
/// <summary>
/// The line advancer responds to Input Actions from the <a
/// href="https://docs.unity3d.com/Packages/com.unity.inputsystem@latest">Unity
/// Input System</a>.
/// </summary>
InputActions,
/// <summary>
/// The line advancer responds to keypresses on the keyboard.
/// </summary>
KeyCodes,
/// <summary>
/// The line advancer does not respond to any input.
/// </summary>
/// <remarks>When a line advancer's <see cref="UsedInputMode"/> is set
/// to <see cref="None"/>, call the <see
/// cref="RequestLineHurryUp"/>, <see cref="RequestNextLine"/> and
/// <see cref="RequestDialogueCancellation"/> methods directly from
/// your code to control line advancement.</remarks>
None,
/// <summary>
/// The line advancer responds to input from the legacy <a
/// href="https://docs.unity3d.com/Manual/class-InputManager.html">Input
/// Manager</a>.
/// </summary>
LegacyInputAxes,
}
/// <summary>
/// The type of input that this line advancer responds to.
/// </summary>
/// <seealso cref="InputMode"/>
[Tooltip("The type of input that this line advancer responds to.")]
[Space]
[MessageBox(sourceMethod: nameof(ValidateInputMode))]
[SerializeField] protected InputMode inputMode;
// when using the same input for different actions, for example using spacebar to select an option but also spacebar to hurry up lines
// the action for hurrying up the line will happen the same frame as the action for selection
// so if a line follows options (very common), that line might well get told to instantly hurry up
// which isn't ideal, so this tracks the frame that content arrives and hurry up events cannot run the same frame as their content appears
private int frameContentReceived = 0;
protected InputMode UsedInputMode
{
get
{
const bool inputSystemAvailable = InputSystemAvailability.enableInputSystem && InputSystemAvailability.inputSystemInstalled;
if (inputMode == InputMode.InputActions && !inputSystemAvailable)
{
// We're configured to use input actions, but the input
// system is not enabled. Fall back to key codes.
return InputMode.KeyCodes;
}
else
{
return inputMode;
}
}
}
/// <summary>
/// Validates the current value of <see cref="inputMode"/>, and
/// potentially returns a message box to display.
/// </summary>
protected MessageBoxAttribute.Message ValidateInputMode()
{
#pragma warning disable CS0162 // Unreachable code detected
if (this.inputMode == InputMode.None)
{
return MessageBoxAttribute.Info($"To use this component, call the following methods on it:\n\n" +
$"- {nameof(this.RequestLineHurryUp)}()\n" +
$"- {nameof(this.RequestNextLine)}()\n" +
$"- {nameof(this.RequestOptionHurryUp)}()\n" +
$"- {nameof(this.RequestDialogueCancellation)}()"
);
}
if (this.inputMode == InputMode.LegacyInputAxes && !InputSystemAvailability.enableLegacyInput)
{
return MessageBoxAttribute.Warning("The Input Manager (Old) system is not enabled.\n\nEither change this setting to Input Actions, or enable Input Manager (Old) in Project Settings > Player > Configuration > Active Input Handling.");
}
if (this.inputMode == InputMode.InputActions)
{
if (InputSystemAvailability.inputSystemInstalled == false)
{
return MessageBoxAttribute.Warning("Please install the Unity Input System package to use Input Actions.\n\nFalling back to the keyboard in the meantime.");
}
if (!InputSystemAvailability.enableInputSystem)
{
return MessageBoxAttribute.Warning("The Unity Input System is not enabled.\n\nEither change this setting, or enable Input System in Project Settings > Player > Configuration > Active Input Handling.\n\nFalling back to the keyboard in the meantime.");
}
}
return MessageBoxAttribute.NoMessage;
#pragma warning restore CS0162 // Unreachable code detected
}
#if USE_INPUTSYSTEM
/// <summary>
/// The Input Action that triggers a request to advance to the next
/// piece of content.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.InputActions)]
[Indent]
[SerializeField] protected UnityEngine.InputSystem.InputActionReference? hurryUpLineAction;
/// <summary>
/// The Input Action that triggers an instruction to cancel the current
/// line.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.InputActions)]
[ShowIf(nameof(separateHurryUpAndAdvanceControls))]
[Indent]
[SerializeField] protected UnityEngine.InputSystem.InputActionReference? nextLineAction;
/// <summary>
/// The Input Action that triggers an instruction to hurry up presenting the current options
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.InputActions)]
[Indent]
[SerializeField] protected UnityEngine.InputSystem.InputActionReference? hurryUpOptionsAction;
/// <summary>
/// The Input Action that triggers an instruction to cancel the entire
/// dialogue.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.InputActions)]
[Indent]
[SerializeField] protected UnityEngine.InputSystem.InputActionReference? cancelDialogueAction;
/// <summary>
/// If true, the <see cref="hurryUpLineAction"/>, <see
/// cref="nextLineAction"/> and <see cref="cancelDialogueAction"/> Input
/// Actions will be enabled when the the dialogue runner signals that a
/// line is running.
/// </summary>
[Tooltip("If true, the input actions above will be enabled when a line begins.")]
[ShowIf(nameof(UsedInputMode), InputMode.InputActions)]
[Indent]
[SerializeField] protected bool enableActions = true;
#endif
/// <summary>
/// The legacy Input Axis that triggers a request to advance to the next
/// piece of content.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.LegacyInputAxes)]
[Indent]
[SerializeField] protected string? hurryUpLineAxis = "Jump";
/// <summary>
/// The legacy Input Axis that triggers an instruction to cancel the
/// current line.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.LegacyInputAxes)]
[ShowIf(nameof(separateHurryUpAndAdvanceControls))]
[Indent]
[SerializeField] protected string? nextLineAxis = "Cancel";
/// <summary>
/// The legacy Input Axis that triggers an instruction to hurry up presenting the current options
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.LegacyInputAxes)]
[Indent]
[SerializeField] protected string? hurryUpOptionsAxis = "Jump";
/// <summary>
/// The legacy Input Axis that triggers an instruction to cancel the
/// entire dialogue.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.LegacyInputAxes)]
[Indent]
[SerializeField] protected string? cancelDialogueAxis = "";
/// <summary>
/// The <see cref="KeyCode"/> that triggers a request to advance to the
/// next piece of content.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.KeyCodes)]
[Indent]
[SerializeField] protected KeyCode hurryUpLineKeyCode = KeyCode.Space;
/// <summary>
/// The <see cref="KeyCode"/> that triggers an instruction to cancel the
/// current line.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.KeyCodes)]
[ShowIf(nameof(separateHurryUpAndAdvanceControls))]
[Indent]
[SerializeField] protected KeyCode nextLineKeyCode = KeyCode.Escape;
/// <summary>
/// The <see cref="KeyCode"/> that triggers an instruction to hurry up presenting options
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.KeyCodes)]
[Indent]
[SerializeField] protected KeyCode hurryUpOptionsKeyCode = KeyCode.Space;
/// <summary>
/// The <see cref="KeyCode"/> that triggers an instruction to cancel the
/// entire dialogue.
/// </summary>
[ShowIf(nameof(UsedInputMode), InputMode.KeyCodes)]
[Indent]
[SerializeField] protected KeyCode cancelDialogueKeyCode = KeyCode.None;
#if USE_INPUTSYSTEM
private void OnHurryUpLinePerformed(UnityEngine.InputSystem.InputAction.CallbackContext ctx)
{
RequestLineHurryUpInternal();
}
private void OnHurryUpOptionsPerformed(UnityEngine.InputSystem.InputAction.CallbackContext ctx)
{
RequestOptionHurryUp();
}
private void OnNextLinePerformed(UnityEngine.InputSystem.InputAction.CallbackContext ctx)
{
RequestNextLine();
}
private void OnCancelDialoguePerformed(UnityEngine.InputSystem.InputAction.CallbackContext ctx)
{
RequestDialogueCancellation();
}
#endif
// used to track the status of the presentation
// you can think of this as a variation on multiple presses to advance a line
// where if the presenter is awaiting input it is reasonable that pressing hurry up would advance to the next piece of content
// but the default presenters can't really tell that apart
// so the line advancer instead will handle this
// this only works if the line advancer is added as a processor onto the presenters typewriter
// but that is ok as that is the default
// as people replace those defaults with more complex views and presenters they will also want to replace the line advancer anyways
private enum PresentationStatus
{
Unknown, LineBegan, LineWaiting, OptionsBegan, OptionsWaiting,
}
private PresentationStatus status = PresentationStatus.Unknown;
private void Start()
{
// If we have a dialogue presenter configured, register ourselves as
// a temporal processor, so that we get notified when the line is
// fully visible. This is so that when a line is fully visible, the
// 'hurry up' action will instead trigger a 'next line' action,
// (because there's nothing left to hurry up.)
if (runner == null || presenter == null)
{
return;
}
if (!separateHurryUpAndAdvanceControls)
{
var listOfPresenters = new List<DialoguePresenterBase?>(runner.DialoguePresenters)
{
this
};
runner.DialoguePresenters = listOfPresenters;
presenter.Typewriter?.ActionMarkupHandlers.Add(this);
// last thing is to null out the inputs just in case
nextLineAxis = null;
nextLineKeyCode = KeyCode.None;
#if USE_INPUTSYSTEM
nextLineAction = null;
#endif
}
}
/// <summary>
/// Called by a dialogue runner when dialogue starts to add input action
/// handlers for advancing the line.
/// </summary>
/// <returns>A completed task.</returns>
public override YarnTask OnDialogueStartedAsync()
{
#if USE_INPUTSYSTEM
if (enableActions)
{
if (hurryUpLineAction != null) { hurryUpLineAction.action.Enable(); }
if (hurryUpOptionsAction != null) { hurryUpOptionsAction.action.Enable(); }
if (nextLineAction != null) { nextLineAction.action.Enable(); }
if (cancelDialogueAction != null) { cancelDialogueAction.action.Enable(); }
}
if (UsedInputMode == InputMode.InputActions)
{
// If we're using the input system, register callbacks to run
// when our actions are performed.
if (hurryUpLineAction != null) { hurryUpLineAction.action.performed += OnHurryUpLinePerformed; }
if (hurryUpOptionsAction != null) { hurryUpOptionsAction.action.performed += OnHurryUpOptionsPerformed; }
if (nextLineAction != null) { nextLineAction.action.performed += OnNextLinePerformed; }
if (cancelDialogueAction != null) { cancelDialogueAction.action.performed += OnCancelDialoguePerformed; }
}
#endif
ResetLineTracking();
return YarnTask.CompletedTask;
}
/// <summary>
/// Called by a dialogue runner when dialogue ends to remove the input
/// action handlers.
/// </summary>
/// <returns>A completed task.</returns>
public override YarnTask OnDialogueCompleteAsync()
{
#if USE_INPUTSYSTEM
// If we're using the input system, remove the callbacks.
if (UsedInputMode == InputMode.InputActions)
{
if (hurryUpLineAction != null) { hurryUpLineAction.action.performed -= OnHurryUpLinePerformed; }
if (hurryUpOptionsAction != null) { hurryUpOptionsAction.action.performed -= OnHurryUpOptionsPerformed; }
if (nextLineAction != null) { nextLineAction.action.performed -= OnNextLinePerformed; }
if (cancelDialogueAction != null) { cancelDialogueAction.action.performed -= OnCancelDialoguePerformed; }
Debug.Log("LineAdvancer: Unregistered input action callbacks.");
}
#endif
ResetLineTracking();
return YarnTask.CompletedTask;
}
/// <summary>
/// Called by a dialogue presenter to signal that a line is running.
/// </summary>
/// <inheritdoc cref="LinePresenter.RunLineAsync" path="/param"/>
/// <returns>A completed task.</returns>
public override YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
{
// A new line has come in, so reset the number of times we've seen a
// request to skip.
ResetLineTracking();
status = PresentationStatus.LineBegan;
frameContentReceived = Time.frameCount;
return YarnTask.CompletedTask;
}
/// <summary>
/// Called by a dialogue presenter to signal that options are running.
/// </summary>
/// <inheritdoc cref="LinePresenter.RunOptionsAsync" path="/param"/>
/// <returns>A completed task indicating that no option was selected by
/// this view.</returns>
public override YarnTask<DialogueOption?> RunOptionsAsync(DialogueOption[] dialogueOptions, LineCancellationToken cancellationToken)
{
ResetLineTracking();
status = PresentationStatus.OptionsBegan;
frameContentReceived = Time.frameCount;
return DialogueRunner.NoOptionSelected;
}
private void ResetLineTracking()
{
numberOfAdvancesThisLine = 0;
status = PresentationStatus.Unknown;
}
protected virtual void RequestLineHurryUpInternal()
{
if (frameContentReceived == Time.frameCount)
{
return;
}
// in this mode we NEED to be in a state where a line showing, regardless of it's completion state
if (!separateHurryUpAndAdvanceControls)
{
if (!(status == PresentationStatus.LineBegan || status == PresentationStatus.LineWaiting))
{
return;
}
}
// Increment our counter of line advancements, and depending on the
// new count, request that the runner 'soft-cancel' the line or
// cancel the entire line
// this is true regardless of if we are the hurry up mode or not
numberOfAdvancesThisLine += 1;
if (multiAdvanceIsCancel && numberOfAdvancesThisLine >= advanceRequestsBeforeCancellingLine)
{
RequestNextLine();
}
else
{
// at this stage we want to hurry up if we are in multiAdvanceIsCancel
// and either hurry up or skip the line depending on the state
if (separateHurryUpAndAdvanceControls)
{
if (runner != null)
{
runner.RequestHurryUpLine();
}
else
{
Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
}
}
else
{
if (status == PresentationStatus.LineWaiting)
{
RequestNextLine();
}
else
{
if (runner != null)
{
runner.RequestHurryUpLine();
}
else
{
Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
}
}
}
}
}
/// <summary>
/// Requests that the line be hurried up.
/// </summary>
/// <remarks>If this method has been called more times for a single line
/// than <see cref="numberOfAdvancesThisLine"/>, this method requests
/// that the dialogue runner proceed to the next line. Otherwise, it
/// requests that the dialogue runner instruct all line views to hurry
/// up their presentation of the current line.
/// </remarks>
public void RequestLineHurryUp()
{
// Increment our counter of line advancements, and depending on the
// new count, request that the runner 'soft-cancel' the line or
// cancel the entire line
numberOfAdvancesThisLine += 1;
if (multiAdvanceIsCancel && numberOfAdvancesThisLine >= advanceRequestsBeforeCancellingLine)
{
RequestNextLine();
}
else
{
if (runner != null)
{
runner.RequestHurryUpLine();
}
else
{
Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
}
}
}
public void RequestOptionHurryUp()
{
if (frameContentReceived == Time.frameCount)
{
return;
}
if (runner == null)
{
Debug.LogError($"Unable to hurry up options, {nameof(LineAdvancer)} dialogue runner is null", this);
return;
}
if (!separateHurryUpAndAdvanceControls)
{
if (status == PresentationStatus.OptionsBegan || status == PresentationStatus.OptionsWaiting)
{
runner.RequestHurryUpOption();
}
}
else
{
runner.RequestHurryUpOption();
}
}
/// <summary>
/// Requests that the dialogue runner proceeds to the next line.
/// </summary>
public virtual void RequestNextLine()
{
ResetLineTracking();
if (runner != null)
{
runner.RequestNextLine();
}
else
{
Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
}
}
/// <summary>
/// Requests that the dialogue runner to instruct all line views to
/// dismiss their content, and then stops the dialogue.
/// </summary>
public virtual void RequestDialogueCancellation()
{
ResetLineTracking();
// Stop the dialogue runner, which will cancel the current line as
// well as the entire dialogue.
if (runner != null)
{
runner.Stop().Forget();
}
}
/// <summary>
/// Called by Unity every frame to check to see if, depending on <see
/// cref="UsedInputMode"/>, the <see cref="LineAdvancer"/> should take
/// action.
/// </summary>
private void Update()
{
switch (UsedInputMode)
{
case InputMode.KeyCodes:
if (InputSystemAvailability.GetKeyDown(hurryUpLineKeyCode)) { this.RequestLineHurryUpInternal(); }
if (InputSystemAvailability.GetKeyDown(hurryUpOptionsKeyCode)) { this.RequestOptionHurryUp(); }
if (InputSystemAvailability.GetKeyDown(nextLineKeyCode)) { this.RequestNextLine(); }
if (InputSystemAvailability.GetKeyDown(cancelDialogueKeyCode)) { this.RequestDialogueCancellation(); }
break;
case InputMode.LegacyInputAxes:
if (InputSystemAvailability.GetButtonDown(hurryUpLineAxis)) { this.RequestLineHurryUpInternal(); }
if (InputSystemAvailability.GetButtonDown(hurryUpOptionsAxis)) { this.RequestOptionHurryUp(); }
if (InputSystemAvailability.GetButtonDown(nextLineAxis)) { this.RequestNextLine(); }
if (InputSystemAvailability.GetButtonDown(cancelDialogueAxis)) { this.RequestDialogueCancellation(); }
break;
default:
// Nothing to do; 'None' takes no action, and 'InputActions'
// doesn't poll in Update()
break;
}
}
public void OnPrepareForLine(MarkupParseResult line, TMP_Text text)
{
return;
}
public void OnLineDisplayBegin(MarkupParseResult line, TMP_Text text)
{
return;
}
public YarnTask OnCharacterWillAppear(int currentCharacterIndex, MarkupParseResult line, CancellationToken cancellationToken)
{
return YarnTask.CompletedTask;
}
public void OnLineDisplayComplete()
{
if (status == PresentationStatus.LineBegan)
{
status = PresentationStatus.LineWaiting;
}
else if (status == PresentationStatus.OptionsBegan)
{
status = PresentationStatus.OptionsWaiting;
}
}
public void OnLineWillDismiss()
{
return;
}
}
}