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