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Bare-bones example of using the Dialogue Designer Unity package (https://github.com/BrianMacIntosh/DialogueDesignerUnity)
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using UnityEngine; | |
// Include the DialogueDesigner namespace | |
using DD; | |
/// <summary> | |
/// Complete example that plays a Dialogue Designer dialogue in the unity debug console. | |
/// Use the number keys to make choices. | |
/// </summary> | |
public class DialogueDesignerExample : MonoBehaviour | |
{ | |
// The dialogue to play | |
// Drop the conversation file asset in here using the Inspector | |
public TextAsset DialogueFile; | |
// The conversation, parsed and loaded at runtime | |
private Dialogue m_loadedDialogue; | |
// A player that can track progress through the dialogue | |
private DialoguePlayer m_dialoguePlayer; | |
void Start() | |
{ | |
// load the dialogue | |
m_loadedDialogue = Dialogue.FromAsset(DialogueFile); | |
// create a player to play through the dialogue | |
m_dialoguePlayer = new DialoguePlayer(m_loadedDialogue); | |
// set up your unique code to display dialogues | |
DialoguePlayer.GlobalOnShowMessage += OnShowMessage; | |
DialoguePlayer.GlobalOnEvaluateCondition += OnEvaluateCondition; | |
DialoguePlayer.GlobalOnExecuteScript += OnExecuteScript; | |
// if you want to handle a particular dialogue differently, you can use these instead | |
//m_dialoguePlayer.OverrideOnShowMessage += OnShowMessageSpecial; | |
//m_dialoguePlayer.OverrideOnEvaluateCondition += OnEvaluateConditionSpecial; | |
//m_dialoguePlayer.OverrideOnExecuteScript += OnExecuteScriptSpecial; | |
m_dialoguePlayer.OnDialogueEnded += OnDialogueEnded; | |
// start playing the dialogue | |
m_dialoguePlayer.Play(); | |
} | |
private void OnDialogueEnded(DialoguePlayer sender) | |
{ | |
Debug.Log("[Dialogue Ended]"); | |
} | |
void Update() | |
{ | |
// don't forget to update all players every frame if you want to use Wait nodes | |
m_dialoguePlayer.Update(); | |
// wait for player input on any Show Message Node, then advance | |
ShowMessageNode showMessageNode = m_dialoguePlayer.CurrentNode as ShowMessageNode; | |
if (showMessageNode != null) | |
{ | |
ShowMessageNodeChoice choiceNode = showMessageNode as ShowMessageNodeChoice; | |
if (choiceNode != null) | |
{ | |
// the player must make a choice with the number keys | |
int numberInput = GetAlphaNumberDown(); | |
Debug.LogWarning(numberInput); | |
if (numberInput >= 1) | |
{ | |
m_dialoguePlayer.AdvanceMessage(numberInput - 1); | |
} | |
} | |
else | |
{ | |
// the player must press 1 to proceed to the next node | |
if (Input.GetKeyDown(KeyCode.Alpha1)) | |
{ | |
m_dialoguePlayer.AdvanceMessage(0); | |
} | |
} | |
} | |
} | |
private void OnShowMessage(DialoguePlayer sender, ShowMessageNode node) | |
{ | |
// display the text of the node | |
Debug.Log(node.GetText("ENG")); | |
ShowMessageNodeChoice choiceNode = node as ShowMessageNodeChoice; | |
if (choiceNode != null) | |
{ | |
// choice nodes have multiple choices for the player to choose from | |
for (int i = 0; i < choiceNode.Choices.Length; i++) | |
{ | |
Debug.LogFormat("{0}.) {1}", i + 1, choiceNode.GetChoiceText(i, "ENG")); | |
} | |
} | |
else | |
{ | |
// non-choice nodes only have one option | |
Debug.Log("1.) Continue"); | |
} | |
} | |
private bool OnEvaluateCondition(DialoguePlayer sender, string script) | |
{ | |
// You may parse and evaluate a condition string however you like | |
// This is left as an exercise for the reader | |
return false; | |
} | |
private void OnExecuteScript(DialoguePlayer sender, string script) | |
{ | |
// You may parse and execute a script string however you like | |
// This is left as an exercise for the reader | |
} | |
/// <summary> | |
/// Helper function - returns the number key the player just pressed down, or -1 if none. | |
/// </summary> | |
private int GetAlphaNumberDown() | |
{ | |
for (int i = 0; i < 10; i++) | |
{ | |
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) | |
{ | |
return i; | |
} | |
} | |
return -1; | |
} | |
} |
It's super minor but Line 37: ONEvaluateConditionSpecial should be OnEvaluateConditionSpecial
Thanks! Fixed it.
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It's super minor but Line 37: ONEvaluateConditionSpecial should be OnEvaluateConditionSpecial