Added functional dialogue window

This commit is contained in:
alilas2 2022-05-25 17:11:49 +02:00
parent 40b94dee92
commit bd7c9056c5
9 changed files with 629 additions and 39 deletions

View File

@ -51,6 +51,7 @@
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<Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
<Compile Include="Assets\Scripts\Dialogue.cs" />
<Compile Include="Assets\Scripts\Item\Item.cs" />
<Compile Include="Assets\Scripts\CamerFollow.cs" />
<Compile Include="Assets\Scripts\SaveSoundSettings.cs" />
@ -62,6 +63,7 @@
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<Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" />
<Compile Include="Assets\Scripts\ChangeScene.cs" />
<Compile Include="Assets\NPCDialogue.cs" />
<Compile Include="Assets\Scripts\Player.cs" />
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94
Assets/NPCDialogue.cs Normal file
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@ -0,0 +1,94 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NPCDialogue : MonoBehaviour
{
public Text nameText;
public Text dialogueText;
public Dialogue dialogue;
private Queue<string> sentences;
public GameObject Panel;
bool triggered = false;
void Start()
{
sentences = new Queue<string>();
}
public void TriggerDialogue()
{
StartDialogue(dialogue);
}
void OnTriggerExit2D(Collider2D collision)
{
if (Panel != null)
{
Panel.SetActive(false);
}
triggered = false;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Player")
{
triggered = true;
}
}
void Update()
{
if (triggered)
{
if (Input.GetKeyDown(KeyCode.E))
{
if (Panel != null)
{
Panel.SetActive(true);
}
StartDialogue(dialogue);
}
}
}
public void StartDialogue(Dialogue dialogue)
{
nameText.text = dialogue.name;
sentences.Clear();
foreach(string sentence in dialogue.sentences)
{
sentences.Enqueue(sentence);
}
DisplayNextSentence();
}
public void DisplayNextSentence()
{
if (sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
dialogueText.text = sentence;
}
void EndDialogue()
{
Panel.SetActive(false);
}
}

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View File

@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Dialogue
{
public string name;
public string[] sentences;
}

View File

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