added yarn spinner package

This commit is contained in:
2026-08-14 13:27:17 +02:00
parent c140236bf7
commit c483bda3ea
573 changed files with 81459 additions and 0 deletions
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using UnityEngine;
using TMPro;
using Yarn.Unity.Attributes;
using System.Threading;
using UnityEngine.UI;
#nullable enable
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor.
namespace Yarn.Unity.Addons.ClassicRPG
{
/// <summary>
/// Manages the presentation and animation of a UI element on screen that
/// indicates to the player what will happen when the press the Interact
/// button.
/// </summary>
public class ActionButton : MonoBehaviour
{
/// <summary>
/// A TextMeshPro component that shows the text of the action button.
/// </summary>
[SerializeField, MustNotBeNull] TMP_Text label;
/// <summary>
/// The object to animate when the label changes.
/// </summary>
[SerializeField, MustNotBeNull] Transform pivot;
/// <summary>
/// The amount of time to take when animating the button.
/// </summary>
[SerializeField] float flipTime = 0.1f;
/// <summary>
/// A token source that we can use to cancel ongoing animations.
/// </summary>
CancellationTokenSource cancellationTokenSource = new();
public void Awake()
{
label.text = string.Empty;
}
public void SetText(string? newText)
{
// Cancel any ongoing animation and set up for a new one
cancellationTokenSource.Cancel();
cancellationTokenSource = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
// Perform the animation
SetText(newText, cancellationTokenSource.Token);
}
private async void SetText(string? newText, CancellationToken cancellationToken)
{
newText ??= string.Empty;
if (label.text == newText)
{
// No text change needed; we don't need to animate
return;
}
try
{
// Flip away from the player
await Tween.Run(
0, 90, // Flip to 90 degrees
flipTime / 2, // Taking half of our animation time
Tween.EasingFunctions.Linear, // Move linearly
(a, b, t) =>
// Adjust rotation around X over time
pivot.eulerAngles = new Vector3(Mathf.Lerp(a, b, t), 0, 0),
cancellationToken
);
// Update the label
label.text = newText ?? string.Empty;
// Flip back towards the player
await Tween.Run(
-90, 0, // Now finish the flip, rotating back to the player
flipTime / 2,
Tween.EasingFunctions.Linear,
(a, b, t) =>
pivot.eulerAngles = new Vector3(Mathf.Lerp(a, b, t), 0, 0),
cancellationToken
);
}
catch (System.OperationCanceledException)
{
// no-op
}
}
}
#if UNITY_EDITOR
namespace Editor
{
using UnityEditor;
[CustomEditor(typeof(ActionButton))]
public class ActionButtonEditor : Yarn.Unity.Editor.YarnEditor { }
}
#endif
}
@@ -0,0 +1,9 @@
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AssetOrigin:
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productId: 267061
packageName: Yarn Spinner+ for Unity, the friendly dialogue and narrative tool
packageVersion: 3.2.8
assetPath: Packages/dev.yarnspinner.unity.addons.classicrpg/Runtime/Scripts/ActionButton.cs
uploadId: 968678
@@ -0,0 +1,106 @@
using System;
using System.Threading;
using UnityEngine;
using Yarn.Unity;
using Yarn.Unity.Attributes;
using Yarn.Unity.Samples;
#nullable enable
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor.
namespace Yarn.Unity.Addons.ClassicRPG
{
[ExecuteAlways]
public class Letterbox : MonoBehaviour
{
/// <summary>
/// The top letterbox image.
/// </summary>
[SerializeField, MustNotBeNull] RectTransform top;
/// <summary>
/// The bottom letterbox image.
/// </summary>
[SerializeField, MustNotBeNull] RectTransform bottom;
/// <summary>
/// The height of each of the letter box images when the letterbox
/// effect is active.
/// </summary>
[SerializeField] float size = 100f;
/// <summary>
/// The current percentage of the letterbox effect. 0 means fully
/// hidden, 1 means fully visible.
/// </summary>
[Range(0, 1f)]
[SerializeField] float factor;
/// <summary>
/// The time that the letterbox effect will take to appear.
/// </summary>
[Min(0)]
[SerializeField] float time = 0.25f;
CancellationTokenSource cancellationTokenSource = new();
public void Awake()
{
if (Application.isPlaying)
{
// Reset any factor that may have been set in the editor
UpdateAppearance(0);
}
}
void OnValidate()
{
if (Application.isEditor && Application.isPlaying == false)
{
// If we've changed our value in the editor and we aren't
// playing, immediately update the presentation style for
// preview purposes.
UpdateAppearance(factor);
}
}
public async YarnTask SetVisible(bool visible)
{
cancellationTokenSource.Cancel();
cancellationTokenSource = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
float target = visible ? 1 : 0;
try
{
await Tween.Run(factor, target, time, Tween.EasingFunctions.Linear, (a, b, t) => UpdateAppearance(Mathf.Lerp(a, b, t)), cancellationTokenSource.Token);
}
catch (OperationCanceledException)
{
// Ignore cancellation - we'll just stop the animation immediately.
}
}
private void UpdateAppearance(float newFactor)
{
if (top == null || bottom == null) { return; }
top.sizeDelta = new Vector2(0, Mathf.Lerp(0, size, newFactor));
bottom.sizeDelta = new Vector2(0, Mathf.Lerp(0, size, newFactor));
factor = newFactor;
}
}
#if UNITY_EDITOR
namespace Editor
{
using UnityEditor;
[CustomEditor(typeof(Letterbox))]
public class LetterboxEditor : Yarn.Unity.Editor.YarnEditor { }
}
#endif
}
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serializedVersion: 1
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packageName: Yarn Spinner+ for Unity, the friendly dialogue and narrative tool
packageVersion: 3.2.8
assetPath: Packages/dev.yarnspinner.unity.addons.classicrpg/Runtime/Scripts/Letterbox.cs
uploadId: 968678
@@ -0,0 +1,46 @@
using UnityEngine;
using TMPro;
using Yarn.Unity.Attributes;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
#pragma warning disable CS8618
#nullable enable
namespace Yarn.Unity.Addons.ClassicRPG
{
public class OptionItem : Selectable, ISelectHandler, IDeselectHandler, ISubmitHandler
{
[SerializeField, MustNotBeNull] GameObject selectionIcon;
[SerializeField, MustNotBeNull] TMP_Text text;
public Action? onSubmit = null;
public Action? onSelected = null;
public bool Selected { get => selectionIcon.activeInHierarchy; set => selectionIcon.SetActive(value); }
public string Text { get => text.text; set => text.text = value; }
public TMP_Text TextView => text;
public override void OnDeselect(BaseEventData eventData)
{
base.OnDeselect(eventData);
this.Selected = false;
}
public override void OnSelect(BaseEventData eventData)
{
base.OnSelect(eventData);
this.Selected = true;
onSelected?.Invoke();
}
public void OnSubmit(BaseEventData eventData)
{
onSubmit?.Invoke();
}
}
}
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AssetOrigin:
serializedVersion: 1
productId: 267061
packageName: Yarn Spinner+ for Unity, the friendly dialogue and narrative tool
packageVersion: 3.2.8
assetPath: Packages/dev.yarnspinner.unity.addons.classicrpg/Runtime/Scripts/OptionItem.cs
uploadId: 968678
@@ -0,0 +1,837 @@
using UnityEngine;
using Yarn.Unity.Attributes;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using System.Collections.Generic;
#nullable enable
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor.
namespace Yarn.Unity.Addons.ClassicRPG
{
/// <summary>
/// A dialogue presenter that shows text in a classic console style.
/// </summary>
public class RPGDialoguePresenter : DialoguePresenterBase
{
#region Tags
/// <summary>
/// A hashtag that marks the line as the final one (and makes the 'next'
/// button appear as a square.)
/// </summary>
const string EndOfDialogueTag = "end";
/// <summary>
/// A hashtag prefix that marks the line has having an icon. The text
/// after the colon is used to find a sprite in the Resources folder.
/// </summary>
const string IconTag = "icon:";
/// <summary>
/// A hashtag that indicates that the next piece of content will be
/// options, and that the dialogue presenter should show the content in
/// the options view.
/// </summary>
const string NextLineIsOptionsTag = "lastline";
/// <summary>
/// A hashtag that indicates that the line should be centered in the
/// dialogue box.
/// </summary>
const string LineIsCenteredTag = "center";
/// <summary>
/// A hashtag that indicates that the line should not allow skipping,
/// and should interrupt any skipping that is already taking place.
/// </summary>
const string DontAllowSkippingContentTag = "noskip";
#endregion
#region Structure
/// <summary>
/// The canvas group containing the dialogue box.
/// </summary>
/// <remarks>This is used for fading the box in.</remarks>
[SerializeField, MustNotBeNull, ShowIf(nameof(useAppearanceAnimation))] CanvasGroup canvasGroup;
/// <summary>
/// The object that contains the dialogue box.
/// </summary>
/// <remarks>This is used for controlling the box's visibility, and for
/// animating its size.</remarks>
[SerializeField, MustNotBeNull] Transform container;
/// <summary>
/// The <see cref="Letterbox"/>, which is activated when dialogue begins
/// and deactivated when dialogue ends.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useLetterbox))] Letterbox letterbox;
#endregion
#region Input
[SerializeField, ShowIf(nameof(useSkipping))] UnityEngine.InputSystem.InputActionReference? skipAction;
#endregion
#region Style
[Header("Style")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useBackgroundStyles))] Image backgroundImage;
[SerializeField, Indent, ShowIf(nameof(useBackgroundStyles))] SerializableDictionary<string, Sprite> backgroundStyles = new();
[SerializeField, Indent, ShowIf(nameof(useBackgroundStyles))] string defaultStyle = "normal";
#endregion
#region Timing
/// <summary>
/// The amount of time it takes for the dialogue box to appear.
/// </summary>
[Header("Timing")]
[SerializeField, ShowIf(nameof(useAppearanceAnimation))] float appearanceTime = 0.75f;
/// <summary>
/// The default rate of characters per second to display.
/// </summary>
/// <remarks>This may be modified by any <c>[speed]</c> tags in the
/// line.</remarks>
[SerializeField] float defaultCharactersPerSecond = 30f;
/// <summary>
/// The rate of characters to display when skipping.
/// </summary>
[SerializeField, ShowIf(nameof(useSkipping))] float skipCharactersPerSecond = 200f;
#endregion
#region Lines
/// <summary>
/// The object containing the UI components for showing lines.
/// </summary>
[Header("Lines")]
[SerializeField, MustNotBeNull] Transform lineComponents;
/// <summary>
/// The TextMeshPro object that displays the text of the line.
/// </summary>
[SerializeField, MustNotBeNull] TMPro.TMP_Text lineText;
/// <summary>
/// The <see cref="Image"/> that presents the line continuation sprite.
/// </summary>
[SerializeField, MustNotBeNull] Image lineCompleteImage;
/// <summary>
/// The sprite to show in <see cref="lineCompleteImage"/> when advancing
/// the dialogue will show more dialogue.
/// </summary>
[SerializeField, MustNotBeNull] Sprite continueSprite;
/// <summary>
/// The sprite to show in <see cref="lineCompleteImage"/> when advancing
/// the dialogue will close the dialogue.
/// </summary>
[SerializeField, MustNotBeNull] Sprite endDialogueSprite;
#endregion
#region Icons
/// <summary>
/// The object that contains the <see cref="iconImage"/>.
/// </summary>
[Header("Icon")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useIcons))] Transform iconContainer;
/// <summary>
/// The <see cref="Image"/> that will be used to show any icon
/// associated with the line.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useIcons))] Image iconImage;
#endregion
#region Options
/// <summary>
/// The object containing the UI components for showing options, along
/// with lines that immediately precede options.
/// </summary>
[Header("Options")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] Transform optionComponents;
/// <summary>
/// The TextMeshPro component that shows lines immediately preceding
/// options.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] TMPro.TMP_Text optionLineText;
/// <summary>
/// The object containing the list of available options.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] Transform optionItemsContainer;
/// <summary>
/// The prefab to use for each option.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] OptionItem itemPrefab;
#endregion Options
#region Action Button
[Header("Action Button")]
/// <summary>
/// The Action button, which indicates what will happen when the
/// 'interact' input action is performed.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useActionButton))] ActionButton actionButton;
/// <summary>
/// The text that should appear in the actions button when advancing the
/// dialogue will show more dialogue.
/// </summary>
[SerializeField, ShowIf(nameof(useActionButton))] string NextLineLabel = "Next";
/// <summary>
/// The text that should appear in the actions button when advancing the
/// dialogue will leave the dialogue.
/// </summary>
[SerializeField, ShowIf(nameof(useActionButton))] string LeaveConversationLabel = "Return";
/// <summary>
/// The text that should appear in the actions button when choosing
/// between options.
/// </summary>
[SerializeField, ShowIf(nameof(useActionButton))] string SelectOptionLabel = "Decide";
#endregion Action Button
#region Audio
/// <summary>
/// The <see cref="AudioSource"/> to use to play UI sounds with.
/// </summary>
[Header("Audio")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioSource audioSource;
/// <summary>
/// The <see cref="AudioClip"/> to play when the player advances to the
/// next line.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioClip nextLineSound;
/// <summary>
/// The <see cref="AudioClip"/> to play when the player reaches the end
/// of the last line of the dialogue.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioClip endDialogueSound;
/// <summary>
/// The <see cref="AudioClip"/> to play when the player leaves the
/// dialogue.
/// </summary>
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioClip leaveDialogueSound;
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio)), ShowIf(nameof(useOptions))] AudioClip changeOptionSelection;
#endregion Audio
#region Feature Flags
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useAudio;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useOptions;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useIcons;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useAppearanceAnimation;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useActionButton;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useLetterbox;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useSkipping;
[Group("Feature Flags"), SerializeField, ShowIf(nameof(ShowFeatureFlags))] bool useBackgroundStyles;
#endregion
public bool ShowFeatureFlags
{
get
{
#if UNITY_EDITOR
return Editor.DialogueViewEditorMenu.ShowFeatureFlags;
#else
return false;
#endif
}
}
#region Typewriter
private SpeedControllableLetterTypewriter typewriter = new();
public override IAsyncTypewriter? Typewriter => typewriter;
#endregion
private bool currentContentAllowsSkipping = true;
private bool typewriterIsSkipping = false;
private bool boxIsVisible = false;
protected void Awake()
{
// When we start up, do some initial setup
if (useAppearanceAnimation)
{
canvasGroup.alpha = 0f;
}
container.gameObject.SetActive(false);
boxIsVisible = false;
// Add a pause event processor to the typewriter so it knows how to
// handle the [pause] tag
typewriter.ActionMarkupHandlers.Add(new PauseEventProcessor());
// Set the initial characters per second from what we were
// configured with
typewriter.CharactersPerSecond = defaultCharactersPerSecond;
typewriter.SkipCharactersPerSecond = skipCharactersPerSecond;
}
#region Box Presentation
[YarnCommand("set_dialogue_style")]
public static void SetDialogueBoxStyle(string style)
{
foreach (var presenter in FindObjectsByType<RPGDialoguePresenter>(FindObjectsSortMode.None))
{
if (!presenter.useBackgroundStyles) { continue; }
if (presenter.backgroundStyles.TryGetValue(style, out var sprite))
{
presenter.backgroundImage.sprite = sprite;
}
else
{
Debug.LogError($"Can't set dialogue box style to '{style}': not a valid style name (must be {string.Join(" or ", presenter.backgroundStyles.Keys)})");
}
}
}
[YarnCommand("hide_dialogue")]
public static void HideDialogueBoxes()
{
foreach (var presenter in FindObjectsByType<RPGDialoguePresenter>(FindObjectsSortMode.None))
{
presenter.HideDialogueBox();
}
}
private async YarnTask ShowDialogueBox()
{
// Start showing our container, but hide the line and
// options inside it. We'll wait until we actually receive content
// to show before those appear.
container.gameObject.SetActive(true);
lineComponents.gameObject.SetActive(false);
if (useOptions)
{
optionComponents.gameObject.SetActive(false);
}
lineCompleteImage.gameObject.SetActive(false);
if (boxIsVisible)
{
// Early out if the box is already visible.
return;
}
boxIsVisible = true;
if (useAppearanceAnimation)
{
// Dialogue appears with a scaling 'pop' animation while fading in
var pop = Tween.Run(
Vector3.zero, // Start at zero
Vector3.one, // End at normal scale
appearanceTime, // Use our appearance time
Tween.EasingFunctions.OutBack, // Use an 'overshoot and return' easing function
(from, to, t) => container.localScale = Vector3.LerpUnclamped(from, to, t), // Affect scale
this.destroyCancellationToken // Cancel animation if this object is destroyed
);
var fade = Tween.Run(
0, // Start at zero
1, // End at full alpha
appearanceTime, // Use the same appearance time
Tween.EasingFunctions.Linear, // Use a linear easing funciton
(from, to, t) => canvasGroup.alpha = Mathf.Lerp(from, to, t), // Affect opacity
this.destroyCancellationToken // Cancel atnimation if this object is destroyed
);
// The animations are now started; wait for them to both finish
await pop;
await fade;
}
}
private void HideDialogueBox()
{
// Dialogue disppears in a single frame, so hide it immediately
container.gameObject.SetActive(false);
boxIsVisible = false;
// Stop any dialogue skipping in progress when we close the box.
typewriterIsSkipping = false;
}
#endregion
#region Dialogue Start and End
public override YarnTask OnDialogueStartedAsync()
{
if (useLetterbox)
{
// Start showing the letterbox. Don't show the dialogue box yet -
// we'll wait until we get dialogue content for that.
letterbox.SetVisible(true).Forget();
}
if (useBackgroundStyles)
{
// Always start dialogue in the normal style
if (backgroundStyles.TryGetValue(defaultStyle, out var sprite))
{
backgroundImage.sprite = sprite;
}
else
{
Debug.LogError($"Can't set background image to {defaultStyle}: no such style is defined");
}
}
// Stop any skipping that may have been happening earlier.
typewriterIsSkipping = false;
// Enable and configure the skip action, if it's present.
if (skipAction != null)
{
skipAction.action.Enable();
skipAction.action.performed += OnSkipActionPerformed;
}
// We're all done - return synchronously.
return YarnTask.CompletedTask;
}
public override YarnTask OnDialogueCompleteAsync()
{
HideDialogueBox();
if (useLetterbox)
{
// Dismiss the letterbox (it'll animate away, but we don't need to
// wait for that.)
letterbox.SetVisible(false).Forget();
}
// Disable the skip action, if it's present.
if (skipAction != null)
{
skipAction.action.Disable();
skipAction.action.performed -= OnSkipActionPerformed;
}
if (useActionButton && actionButton != null)
{
actionButton.SetText("");
}
// We're all done - return synchronously.
return YarnTask.CompletedTask;
}
#endregion
#region Line Presentation
public override async YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
{
// Ensure that the dialogue box is visible
await ShowDialogueBox();
bool isOptions = false;
bool lineIsEnd = false;
Sprite? icon = null;
TMPro.HorizontalAlignmentOptions horizontalAlignment = TMPro.HorizontalAlignmentOptions.Left;
currentContentAllowsSkipping = useSkipping;
// Check for tags: is this the end of dialogue, a line before
// options, or a line with an icon?
foreach (var metadata in line.Metadata)
{
if (metadata == EndOfDialogueTag)
{
// This is a dialogue-ending line.
lineIsEnd = true;
}
else if (metadata == NextLineIsOptionsTag && useOptions)
{
// This is a line that appears right before options.
isOptions = true;
// Options interrupt text skipping, so stop it if that's
// happening.
currentContentAllowsSkipping = false;
}
else if (metadata == LineIsCenteredTag)
{
// This line is horizontally centered in the dialogue box.
horizontalAlignment = TMPro.HorizontalAlignmentOptions.Center;
}
else if (metadata == DontAllowSkippingContentTag)
{
currentContentAllowsSkipping = false;
}
else if (metadata.StartsWith(IconTag) && useIcons)
{
// The line has an icon. Try to find a sprite with a
// matching name.
var spriteName = metadata[IconTag.Length..];
icon = Resources.Load<Sprite>(spriteName);
if (icon == null)
{
Debug.LogWarning($"Failed to find icon " + spriteName);
}
}
}
// Cancel skipping if the line doesn't allow it.
typewriterIsSkipping &= currentContentAllowsSkipping && useSkipping;
// Give a warning if we've got redundant tags
if (lineIsEnd && isOptions)
{
Debug.LogWarning($"Lines should not have both #{EndOfDialogueTag} and #{NextLineIsOptionsTag} tags");
}
// If this is a set of options, clean up the last set
if (isOptions)
{
foreach (Transform item in optionItemsContainer)
{
Destroy(item.gameObject);
}
}
// Show either the line components or the option components
lineComponents.gameObject.SetActive(!isOptions);
if (useOptions)
{
optionComponents.gameObject.SetActive(isOptions);
}
// Hide the line complete image - we're just at the start of the
// line (or if it's options, we don't need to show it at all)
lineCompleteImage.gameObject.SetActive(false);
// Get the text from our line
var text = line.TextWithoutCharacterName.Text;
// Select which text view we're using and give it the text
var targetLineText = isOptions ? optionLineText : lineText;
targetLineText.text = text;
targetLineText.horizontalAlignment = horizontalAlignment;
if (useIcons)
{
// Update our icon view as necessary
iconContainer.gameObject.SetActive(icon != null);
iconImage.sprite = icon;
}
// Select which sprite to use when showing the line
lineCompleteImage.sprite = lineIsEnd ? endDialogueSprite : continueSprite;
// Get ready to show our content
typewriter.TextElement = targetLineText;
typewriter.PrepareForContent(line.TextWithoutCharacterName);
if (useActionButton)
{
// Show 'Next' in the action button while the line plays out
actionButton.SetText(NextLineLabel);
}
// Tell the typewriter to skip, if we're already skipping.
typewriter.SetSkippingContent(typewriterIsSkipping);
// Run the line!
await typewriter.RunTypewriter(line.TextWithoutCharacterName, token.HurryUpToken);
if (!isOptions)
{
if (!typewriterIsSkipping || lineIsEnd)
{
// We're not showing options. Show the continuation icon if
// we're not skipping, or this is an end line.
lineCompleteImage.gameObject.SetActive(true);
}
if (lineIsEnd)
{
// We're at the end of the dialogue, so show 'Return' in the
// action button and play the 'end of dialogue' sound.
if (useActionButton)
{
actionButton.SetText(LeaveConversationLabel);
}
if (useAudio)
{
audioSource.PlayOneShot(endDialogueSound);
}
// If we reach the end of the dialogue, we're also done skipping.
typewriterIsSkipping = false;
}
if (!typewriterIsSkipping)
{
// If we're not skipping, wait until the line has been
// dismissed.
await YarnTask.WaitUntilCanceled(token.NextContentToken);
}
// Signal to our typewriter that we're about to get rid of the
// line.
typewriter.ContentWillDismiss();
if (useAudio)
{
// Play an appropriate sound for advancing the dialogue.
if (lineIsEnd)
{
// We're leaving dialogue, so play the 'leaving dialogue' sound.
audioSource.PlayOneShot(leaveDialogueSound);
}
else if (!typewriterIsSkipping)
{
// We're advancing to the next line (and not skipping), so
// play the 'next line' sound.
audioSource.PlayOneShot(nextLineSound);
}
}
// Tidy up by dismissing our line components.
lineCompleteImage.gameObject.SetActive(false);
lineComponents.gameObject.SetActive(false);
}
else
{
// We're done showing the line that precedes options; leave it
// on screen. Wait one frame to prevent any hurry-up input
// actions from accidentally selecting content, and then report
// that we're done so that options appear next. Don't notify the
// typewriter that we're going to dismiss its content -
// RunOptionsAsync will do that when an option is selected.
await YarnTask.Yield();
}
}
#endregion
#region Option Presentation
public override async YarnTask<DialogueOption?> RunOptionsAsync(DialogueOption[] dialogueOptions, LineCancellationToken cancellationToken)
{
if (useOptions == false)
{
return null;
}
// We're showing options. These will appear alongside the previous
// line that ran before the options.
// Get rid of the line complete icon - it doesn't appear when we're
// showing options
lineCompleteImage.gameObject.SetActive(false);
// Show the option components
optionComponents.gameObject.SetActive(true);
// Get rid of any option items from the last time we did this
foreach (Transform item in optionItemsContainer)
{
Destroy(item.gameObject);
}
// Create a completion source we can use to be notified that a
// choice was made
YarnTaskCompletionSource<DialogueOption> completion = new();
// Start making our list of option items that will appear on screen
int optionsAdded = 0;
var optionsAndLines = new List<(Markup.MarkupParseResult lineText, OptionItem optionItem)>();
for (int i = 0; i < dialogueOptions.Length; i++)
{
// Get the option
DialogueOption? option = dialogueOptions[i];
if (option.IsAvailable == false)
{
// Don't show this option - it's unavailable
continue;
}
// Create the option item
var item = Instantiate(itemPrefab, optionItemsContainer);
item.Text = option.Line.TextWithoutCharacterName.Text;
item.Selected = false;
// If this is the first visible option, select it
if (optionsAdded == 0)
{
EventSystem.current.SetSelectedGameObject(item.gameObject);
}
// When the item is selected, set the result of our completion
// source. This will signal that the choice has been made, and
// we can continue.
item.onSubmit = () => completion.TrySetResult(option);
if (useAudio)
{
// When the item is selected, play the 'selection changed'
// sound
item.onSelected = () => audioSource.PlayOneShot(changeOptionSelection);
}
optionsAndLines.Add((option.Line.TextWithoutCharacterName, item));
item.Text = option.Line.TextWithoutCharacterName.Text;
if (!typewriterIsSkipping)
{
// If we're not skipping, set up each of the text views with
// the option item content, but hide it. (We do this so that
// the text is laid out correctly.)
item.TextView.maxVisibleCharacters = 0;
}
else
{
// If we are skipping, then ensure that all of the text is
// immediately visible.
item.TextView.maxVisibleCharacters = int.MaxValue;
}
optionsAdded += 1;
}
// If we're not skipping, reveal each of the options, one at a
// time. (If we are skipping, the text is already visible.)
if (!typewriterIsSkipping)
{
foreach (var (line, item) in optionsAndLines)
{
typewriter.TextElement = item.TextView;
typewriter.SetSkippingContent(this.typewriterIsSkipping);
typewriter.PrepareForContent(line);
await typewriter.RunTypewriter(line, cancellationToken.HurryUpToken);
typewriter.ContentWillDismiss();
}
}
if (useActionButton)
{
// Show the 'Decide' label in the action button
actionButton.SetText(SelectOptionLabel);
}
// Cancel any skipping that might be running, because we need user
// input to continue.
typewriterIsSkipping = false;
currentContentAllowsSkipping = false;
// Wait until a choice has been made. We'll get back the option that
// was chosen.
var selection = await completion.Task;
// The typewriter for the previous line will have displayed all of
// the content, and left it in a 'all done, ready to be dismissed'
// state. Notify that we're dismissing its contents now.
typewriter.ContentWillDismiss();
// We're no longer selecting anything
EventSystem.current.SetSelectedGameObject(null);
// Tidy up after ourselves by deleting the option items
foreach (Transform item in optionItemsContainer)
{
Destroy(item.gameObject);
}
if (useAudio)
{
// We're moving on to the next line, so play the next line sound
audioSource.PlayOneShot(nextLineSound);
}
// Hide the option components
optionComponents.gameObject.SetActive(false);
// Finally, return our selection back to the dialogue system
return selection;
}
#endregion
#region Line Skipping
private void OnSkipActionPerformed(InputAction.CallbackContext context)
{
// If our current content allows us to start skipping, set the flag
// and notify the typewriter.
if (currentContentAllowsSkipping)
{
typewriterIsSkipping = true;
typewriter.SetSkippingContent(true);
}
}
#endregion
}
#if UNITY_EDITOR
namespace Editor
{
using UnityEditor;
[CustomEditor(typeof(RPGDialoguePresenter))]
public class DialogueViewEditor : Yarn.Unity.Editor.YarnEditor { }
public readonly struct SessionBool
{
private readonly string Key;
public readonly bool DefaultValue;
public SessionBool(string key, bool defaultValue = false)
{
Key = key;
DefaultValue = defaultValue;
}
public static implicit operator bool(SessionBool sessionBool)
{
return sessionBool.Value;
}
public readonly bool Value
{
get => SessionState.GetBool(Key, DefaultValue);
set => SessionState.SetBool(Key, value);
}
}
public static class DialogueViewEditorMenu
{
const string MenuFeatureFlags = "Window/Yarn Spinner/Classic RPG/Show Feature Flags";
const string EditorStateFeatureFlags = "showFeatureFlags";
internal static SessionBool ShowFeatureFlags = new(EditorStateFeatureFlags, true);
// Add a menu item that you can click to add a check to the "MenuTest" menu item in MyMenu in the main menu.
[MenuItem(MenuFeatureFlags)]
static void ToggleFeatureFlags()
{
ShowFeatureFlags.Value = !ShowFeatureFlags.Value;
Menu.SetChecked(MenuFeatureFlags, ShowFeatureFlags);
}
}
}
#endif
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c1408e1ce69e8401280cd9cad77ff96d
AssetOrigin:
serializedVersion: 1
productId: 267061
packageName: Yarn Spinner+ for Unity, the friendly dialogue and narrative tool
packageVersion: 3.2.8
assetPath: Packages/dev.yarnspinner.unity.addons.classicrpg/Runtime/Scripts/RPGDialoguePresenter.cs
uploadId: 968678
@@ -0,0 +1,256 @@
#nullable enable
namespace Yarn.Unity.Addons.ClassicRPG
{
using System;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using TMPro;
using Yarn.Markup;
/// <summary>
/// An implementation of <see cref="IAsyncTypewriter"/> that delivers
/// characters one at a time, invokes any <see
/// cref="IActionMarkupHandler"/>s along the way as needed, and dynamically
/// adjusts its characters-per-second based on the presence of
/// <c>[speed]</c> tags in the line.
/// </summary>
public class SpeedControllableLetterTypewriter : IAsyncTypewriter
{
/// <summary>
/// The <see cref="TMP_Text"/> to display the text in.
/// </summary>
public TMP_Text? TextElement { get; set; }
/// <summary>
/// A collection of <see cref="IActionMarkupHandler"/> objects that
/// should be invoked as needed during the typewriter's delivery in <see
/// cref="RunTypewriter"/>, depending upon the contents of a line.
/// </summary>
public List<IActionMarkupHandler> ActionMarkupHandlers { get; set; } = new();
/// <summary>
/// The default number of characters per second to deliver.
/// </summary>
/// <remarks><para>If this value is zero, all characters are delivered
/// at once, subject to any delays added by the markup handlers in <see
/// cref="ActionMarkupHandlers"/>.</para><para>This value may be
/// modified in the middle of a line by the <c>[speed]</c>
/// tag.</para></remarks>
public float CharactersPerSecond { get; set; } = 0f;
public float SkipCharactersPerSecond { get; set; } = 0f;
const string SpeedTag = "speed";
private List<SpeedRange> speedRanges = new();
private bool isSkippingContent = false;
private struct SpeedRange
{
public float CharactersPerSecond;
public int Start;
public int Length;
public SpeedRange(int start, int length, float charactersPerSecond)
{
Start = start;
Length = length;
CharactersPerSecond = charactersPerSecond;
}
}
private double GetCurrentSecondsPerCharacter()
{
double baselineSecondsPerCharacter = 0;
double targetCharactersPerSecond = isSkippingContent ? SkipCharactersPerSecond : CharactersPerSecond;
if (targetCharactersPerSecond > 0)
{
baselineSecondsPerCharacter = 1.0 / targetCharactersPerSecond;
}
return baselineSecondsPerCharacter;
}
/// <inheritdoc/>
public async YarnTask RunTypewriter(Markup.MarkupParseResult line, CancellationToken cancellationToken)
{
if (TextElement == null)
{
Debug.LogWarning($"Can't show text as typewriter, because {nameof(TextElement)} was not provided");
}
else
{
TextElement.maxVisibleCharacters = 0;
TextElement.text = line.Text;
// Let every markup handler know that display is about to begin
foreach (var markupHandler in ActionMarkupHandlers)
{
markupHandler.OnLineDisplayBegin(line, TextElement);
}
// Get the count of visible characters from TextMesh to exclude markup characters
var visibleCharacterCount = TextElement.GetTextInfo(line.Text).characterCount;
// Start with a full time budget so that we immediately show the first character
double accumulatedDelay = GetCurrentSecondsPerCharacter();
// Go through each character of the line and let the
// processors know about it
for (int i = 0; i < visibleCharacterCount; i++)
{
var thisCharacterDuration = GetCurrentSecondsPerCharacter();
// Are we in a speed range? Update our secondsPerCharacter if so, but only if we're not skipping.
if (!isSkippingContent)
{
foreach (var speedRange in this.speedRanges)
{
if (i >= speedRange.Start && i <= speedRange.Start + speedRange.Length)
{
// We're in a speed range.
if (speedRange.CharactersPerSecond > 0)
{
thisCharacterDuration = 1.0f / speedRange.CharactersPerSecond;
}
else
{
thisCharacterDuration = 0;
}
break;
}
}
}
// If we don't already have enough accumulated time budget
// for a character, wait until we do (or until we're
// cancelled)
while (!cancellationToken.IsCancellationRequested
&& (accumulatedDelay < thisCharacterDuration))
{
var timeBeforeYield = Time.timeAsDouble;
await YarnTask.Yield();
var timeAfterYield = Time.timeAsDouble;
accumulatedDelay += timeAfterYield - timeBeforeYield;
}
// Tell every markup handler that it is time to process the
// current character. If we're skipping, pass them an
// already cancelled token, so that they complete quickly.
var actionMarkupCancellation = isSkippingContent ? new CancellationToken(true) : cancellationToken;
foreach (var processor in ActionMarkupHandlers)
{
await processor
.OnCharacterWillAppear(i, line, actionMarkupCancellation)
.SuppressCancellationThrow();
}
TextElement.maxVisibleCharacters += 1;
accumulatedDelay -= thisCharacterDuration;
}
// We've finished showing every character (or we were
// cancelled); ensure that everything is now visible.
TextElement.maxVisibleCharacters = visibleCharacterCount;
}
// Let each markup handler know the line has finished displaying
foreach (var markupHandler in ActionMarkupHandlers)
{
markupHandler.OnLineDisplayComplete();
}
}
public void PrepareForContent(Markup.MarkupParseResult line)
{
if (TextElement == null)
{
return;
}
TextElement.maxVisibleCharacters = 0;
TextElement.text = line.Text;
isSkippingContent = false;
foreach (var processor in ActionMarkupHandlers)
{
processor.OnPrepareForLine(line, TextElement);
}
speedRanges.Clear();
// grabbing out any pauses and speed ranges inside the line
foreach (var attribute in line.Attributes)
{
if (attribute.Name == SpeedTag)
{
float charactersPerSecond;
if (attribute.Properties.TryGetValue(SpeedTag, out MarkupValue value))
{
// depending on the property value we need to take a different path this is because they have made it an integer or a float which are roughly the same.
// But they also might have done something weird and we need to handle that
switch (value.Type)
{
case MarkupValueType.Integer:
charactersPerSecond = value.IntegerValue;
break;
case MarkupValueType.Float:
charactersPerSecond = value.FloatValue;
break;
default:
Debug.LogWarning($"{SpeedTag} property in line \"{line.Text}\" is of type {value.Type}, which is not allowed. Defaulting to all-at-once.");
charactersPerSecond = 0;
break;
}
}
else
{
// No characters per second provided; default to 'all at once'.
charactersPerSecond = 0;
}
speedRanges.Add(new SpeedRange(attribute.Position, attribute.Length, charactersPerSecond));
}
}
}
public void ContentWillDismiss()
{
// we tell all action processors that the line is finished and is about to go away
foreach (var processor in ActionMarkupHandlers)
{
processor.OnLineWillDismiss();
}
}
/// <summary>
/// Sets whether the typewriter is in 'skipping' mode, in which it
/// displays its content quickly, makes action markup complete more
/// quickly, and ignores speed tags.
/// </summary>
/// <param name="typewriterIsSkipping">Whether the typewriter is in
/// skipping mode.</param>
/// <remarks>This flag is reset to <see langword="false"/> when <see
/// cref="PrepareForContent(MarkupParseResult)"/> is called.</remarks>
internal void SetSkippingContent(bool typewriterIsSkipping)
{
isSkippingContent = typewriterIsSkipping;
}
public void ContentDidDismiss()
{
if (TextElement != null)
{
TextElement.maxVisibleCharacters = 0;
}
}
}
}
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productId: 267061
packageName: Yarn Spinner+ for Unity, the friendly dialogue and narrative tool
packageVersion: 3.2.8
assetPath: Packages/dev.yarnspinner.unity.addons.classicrpg/Runtime/Scripts/SpeedControllableLetterTypewriter.cs
uploadId: 968678
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folderAsset: yes
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using UnityEngine;
using System.Threading;
public static class Tween
{
public delegate void TweenAction<T>(T from, T to, float factor);
public static class EasingFunctions
{
public static float InOutQuad(float t)
{
return t < 0.5 ? 2 * t * t : 1 - Mathf.Pow(-2 * t + 2, 2) / 2;
}
public static float Linear(float t)
{
return t;
}
public static float InBack(float t)
{
var c1 = 1.70158f;
var c3 = c1 + 1;
return c3 * t * t * t - c1 * t * t;
}
public static float OutBack(float t)
{
var c1 = 1.70158f;
var c3 = c1 + 1;
return 1 + c3 * Mathf.Pow(t - 1, 3) + c1 * Mathf.Pow(t - 1, 2);
}
}
public delegate float EasingFunction(float x);
public static Yarn.Unity.YarnTask Run<T>(T from, T to, float time, TweenAction<T> action, CancellationToken cancellationToken = default)
{
return Run(from, to, time, EasingFunctions.Linear, action, cancellationToken);
}
public static Yarn.Unity.YarnTask Run<T>(T from, T to, float time, EasingFunction easing, TweenAction<T> action, CancellationToken cancellationToken = default)
{
return Run(from, to, time, easing, action, 0, cancellationToken);
}
public static async Yarn.Unity.YarnTask Run<T>(T from, T to, float time, EasingFunction easing, TweenAction<T> action, float delay = 0, CancellationToken cancellationToken = default)
{
if (time <= 0 || Application.isPlaying == false)
{
// Synchronously jump to the end of the tween if time is zero, or if we're not in play mode
action(from, to, 1);
return;
}
action(from, to, 0);
if (delay > 0)
{
await Yarn.Unity.YarnTask.Delay(System.TimeSpan.FromSeconds(delay));
}
float timeElapsed = 0;
#if UNITY_EDITOR
// Tweens kicked off by in-editor interactions might have a
// larger-than-normal delta time, so delay a few frames before starting
// to measure it
var startFrame = Time.frameCount;
await Yarn.Unity.YarnTask.WaitUntil(() => Time.frameCount >= startFrame + 10);
#endif
var lastTime = Time.time;
while (timeElapsed < time && cancellationToken.IsCancellationRequested == false)
{
var deltaTime = Time.time - lastTime;
timeElapsed += deltaTime;
lastTime = Time.time;
var factor = Mathf.Clamp01(timeElapsed / time);
factor = easing(factor);
action(from, to, factor);
await Yarn.Unity.YarnTask.Yield();
}
action(from, to, 1);
}
public static Color LerpColorAlpha(Color color, float alphaFrom, float alphaTo, float t)
{
var c = color;
c.a = Mathf.Lerp(alphaFrom, alphaTo, t);
return c;
}
}
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assetPath: Packages/dev.yarnspinner.unity.addons.classicrpg/Runtime/Scripts/Tweening/Tweening.cs
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