implemented NPC system and working bartender conversation
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@@ -0,0 +1,61 @@
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using Yarn.Unity;
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namespace NightclubArcadia.Dialogue
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{
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/// <summary>
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/// Deterministically turns the player's real name into an unrelated club
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/// alias. Same input name always yields the same alias (hash-seeded pick
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/// from two word pools), but the alias carries no resemblance to the
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/// input — it's a stage name, not a nickname derived from it.
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///
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/// Used from Yarn as a smart variable (see $player_alias in Common.yarn)
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/// or directly: {alias_name($player_name)}
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/// </summary>
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public static class AliasNameGenerator
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{
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static readonly string[] FirstWords =
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{
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"Midnight", "Velvet", "Neon", "Crimson", "Static", "Amber",
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"Obsidian", "Electric", "Hollow", "Silver", "Violet", "Iron",
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"Phantom", "Copper", "Glass", "Ashen",
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};
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static readonly string[] SecondWords =
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{
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"Vex", "Wilde", "Sable", "Rook", "Marlowe", "Cross",
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"Vane", "Thorn", "Rye", "Blaze", "Faye", "Quinn",
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"Storm", "Reyes", "Lark", "Doyle",
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};
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[YarnFunction("alias_name")]
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public static string AliasName(string realName)
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{
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if (string.IsNullOrEmpty(realName))
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{
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realName = "unknown";
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}
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var hash = Fnv1aHash(realName);
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var first = FirstWords[hash % (uint)FirstWords.Length];
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var second = SecondWords[(hash / (uint)FirstWords.Length) % (uint)SecondWords.Length];
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return $"{first} {second}";
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}
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// FNV-1a: simple, stable across platforms and .NET versions (unlike
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// string.GetHashCode, which is not guaranteed stable run-to-run).
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static uint Fnv1aHash(string value)
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{
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const uint offsetBasis = 2166136261;
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const uint prime = 16777619;
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var hash = offsetBasis;
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foreach (var c in value)
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{
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hash ^= c;
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hash *= prime;
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}
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return hash;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ee985664120c84b41921806fadeccb34
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@@ -1,4 +1,3 @@
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using StarterAssets;
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using UnityEngine;
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using Yarn.Unity;
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@@ -13,7 +12,6 @@ namespace NightclubArcadia.Dialogue
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{
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[SerializeField] private DialogueRunner dialogueRunner;
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[SerializeField] private GameObject dialogueUI;
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[SerializeField] private GameObject playerArmature;
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[SerializeField] private string yarnNodeName = "Bartender_Chat";
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private bool playerInRange = false;
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@@ -38,14 +36,19 @@ namespace NightclubArcadia.Dialogue
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}
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}
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void StartConversation()
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async void StartConversation()
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{
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var playerController = playerArmature.GetComponent<ThirdPersonController>();
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if (playerController != null)
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playerController.enabled = false;
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// Player controls are locked by DialogueTransitionController off the
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// runner's onDialogueStart event — nothing to do for that here.
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if (DialogueUIVisibility.Show(dialogueUI))
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{
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// Only reached if the UI was found deactivated; give TMP a
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// frame to re-cache its Canvas in OnEnable before any text is
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// generated.
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await Awaitable.NextFrameAsync();
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}
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dialogueUI.SetActive(true);
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dialogueRunner.StartDialogue(yarnNodeName);
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await dialogueRunner.StartDialogue(yarnNodeName);
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}
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}
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}
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@@ -5,8 +5,14 @@ using Yarn.Unity;
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namespace NightclubArcadia.Dialogue
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{
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/// <summary>
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/// Registers the <<enter_environment>> Yarn command, which steps the player
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/// out of dialogue and hands control to the 3D environment.
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/// Owns the hand-off between dialogue and the 3D environment: locks the
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/// player's controls for as long as a conversation is running, and registers
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/// the <<enter_environment>> Yarn command that hands control back.
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///
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/// The lock is driven by the DialogueRunner's own lifecycle events rather
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/// than by each interactable, so every entry point — auto-started nodes,
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/// NPCStandIn, DialogueInteractable — gets the same behaviour without
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/// having to remember to do it.
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/// </summary>
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public class DialogueTransitionController : MonoBehaviour
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{
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@@ -15,25 +21,93 @@ namespace NightclubArcadia.Dialogue
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[SerializeField] private GameObject playerArmature;
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private ThirdPersonController playerController;
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private StarterAssetsInputs playerInputs;
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private Animator playerAnimator;
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static readonly int AnimIDSpeed = Animator.StringToHash("Speed");
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static readonly int AnimIDMotionSpeed = Animator.StringToHash("MotionSpeed");
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void Awake()
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{
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if (playerArmature != null)
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{
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playerController = playerArmature.GetComponent<ThirdPersonController>();
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playerInputs = playerArmature.GetComponent<StarterAssetsInputs>();
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playerAnimator = playerArmature.GetComponent<Animator>();
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}
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// Subscribed in Awake rather than Start: the runner auto-starts its
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// first node from its own Start(), and script execution order
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// between the two is not guaranteed.
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dialogueRunner.onDialogueStart?.AddListener(OnDialogueStart);
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dialogueRunner.onDialogueComplete?.AddListener(OnDialogueComplete);
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}
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void Start()
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{
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playerController = playerArmature.GetComponent<ThirdPersonController>();
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// Dialogue is in progress as soon as this controller is active (including
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// auto-started nodes), so the player stays locked out until <<enter_environment>>.
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// The armature itself stays active/visible — only its controls are disabled.
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if (playerController != null)
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playerController.enabled = false;
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// Dialogue is in progress as soon as this controller is active
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// (including auto-started nodes), so the player stays locked out
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// until <<enter_environment>>. The armature itself stays
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// active/visible — only its controls are disabled.
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SetPlayerControlEnabled(false);
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dialogueRunner.AddCommandHandler("enter_environment", EnterEnvironment);
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}
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void OnDestroy()
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{
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dialogueRunner.onDialogueStart?.RemoveListener(OnDialogueStart);
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dialogueRunner.onDialogueComplete?.RemoveListener(OnDialogueComplete);
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}
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void OnDialogueStart()
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{
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DialogueUIVisibility.Show(dialogueUI);
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SetPlayerControlEnabled(false);
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}
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// Safety net: a node that ends without <<enter_environment>> must still
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// give the player their controls back.
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void OnDialogueComplete() => EnterEnvironment();
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void EnterEnvironment()
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{
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dialogueUI.SetActive(false);
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if (playerController != null)
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playerController.enabled = true;
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// Hide, don't deactivate: deactivating the Canvas breaks TMP's
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// cached Canvas reference and makes the next conversation throw.
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// See DialogueUIVisibility.
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DialogueUIVisibility.Hide(dialogueUI);
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SetPlayerControlEnabled(true);
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}
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void SetPlayerControlEnabled(bool value)
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{
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if (playerController == null)
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{
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return;
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}
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if (!value)
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{
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// Clear pending input and the locomotion blend before freezing
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// the controller. Disabling it mid-stride otherwise leaves
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// Speed at its last value, and the character keeps running on
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// the spot for the whole conversation.
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if (playerInputs != null)
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{
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playerInputs.MoveInput(Vector2.zero);
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playerInputs.LookInput(Vector2.zero);
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playerInputs.SprintInput(false);
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playerInputs.JumpInput(false);
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}
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if (playerAnimator != null)
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{
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playerAnimator.SetFloat(AnimIDSpeed, 0f);
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playerAnimator.SetFloat(AnimIDMotionSpeed, 0f);
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}
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}
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playerController.enabled = value;
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}
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}
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}
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@@ -0,0 +1,67 @@
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using UnityEngine;
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namespace NightclubArcadia.Dialogue
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{
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/// <summary>
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/// Shows and hides the dialogue UI *without* deactivating its GameObject.
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///
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/// SetActive(false) is not a safe way to hide this UI. TextMeshProUGUI
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/// resolves its Canvas through Graphic.CacheCanvas, which calls
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/// GetComponentsInParent(includeInactive: false) and then requires
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/// canvas.isActiveAndEnabled. Once the Canvas GameObject has been
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/// deactivated, that lookup yields null, and TMP.GetTextInfo does:
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///
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/// if (m_canvas == null) m_canvas = this.canvas; // still null
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/// GenerateTextMesh(); // m_canvas.worldCamera -> NRE
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///
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/// GenerateTextMesh dereferences m_canvas unguarded, so the very next line
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/// Yarn tries to type throws NullReferenceException. Keeping the hierarchy
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/// active and driving a CanvasGroup instead means the cached Canvas
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/// reference stays valid across any number of enter/exit dialogue cycles.
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/// </summary>
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public static class DialogueUIVisibility
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{
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/// <summary>
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/// Makes the dialogue UI visible and interactive. Returns true if the
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/// GameObject had to be re-activated (legacy scene state), in which
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/// case the caller must wait one frame before rendering text so that
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/// TMP's OnEnable can re-cache its Canvas.
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/// </summary>
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public static bool Show(GameObject dialogueUI) => SetVisible(dialogueUI, true);
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/// <summary>
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/// Hides the dialogue UI, leaving the hierarchy active. See class docs.
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/// </summary>
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public static void Hide(GameObject dialogueUI) => SetVisible(dialogueUI, false);
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static bool SetVisible(GameObject dialogueUI, bool visible)
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{
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if (dialogueUI == null)
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{
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return false;
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}
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// The UI may still be deactivated by an older saved scene state or
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// by code that predates this helper. Recover from that, and tell
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// the caller a frame of grace is needed.
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var wasReactivated = false;
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if (!dialogueUI.activeSelf)
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{
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dialogueUI.SetActive(true);
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wasReactivated = true;
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}
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var group = dialogueUI.GetComponent<CanvasGroup>();
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if (group == null)
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{
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group = dialogueUI.AddComponent<CanvasGroup>();
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}
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group.alpha = visible ? 1f : 0f;
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group.interactable = visible;
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group.blocksRaycasts = visible;
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return wasReactivated;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ad5dcf93105bd49b287dbd19bc42cef7
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