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
{
///
/// A dialogue presenter that shows text in a classic console style.
///
public class RPGDialoguePresenter : DialoguePresenterBase
{
#region Tags
///
/// A hashtag that marks the line as the final one (and makes the 'next'
/// button appear as a square.)
///
const string EndOfDialogueTag = "end";
///
/// 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.
///
const string IconTag = "icon:";
///
/// 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.
///
const string NextLineIsOptionsTag = "lastline";
///
/// A hashtag that indicates that the line should be centered in the
/// dialogue box.
///
const string LineIsCenteredTag = "center";
///
/// A hashtag that indicates that the line should not allow skipping,
/// and should interrupt any skipping that is already taking place.
///
const string DontAllowSkippingContentTag = "noskip";
#endregion
#region Structure
///
/// The canvas group containing the dialogue box.
///
/// This is used for fading the box in.
[SerializeField, MustNotBeNull, ShowIf(nameof(useAppearanceAnimation))] CanvasGroup canvasGroup;
///
/// The object that contains the dialogue box.
///
/// This is used for controlling the box's visibility, and for
/// animating its size.
[SerializeField, MustNotBeNull] Transform container;
///
/// The , which is activated when dialogue begins
/// and deactivated when dialogue ends.
///
[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 backgroundStyles = new();
[SerializeField, Indent, ShowIf(nameof(useBackgroundStyles))] string defaultStyle = "normal";
#endregion
#region Timing
///
/// The amount of time it takes for the dialogue box to appear.
///
[Header("Timing")]
[SerializeField, ShowIf(nameof(useAppearanceAnimation))] float appearanceTime = 0.75f;
///
/// The default rate of characters per second to display.
///
/// This may be modified by any [speed] tags in the
/// line.
[SerializeField] float defaultCharactersPerSecond = 30f;
///
/// The rate of characters to display when skipping.
///
[SerializeField, ShowIf(nameof(useSkipping))] float skipCharactersPerSecond = 200f;
#endregion
#region Lines
///
/// The object containing the UI components for showing lines.
///
[Header("Lines")]
[SerializeField, MustNotBeNull] Transform lineComponents;
///
/// The TextMeshPro object that displays the text of the line.
///
[SerializeField, MustNotBeNull] TMPro.TMP_Text lineText;
///
/// The that presents the line continuation sprite.
///
[SerializeField, MustNotBeNull] Image lineCompleteImage;
///
/// The sprite to show in when advancing
/// the dialogue will show more dialogue.
///
[SerializeField, MustNotBeNull] Sprite continueSprite;
///
/// The sprite to show in when advancing
/// the dialogue will close the dialogue.
///
[SerializeField, MustNotBeNull] Sprite endDialogueSprite;
#endregion
#region Icons
///
/// The object that contains the .
///
[Header("Icon")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useIcons))] Transform iconContainer;
///
/// The that will be used to show any icon
/// associated with the line.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useIcons))] Image iconImage;
#endregion
#region Options
///
/// The object containing the UI components for showing options, along
/// with lines that immediately precede options.
///
[Header("Options")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] Transform optionComponents;
///
/// The TextMeshPro component that shows lines immediately preceding
/// options.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] TMPro.TMP_Text optionLineText;
///
/// The object containing the list of available options.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] Transform optionItemsContainer;
///
/// The prefab to use for each option.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useOptions))] OptionItem itemPrefab;
#endregion Options
#region Action Button
[Header("Action Button")]
///
/// The Action button, which indicates what will happen when the
/// 'interact' input action is performed.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useActionButton))] ActionButton actionButton;
///
/// The text that should appear in the actions button when advancing the
/// dialogue will show more dialogue.
///
[SerializeField, ShowIf(nameof(useActionButton))] string NextLineLabel = "Next";
///
/// The text that should appear in the actions button when advancing the
/// dialogue will leave the dialogue.
///
[SerializeField, ShowIf(nameof(useActionButton))] string LeaveConversationLabel = "Return";
///
/// The text that should appear in the actions button when choosing
/// between options.
///
[SerializeField, ShowIf(nameof(useActionButton))] string SelectOptionLabel = "Decide";
#endregion Action Button
#region Audio
///
/// The to use to play UI sounds with.
///
[Header("Audio")]
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioSource audioSource;
///
/// The to play when the player advances to the
/// next line.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioClip nextLineSound;
///
/// The to play when the player reaches the end
/// of the last line of the dialogue.
///
[SerializeField, MustNotBeNull, ShowIf(nameof(useAudio))] AudioClip endDialogueSound;
///
/// The to play when the player leaves the
/// dialogue.
///
[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(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(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(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 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 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
}