785 lines
30 KiB
C#
785 lines
30 KiB
C#
/*
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Yarn Spinner is licensed to you under the terms found in the file LICENSE.md.
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*/
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using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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using Yarn.Markup;
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using Yarn.Unity.Attributes;
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#if USE_TMP
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using TMPro;
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#else
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using TextMeshProUGUI = Yarn.Unity.TMPShim;
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using TMP_Text = Yarn.Unity.TMPShim;
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#endif
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#nullable enable
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namespace Yarn.Unity
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{
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/// <summary>
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/// A dialogue presenter that listens for user input and sends requests to a <see
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/// cref="DialogueRunner"/> to advance the presentation of the current line,
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/// either by asking a dialogue runner to hurry up its delivery, advance to
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/// the next line, or cancel the entire dialogue session.
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/// </summary>
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public sealed partial class LineAdvancer : DialoguePresenterBase, IActionMarkupHandler
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{
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[MustNotBeNull("Line Advancer needs to know which Dialogue Runner should be told to tell it to show the next line.")]
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[Tooltip("The dialogue runner that will receive requests to advance or cancel content.")]
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[SerializeField] DialogueRunner? runner;
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/// <summary>
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/// The <see cref="DialoguePresenterBase"/> that this LineAdvancer should subscribe to for notifications that the line is fully visible.
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/// </summary>
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/// <remarks>When <see cref="RequestLineHurryUp"/> is called, if the line is fully visible, the <see cref="runner"/> object will have its <see cref="DialogueRunner.RequestNextLine"/> method called (instead of its <see cref="DialogueRunner.RequestHurryUpLine"/> method).
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/// This behaviour is only the case when the <see cref="separateHurryUpAndAdvanceControls"/> is set to false.
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///</remarks>
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[SerializeField] DialoguePresenterBase? presenter;
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/// <summary>
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/// Should this line advancer use different actions for hurrying up a line and advancing a line?
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/// </summary>
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/// <remarks>
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/// When this is false if the player requests a line to hurry up and the line is fully shown the <see cref="DialogueRunner.RequestNextLine"/> method will be called instead of the <see cref="DialogueRunner.RequestHurryUpLine"/> method.
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/// This behaviour is only the case when <see cref="presenter"/> is not null and the presenter is presenting it's line content via it's <see cref="DialoguePresenter.Typewriter"/> property.
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/// </remarks>
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[SerializeField] private bool separateHurryUpAndAdvanceControls = false;
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public bool SeparateHurryUpAndAdvanceControls => separateHurryUpAndAdvanceControls;
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/// <summary>
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/// If <see langword="true"/>, repeatedly signalling that the line
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/// should be hurried up will cause the line advancer to request that
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/// the next line be shown.
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/// </summary>
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/// <seealso cref="advanceRequestsBeforeCancellingLine"/>
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[Space]
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[Tooltip("Does repeatedly requesting a line advance cancel the line?")]
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public bool multiAdvanceIsCancel = false;
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/// <summary>
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/// The number of times that a 'hurry up' signal occurs before the line
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/// advancer requests that the next line be shown.
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/// </summary>
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/// <seealso cref="multiAdvanceIsCancel"/>
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[ShowIf(nameof(multiAdvanceIsCancel))]
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[Indent]
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[Label("Advance Count")]
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[Tooltip("The number of times that a line advance occurs before the current line is cancelled.")]
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public int advanceRequestsBeforeCancellingLine = 2;
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/// <summary>
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/// The number of times that this object has received an indication that
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/// the line should be advanced.
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/// </summary>
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/// <remarks>
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/// This value is reset to zero when a new line is run. When the line is
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/// advanced, this value is incremented. If this value ever meets or
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/// exceeds <see cref="advanceRequestsBeforeCancellingLine"/>, the line
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/// will be cancelled.
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/// </remarks>
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private int numberOfAdvancesThisLine = 0;
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/// <summary>
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/// The type of input that this line advancer responds to.
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/// </summary>
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public enum InputMode
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{
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/// <summary>
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/// The line advancer responds to Input Actions from the <a
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/// href="https://docs.unity3d.com/Packages/com.unity.inputsystem@latest">Unity
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/// Input System</a>.
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/// </summary>
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InputActions,
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/// <summary>
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/// The line advancer responds to keypresses on the keyboard.
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/// </summary>
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KeyCodes,
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/// <summary>
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/// The line advancer does not respond to any input.
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/// </summary>
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/// <remarks>When a line advancer's <see cref="UsedInputMode"/> is set
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/// to <see cref="None"/>, call the <see
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/// cref="RequestLineHurryUp"/>, <see cref="RequestNextLine"/> and
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/// <see cref="RequestDialogueCancellation"/> methods directly from
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/// your code to control line advancement.</remarks>
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[InspectorName("Manual")] None,
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/// <summary>
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/// The line advancer responds to input from the legacy <a
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/// href="https://docs.unity3d.com/Manual/class-InputManager.html">Input
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/// Manager</a>.
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/// </summary>
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LegacyInputAxes,
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[InspectorName("Third-Party")] External,
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}
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/// <summary>
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/// The type of input that this line advancer responds to.
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/// </summary>
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/// <seealso cref="InputMode"/>
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[Tooltip("The type of input that this line advancer responds to.")]
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[Space]
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[MessageBox(sourceMethod: nameof(ValidateInputMode))]
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[SerializeField] InputMode inputMode;
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// when using the same input for different actions, for example using spacebar to select an option but also spacebar to hurry up lines
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// the action for hurrying up the line will happen the same frame as the action for selection
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// so if a line follows options (very common), that line might well get told to instantly hurry up
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// which isn't ideal, so this tracks the frame that content arrives and hurry up events cannot run the same frame as their content appears
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private int frameContentReceived = 0;
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/// <summary>
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/// Validates the current value of <see cref="inputMode"/>, and
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/// potentially returns a message box to display.
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/// </summary>
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private MessageBoxAttribute.Message ValidateInputMode()
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{
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#pragma warning disable CS0162 // Unreachable code detected
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if (this.inputMode == InputMode.None)
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{
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return MessageBoxAttribute.Info($"To use this component, call the following methods on it:\n\n" +
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$"- {nameof(this.RequestLineHurryUp)}()\n" +
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$"- {nameof(this.RequestNextLine)}()\n" +
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$"- {nameof(this.RequestOptionHurryUp)}()\n" +
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$"- {nameof(this.RequestDialogueCancellation)}()"
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);
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}
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if (this.inputMode == InputMode.LegacyInputAxes && !InputSystemAvailability.enableLegacyInput)
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{
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return MessageBoxAttribute.Warning("The Input Manager (Old) system is not enabled.\n\nEither change this setting to Input Actions, or enable Input Manager (Old) in Project Settings > Player > Configuration > Active Input Handling.");
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}
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if (this.inputMode == InputMode.InputActions)
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{
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if (InputSystemAvailability.inputSystemInstalled == false)
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{
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return MessageBoxAttribute.Warning("Please install the Unity Input System package to use Input Actions.\n\nFalling back to the keyboard in the meantime.");
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}
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if (!InputSystemAvailability.enableInputSystem)
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{
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return MessageBoxAttribute.Warning("The Unity Input System is not enabled.\n\nEither change this setting, or enable Input System in Project Settings > Player > Configuration > Active Input Handling.\n\nFalling back to the keyboard in the meantime.");
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}
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}
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if (this.inputMode == InputMode.External)
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{
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if (TryGetComponent<ILineAdvancerInput>(out _) == false)
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{
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return MessageBoxAttribute.Info($"Add an input-handling component that implements the {nameof(ILineAdvancerInput)} interface.");
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}
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}
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return MessageBoxAttribute.NoMessage;
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#pragma warning restore CS0162 // Unreachable code detected
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}
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// used to track the status of the presentation
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// you can think of this as a variation on multiple presses to advance a line
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// where if the presenter is awaiting input it is reasonable that pressing hurry up would advance to the next piece of content
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// but the default presenters can't really tell that apart
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// so the line advancer instead will handle this
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// this only works if the line advancer is added as a processor onto the presenters typewriter
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// but that is ok as that is the default
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// as people replace those defaults with more complex views and presenters they will also want to replace the line advancer anyways
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private enum PresentationStatus
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{
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Unknown, LineBegan, LineWaiting, OptionsBegan, OptionsWaiting,
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}
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private PresentationStatus status = PresentationStatus.Unknown;
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private void Start()
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{
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// If we have a dialogue presenter configured, register ourselves as
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// a temporal processor, so that we get notified when the line is
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// fully visible. This is so that when a line is fully visible, the
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// 'hurry up' action will instead trigger a 'next line' action,
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// (because there's nothing left to hurry up.)
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if (runner == null || presenter == null)
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{
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return;
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}
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if (!separateHurryUpAndAdvanceControls)
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{
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var listOfPresenters = new List<DialoguePresenterBase?>(runner.DialoguePresenters)
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{
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this
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};
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runner.DialoguePresenters = listOfPresenters;
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presenter.Typewriter?.ActionMarkupHandlers.Add(this);
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}
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}
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public void OnValidate()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.delayCall += SetupInputMode;
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#endif
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}
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#if UNITY_EDITOR
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private void SetupInputMode()
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{
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// This method gets called via a delayCall, so by the time this
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// method gets called, this object may no longer exist. Early out if
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// that's the case.
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if (this == null)
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{
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return;
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}
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switch (this.inputMode)
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{
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case InputMode.KeyCodes:
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SetupInput<LineAdvancerInput.KeyCodes>(i =>
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{
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if (hasTransferredLegacyMapping)
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{
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return;
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}
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i.hurryUpLineKeyCode = legacyHurryUpLineKeyCode;
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i.nextLineKeyCode = legacyNextLineKeyCode;
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i.hurryUpOptionsKeyCode = legacyHurryUpOptionsKeyCode;
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i.cancelDialogueKeyCode = legacyCancelDialogueKeyCode;
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hasTransferredLegacyMapping = true;
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});
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break;
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case InputMode.InputActions:
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#if USE_INPUTSYSTEM
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SetupInput<LineAdvancerInput.InputActions>(i =>
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{
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if (hasTransferredLegacyMapping)
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{
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return;
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}
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i.hurryUpLineAction = legacyHurryUpLineAction;
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i.nextLineAction = legacyNextLineAction;
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i.hurryUpOptionsAction = legacyHurryUpOptionsAction;
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i.cancelDialogueAction = legacyCancelDialogueAction;
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i.enableActions = legacyEnableActions;
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hasTransferredLegacyMapping = true;
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});
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#else
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Debug.LogWarning("This line advancer was configured to use the Unity Input System, but it's not installed. Please install the Input System package.");
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#endif
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break;
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case InputMode.LegacyInputAxes:
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SetupInput<LineAdvancerInput.LegacyInputAxes>(i =>
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{
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if (hasTransferredLegacyMapping)
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{
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return;
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}
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i.hurryUpLineAxis = legacyHurryUpLineAxis;
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i.nextLineAxis = legacyNextLineAxis;
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i.hurryUpOptionsAxis = legacyHurryUpOptionsAxis;
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i.cancelDialogueAxis = legacyCancelDialogueAxis;
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hasTransferredLegacyMapping = true;
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});
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break;
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case InputMode.None:
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foreach (var c in this.GetComponents<MonoBehaviour>())
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{
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if (!(c is ILineAdvancerInput))
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{
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continue;
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}
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DestroyImmediate(c);
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UnityEditor.EditorUtility.SetDirty(this);
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}
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break;
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case InputMode.External:
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foreach (var c in this.GetComponents<ILineAdvancerInput>())
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{
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if (c is LineAdvancerInput.KeyCodes k)
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{
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DestroyImmediate(k);
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UnityEditor.EditorUtility.SetDirty(this);
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continue;
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}
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if (c is LineAdvancerInput.InputActions i)
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{
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DestroyImmediate(i);
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UnityEditor.EditorUtility.SetDirty(this);
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continue;
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}
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if (c is LineAdvancerInput.LegacyInputAxes a)
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{
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DestroyImmediate(a);
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UnityEditor.EditorUtility.SetDirty(this);
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continue;
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}
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}
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break;
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}
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}
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private void SetupInput<T>(System.Action<T>? onLineAdvancerInputComponentAdded) where T : MonoBehaviour, ILineAdvancerInput
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{
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if (UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this)
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&& UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(this.gameObject) == null)
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{
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// We're in a prefab, and we're not in 'prefab edit' mode. Don't modify this object.
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return;
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}
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var components = this.GetComponents<MonoBehaviour>();
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bool needsAdding = true;
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ILineAdvancerInput input;
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foreach (var existing in components)
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{
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if (!(existing is ILineAdvancerInput existingInput))
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{
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continue;
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}
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if (existing is T)
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{
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needsAdding = false;
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input = existingInput;
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continue;
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}
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else
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{
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UnityEditor.EditorUtility.SetDirty(this);
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DestroyImmediate(existing);
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}
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}
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if (needsAdding)
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{
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var newInput = this.gameObject.AddComponent<T>();
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input = newInput;
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input.LineAdvancer = this;
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UnityEditor.EditorUtility.SetDirty(this);
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onLineAdvancerInputComponentAdded?.Invoke(newInput);
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}
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}
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#endif
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/// <summary>
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/// Called by a dialogue runner when dialogue starts to add input action
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/// handlers for advancing the line.
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/// </summary>
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/// <returns>A completed task.</returns>
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public override YarnTask OnDialogueStartedAsync()
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{
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if (TryGetComponent<ILineAdvancerInput>(out var input))
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{
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input.OnDialogueStarted();
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}
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ResetLineTracking();
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return YarnTask.CompletedTask;
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}
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/// <summary>
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/// Called by a dialogue runner when dialogue ends to remove the input
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/// action handlers.
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/// </summary>
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/// <returns>A completed task.</returns>
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public override YarnTask OnDialogueCompleteAsync()
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{
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if (TryGetComponent<ILineAdvancerInput>(out var input))
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{
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input.OnDialogueComplete();
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}
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ResetLineTracking();
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return YarnTask.CompletedTask;
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}
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/// <summary>
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/// Called by a dialogue presenter to signal that a line is running.
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/// </summary>
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/// <inheritdoc cref="LinePresenter.RunLineAsync" path="/param"/>
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/// <returns>A completed task.</returns>
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public override YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
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{
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// A new line has come in, so reset the number of times we've seen a
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// request to skip.
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ResetLineTracking();
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status = PresentationStatus.LineBegan;
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frameContentReceived = Time.frameCount;
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return YarnTask.CompletedTask;
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}
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/// <summary>
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/// Called by a dialogue presenter to signal that options are running.
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/// </summary>
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/// <inheritdoc cref="LinePresenter.RunOptionsAsync" path="/param"/>
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/// <returns>A completed task indicating that no option was selected by
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/// this view.</returns>
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public override YarnTask<DialogueOption?> RunOptionsAsync(DialogueOption[] dialogueOptions, LineCancellationToken cancellationToken)
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{
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ResetLineTracking();
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status = PresentationStatus.OptionsBegan;
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frameContentReceived = Time.frameCount;
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return DialogueRunner.NoOptionSelected;
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}
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private void ResetLineTracking()
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{
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numberOfAdvancesThisLine = 0;
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status = PresentationStatus.Unknown;
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}
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private void RequestLineHurryUpInternal()
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{
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if (frameContentReceived == Time.frameCount)
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{
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return;
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}
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// in this mode we NEED to be in a state where a line showing, regardless of it's completion state
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if (!separateHurryUpAndAdvanceControls)
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{
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if (!(status == PresentationStatus.LineBegan || status == PresentationStatus.LineWaiting))
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{
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return;
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}
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}
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// Increment our counter of line advancements, and depending on the
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// new count, request that the runner 'soft-cancel' the line or
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// cancel the entire line
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// this is true regardless of if we are the hurry up mode or not
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numberOfAdvancesThisLine += 1;
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if (multiAdvanceIsCancel && numberOfAdvancesThisLine >= advanceRequestsBeforeCancellingLine)
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{
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RequestNextLine();
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}
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else
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{
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// at this stage we want to hurry up if we are in multiAdvanceIsCancel
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// and either hurry up or skip the line depending on the state
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if (separateHurryUpAndAdvanceControls)
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{
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if (runner != null)
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{
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runner.RequestHurryUpLine();
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}
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else
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{
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Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
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}
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}
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else
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{
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if (status == PresentationStatus.LineWaiting)
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{
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RequestNextLine();
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}
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else
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{
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if (runner != null)
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{
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runner.RequestHurryUpLine();
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}
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else
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{
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Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
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}
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}
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}
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}
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}
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/// <summary>
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/// Requests that the line be hurried up.
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/// </summary>
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/// <remarks>If this method has been called more times for a single line
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/// than <see cref="numberOfAdvancesThisLine"/>, this method requests
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/// that the dialogue runner proceed to the next line. Otherwise, it
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/// requests that the dialogue runner instruct all line views to hurry
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/// up their presentation of the current line.
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/// </remarks>
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public void RequestLineHurryUp()
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{
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// Increment our counter of line advancements, and depending on the
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// new count, request that the runner 'soft-cancel' the line or
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// cancel the entire line
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numberOfAdvancesThisLine += 1;
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if (multiAdvanceIsCancel && numberOfAdvancesThisLine >= advanceRequestsBeforeCancellingLine)
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{
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RequestNextLine();
|
|
}
|
|
else
|
|
{
|
|
if (runner != null)
|
|
{
|
|
runner.RequestHurryUpLine();
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RequestOptionHurryUp()
|
|
{
|
|
if (frameContentReceived == Time.frameCount)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (runner == null)
|
|
{
|
|
Debug.LogError($"Unable to hurry up options, {nameof(LineAdvancer)} dialogue runner is null", this);
|
|
return;
|
|
}
|
|
|
|
if (!separateHurryUpAndAdvanceControls)
|
|
{
|
|
if (status == PresentationStatus.OptionsBegan || status == PresentationStatus.OptionsWaiting)
|
|
{
|
|
runner.RequestHurryUpOption();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
runner.RequestHurryUpOption();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests that the dialogue runner proceeds to the next line.
|
|
/// </summary>
|
|
public void RequestNextLine()
|
|
{
|
|
ResetLineTracking();
|
|
if (runner != null)
|
|
{
|
|
runner.RequestNextLine();
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError($"{nameof(LineAdvancer)} dialogue runner is null", this);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Requests that the dialogue runner to instruct all line views to
|
|
/// dismiss their content, and then stops the dialogue.
|
|
/// </summary>
|
|
public void RequestDialogueCancellation()
|
|
{
|
|
ResetLineTracking();
|
|
// Stop the dialogue runner, which will cancel the current line as
|
|
// well as the entire dialogue.
|
|
if (runner != null)
|
|
{
|
|
runner.Stop().Forget();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by Unity every frame to check to see if, depending on <see
|
|
/// cref="UsedInputMode"/>, the <see cref="LineAdvancer"/> should take
|
|
/// action.
|
|
/// </summary>
|
|
private void Update()
|
|
{
|
|
}
|
|
|
|
public void OnPrepareForLine(MarkupParseResult line, TMP_Text text)
|
|
{
|
|
return;
|
|
}
|
|
|
|
public void OnLineDisplayBegin(MarkupParseResult line, TMP_Text text)
|
|
{
|
|
return;
|
|
}
|
|
|
|
public YarnTask OnCharacterWillAppear(int currentCharacterIndex, MarkupParseResult line, CancellationToken cancellationToken)
|
|
{
|
|
return YarnTask.CompletedTask;
|
|
}
|
|
|
|
public void OnLineDisplayComplete()
|
|
{
|
|
if (status == PresentationStatus.LineBegan)
|
|
{
|
|
status = PresentationStatus.LineWaiting;
|
|
}
|
|
else if (status == PresentationStatus.OptionsBegan)
|
|
{
|
|
status = PresentationStatus.OptionsWaiting;
|
|
}
|
|
}
|
|
|
|
public void OnLineWillDismiss()
|
|
{
|
|
return;
|
|
}
|
|
|
|
public void OnInputHurryUpLines() => RequestLineHurryUpInternal();
|
|
public void OnInputNextContent() => RequestNextLine();
|
|
public void OnInputHurryUpOptions() => RequestOptionHurryUp();
|
|
public void OnInputCancelDialogue() => RequestDialogueCancellation();
|
|
|
|
}
|
|
public interface ILineAdvancerInput
|
|
{
|
|
public LineAdvancer? LineAdvancer { get; set; }
|
|
public void OnDialogueStarted();
|
|
public void OnDialogueComplete();
|
|
}
|
|
|
|
// Previous versions of LineAdvancer stored all of their configuration data
|
|
// in the LineAdvancer component itself. To avoid data loss, LineAdvancer
|
|
// keeps these fields around, and moves them into the ILineAdvancerInput
|
|
// components when they're added.
|
|
public partial class LineAdvancer
|
|
{
|
|
|
|
[HideInInspector]
|
|
[SerializeField] bool hasTransferredLegacyMapping = false;
|
|
|
|
#if USE_INPUTSYSTEM
|
|
/// <summary>
|
|
/// The Input Action that triggers a request to advance to the next
|
|
/// piece of content.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("hurryUpLineAction")]
|
|
[HideInInspector]
|
|
[SerializeField] UnityEngine.InputSystem.InputActionReference? legacyHurryUpLineAction;
|
|
|
|
/// <summary>
|
|
/// The Input Action that triggers an instruction to cancel the current
|
|
/// line.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("nextLineAction")]
|
|
[HideInInspector]
|
|
[SerializeField] UnityEngine.InputSystem.InputActionReference? legacyNextLineAction;
|
|
|
|
/// <summary>
|
|
/// The Input Action that triggers an instruction to hurry up presenting the current options
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("hurryUpOptionsAction")]
|
|
[HideInInspector]
|
|
[SerializeField] UnityEngine.InputSystem.InputActionReference? legacyHurryUpOptionsAction;
|
|
|
|
/// <summary>
|
|
/// The Input Action that triggers an instruction to cancel the entire
|
|
/// dialogue.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("cancelDialogueAction")]
|
|
[HideInInspector]
|
|
[SerializeField] UnityEngine.InputSystem.InputActionReference? legacyCancelDialogueAction;
|
|
|
|
/// <summary>
|
|
/// If true, the <see cref="hurryUpLineAction"/>, <see
|
|
/// cref="nextLineAction"/> and <see cref="cancelDialogueAction"/> Input
|
|
/// Actions will be enabled when the the dialogue runner signals that a
|
|
/// line is running.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("enableActions")]
|
|
[HideInInspector]
|
|
[SerializeField] bool legacyEnableActions = true;
|
|
#endif
|
|
/// <summary>
|
|
/// The legacy Input Axis that triggers a request to advance to the next
|
|
/// piece of content.
|
|
/// </summary>
|
|
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("hurryUpLineAxis")]
|
|
[HideInInspector]
|
|
[SerializeField] string? legacyHurryUpLineAxis = "Jump";
|
|
|
|
/// <summary>
|
|
/// The legacy Input Axis that triggers an instruction to cancel the
|
|
/// current line.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("nextLineAxis")]
|
|
[HideInInspector]
|
|
[SerializeField] string? legacyNextLineAxis = "Cancel";
|
|
|
|
/// <summary>
|
|
/// The legacy Input Axis that triggers an instruction to hurry up presenting the current options
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("hurryUpOptionsAxis")]
|
|
[HideInInspector]
|
|
[SerializeField] string? legacyHurryUpOptionsAxis = "Jump";
|
|
|
|
/// <summary>
|
|
/// The legacy Input Axis that triggers an instruction to cancel the
|
|
/// entire dialogue.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("cancelDialogueAxis")]
|
|
[HideInInspector]
|
|
[SerializeField] string? legacyCancelDialogueAxis = "";
|
|
|
|
/// <summary>
|
|
/// The <see cref="KeyCode"/> that triggers a request to advance to the
|
|
/// next piece of content.
|
|
/// </summary>
|
|
[UnityEngine.Serialization.FormerlySerializedAs("hurryUpLineKeyCode")]
|
|
[HideInInspector]
|
|
[SerializeField] KeyCode legacyHurryUpLineKeyCode = KeyCode.Space;
|
|
|
|
/// <summary>
|
|
/// The <see cref="KeyCode"/> that triggers an instruction to cancel the
|
|
/// current line.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("nextLineKeyCode")]
|
|
[HideInInspector]
|
|
[SerializeField] KeyCode legacyNextLineKeyCode = KeyCode.Escape;
|
|
|
|
/// <summary>
|
|
/// The <see cref="KeyCode"/> that triggers an instruction to hurry up presenting options
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("hurryUpOptionsKeyCode")]
|
|
[HideInInspector]
|
|
[SerializeField] KeyCode legacyHurryUpOptionsKeyCode = KeyCode.Space;
|
|
|
|
/// <summary>
|
|
/// The <see cref="KeyCode"/> that triggers an instruction to cancel the
|
|
/// entire dialogue.
|
|
/// </summary>
|
|
|
|
[UnityEngine.Serialization.FormerlySerializedAs("cancelDialogueKeyCode")]
|
|
[HideInInspector]
|
|
[SerializeField] KeyCode legacyCancelDialogueKeyCode = KeyCode.None;
|
|
}
|
|
}
|