Files
nightclub-arcadia/NightclubArcadia/Assets/Scripts/UI/Dialogue/DialogueStreamPresenter.cs
T
lennartandClaude Opus 5 cba87dcb31 add UI layer: dialogue stream, HUD, player menu, and skills panel
Runtime UI under Scripts/UI: a UIStateController owning menu/dialogue state, a
PlayerControlLock so opening a panel suppresses world input, panel visibility
helpers, and the menu input binding.

Views: the dialogue stream presenter and its options presenter and message row,
the portrait HUD, and the player menu with character, journal, and tab-bar
views. Skills gains SkillsPanelView and SkillRowView, which is why the Skills
asmdef now references UnityEngine.UI.

Prefabs/UI holds the authored canvases (dialogue stream, HUD, player menu) and
their rows. UILayerBootstrap remains a hand-added runtime fallback for scenes
where those prefabs are not instantiated; it deliberately does not auto-spawn.

Editor/UILayerSetup.cs is the one-shot menu that builds and wires those prefabs
into a scene, with UILayerSetupAutoRun reminding after a script reload.

Art/UI/Placeholder carries the placeholder portrait the HUD falls back to.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:03:42 +02:00

134 lines
4.8 KiB
C#

using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Yarn.Unity;
// Annotations only (not warnings): DialoguePresenterBase declares
// RunOptionsAsync as YarnTask<DialogueOption?>, so the override needs a
// nullable annotation context to match it without CS8632.
#nullable enable annotations
namespace NightclubArcadia.UI.Dialogue
{
/// <summary>
/// Yarn presenter that appends each line to a scrolling chat-style stream
/// rather than replacing a single text box.
/// </summary>
public sealed class DialogueStreamPresenter : DialoguePresenterBase
{
[SerializeField] DialogueMessageRow messageRowPrefab;
[SerializeField] RectTransform messageContainer;
[SerializeField] ScrollRect scrollRect;
[SerializeField] int maxRows = 100;
[SerializeField] float lettersPerSecond = 60f;
readonly List<DialogueMessageRow> rows = new List<DialogueMessageRow>();
void Awake()
{
// Must exist before LineAdvancer.Start(), which does
// presenter.Typewriter?.ActionMarkupHandlers.Add(this);
// to learn when a line has finished displaying. Leave Typewriter
// null and that is a silent no-op: LineAdvancer never receives
// OnLineDisplayComplete, its status never leaves LineBegan, and
// pressing the advance key only ever hurries up the line — the
// conversation can never move past the first message.
Typewriter = new LetterTypewriter
{
CharactersPerSecond = lettersPerSecond,
};
}
public override YarnTask OnDialogueStartedAsync()
{
ClearRows();
return YarnTask.CompletedTask;
}
public override YarnTask OnDialogueCompleteAsync()
{
// DialogueTransitionController owns showing/hiding the panel.
return YarnTask.CompletedTask;
}
public override async YarnTask RunLineAsync(LocalizedLine line, LineCancellationToken token)
{
if (messageRowPrefab == null || messageContainer == null)
{
Debug.LogError($"[{nameof(DialogueStreamPresenter)}] Missing messageRowPrefab or messageContainer.", this);
return;
}
var row = Instantiate(messageRowPrefab, messageContainer);
row.gameObject.SetActive(true);
rows.Add(row);
while (rows.Count > maxRows)
{
var oldest = rows[0];
rows.RemoveAt(0);
if (oldest != null)
{
Destroy(oldest.gameObject);
}
}
var text = line.TextWithoutCharacterName;
row.SetContent(line.CharacterName, text.Text ?? string.Empty);
// Delegate the reveal to Yarn's own typewriter rather than
// hand-rolling maxVisibleCharacters. It drives the
// IActionMarkupHandler lifecycle — including LineAdvancer's
// OnLineDisplayComplete, which is what lets the advance key move to
// the next line instead of only hurrying up the current one — and
// it honours [pause] markup for free.
//
// TextElement is re-pointed at each new row; the typewriter itself
// is reused so LineAdvancer's registration survives.
if (Typewriter != null && row.BodyText != null)
{
Typewriter.TextElement = row.BodyText;
Typewriter.PrepareForContent(text);
await Typewriter.RunTypewriter(text, token.HurryUpToken).SuppressCancellationThrow();
}
// Deliberately no ContentWillDismiss/ContentDidDismiss: rows persist
// in the stream, and ContentDidDismiss would blank the row by
// resetting maxVisibleCharacters to 0.
Canvas.ForceUpdateCanvases();
if (scrollRect != null)
{
scrollRect.verticalNormalizedPosition = 0f;
}
if (!token.IsNextContentRequested)
{
await YarnTask.WaitUntilCanceled(token.NextContentToken).SuppressCancellationThrow();
}
}
public override YarnTask<DialogueOption?> RunOptionsAsync(
DialogueOption[] dialogueOptions,
LineCancellationToken cancellationToken)
{
// Options are handled by DialogueStreamOptionsPresenter.
return DialogueRunner.NoOptionSelected;
}
void ClearRows()
{
for (var i = 0; i < rows.Count; i++)
{
if (rows[i] != null)
{
Destroy(rows[i].gameObject);
}
}
rows.Clear();
}
}
}