DialogManager V2
Mark conversation completed, finalPanelToOpen
This version includes logic to mark a conversation as completed, using key-value data: key: ConvList.name , value "completed". So, if returning to a scene where the conversation has already been played, that conversation will not be replayed.
Also includes logic to specify finalPanelToOpen, typically this will be the OptionPanel. The DialogManager needs to be configured in Project Settings: script execution order to make sure this is executed after the Hide_Show_Panel script, so that it can make sure to start the scene by displing the finalPanelToOpen if there's no valid conversation, even if that panel is not configured to: ShowOnStart in Hide_Show_Panel script.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Dialog manager.
/// Put this script on a panel with canvasGroup,
/// Important: remove SpriteRenderer from top level Panel -
/// or change child image order/count to show speaker image
/// required child objects: dialogText, speakerName, nextDialogBtn
/// </summary>
//VERSION 2 - Includes logic to store key-value data: ConvList.Name, "completed" to indicate if a conversation should not be replayed
//Also includes logic for finalPanelToOpen, if there is no conversation to be played.
//This must be configured to have Script Execution order executed after Hide_Show_Panel in Project Settins
public class DialogManager : MonoBehaviour
{
public CanvasGroup nextPanelToOpenCG; //next panel to open, set in Inspector
public CanvasGroup finalPanelToOpenCG; //open if no valid conversations to run
public Button openDialogBtn; //Button that will open Dialog
public bool showOnStart = false;
private Button nextBtn;
private CanvasGroup dialogPanelCG;
private Text dialogText, speakerName; //speakerName;
private Image speakerImage; //optional
public ConversationList convList; //attach scriptable object in Inspector
private Queue<ConversationEntry> conversationsQueue = new Queue<ConversationEntry>();
string convName;
// Use this for initialization
void Start()
{
dialogPanelCG = GetComponent<CanvasGroup>(); //used to show/hide panel
Text[] textChildren = GetComponentsInChildren<Text>();
Image[] imageChildren = GetComponentsInChildren<Image>();
dialogText = textChildren[0];
speakerName = textChildren[2];
if (imageChildren.Length > 4 ) { //means there is a speakerImage
Debug.Log("number of childImages" + imageChildren.Length);
speakerImage = imageChildren[4]; //fifth child image - in SpeakerPanel
}
nextBtn = GetComponentInChildren<Button>();
nextBtn.onClick.AddListener(GetNextDialog);
//checkbox that can be set in inspector, if checked, then this is not exected
if (!showOnStart)
{
Utility.HideCG(dialogPanelCG);
if (openDialogBtn != null) //if opening dialog with a Button, Populate OpenDialogButton in the Inspector
{
openDialogBtn.onClick.AddListener(ShowDialogPanel);
}
}
else if( ConvCompleted())
{
Utility.HideCG(dialogPanelCG);
if (finalPanelToOpenCG != null)
{
Utility.ShowCG(finalPanelToOpenCG); //open option panel
Debug.Log("show finalPanel");
}
}
else
{ //if showing on scene load, get first Dialog
Utility.ShowCG(dialogPanelCG);
}
if (convList != null)
{
InitializeDialog(); //call once in Start
}
else //if no conversations - show finalPanelToOpen();
if (finalPanelToOpenCG != null)
{
Utility.ShowCG(finalPanelToOpenCG); //open option panel
Debug.Log("show finalPanel");
}
} //end of Start
//Populates the Queue with ConversationEntries
//from the ConvList scriptableObject's Conversation variable.
//Also calls GetNextDialog to populate initial conversation data for first conversation
void InitializeDialog()
{
foreach (ConversationEntry item in convList.Conversation)
{
conversationsQueue.Enqueue(item); //put each string -item in the queue
}
GetNextDialog(); //get first item
} //end method
bool ConvCompleted()
{
bool completed = false;
string convStatus = GameData.instanceRef.GetChoice(convList.name);
if (convStatus == "completed")
{
completed = true;
}
return completed;
}
void setConvCompleted()
{
GameData.instanceRef.SaveChoice(convList.name, "completed");
}
/// <summary>
/// Opens the dialog.
/// this method is called if there is an
/// openDialog button set in the Inspector
/// otherwise, select checkbox showOnStart
/// </summary>
public void ShowDialogPanel()
{
Utility.ShowCG(dialogPanelCG);
if (openDialogBtn != null){
openDialogBtn.gameObject.SetActive(false);
}
} //end method
/// <summary>
/// Nexts the dialog.
/// Sets UI elements: speakerName, speakerImage, dialogText
/// </summary>
/// <returns><c>true</c>, if dialog there is more dialog, <c>false</c> otherwise.</returns>
public void GetNextDialog()
{
if (conversationsQueue.Count > 0)
{
ConversationEntry item = conversationsQueue.Dequeue();
speakerName.text = item.speakerName;
if (speakerImage != null)
{ //if not using Sprite
speakerImage.sprite = item.speakerImg;
}
StopAllCoroutines();
string curSentence = item.dialogTxt;
StartCoroutine(TypeSentence(curSentence));
}
else //no more conversations
{
//set conversation is completed
setConvCompleted(); //do not replay this conversation
Utility.HideCG(dialogPanelCG); // close panel
if (nextPanelToOpenCG != null) //check to see if valid gameObject was set in inspector
{
Utility.ShowCG(nextPanelToOpenCG);
}
}
} //end GetNextDialog method
//this allows single characters to be added to look like typed text
IEnumerator TypeSentence(string sentence)
{
dialogText.text = ""; //clear previous sentance
foreach (char letter in sentence.ToCharArray())
{
dialogText.text += letter;
yield return new WaitForSeconds(0.05f); ;
}
}//end TypeSentence method
//can be executed to pass in a conversationList from some triggering event
public void TriggeredDialog( ConversationList conversation)
{
convList = conversation;
if (ConvCompleted() == false)
{
InitializeDialog();
Utility.ShowCG(dialogPanelCG);
//see if there is a next panel to open
GameObject nextPanelGameObj = GameObject.Find(convList.nextPanelName);
if (nextPanelGameObj != null)
{
nextPanelToOpenCG = nextPanelGameObj.GetComponent<CanvasGroup>();
}
Debug.Log("DialogManager, startDialog");
}
}
} // end class
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