任务:编写场景1逻辑

1.完成对话系统框架
(1.系统结构见图
(2.使用方法为对ConversationController单例使用OnCall(Staring 对话名)
(3.需要自行编辑对话内容,填写AConversation组件的内容即可

果咩,我摸了五天,求职的压力实在是太大了😿😿
This commit is contained in:
Roman 2022-03-19 22:52:00 +08:00
parent 7db9125c45
commit 32e1fd2d93
13 changed files with 722 additions and 19 deletions

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@ -6,21 +6,30 @@ using Sirenix.OdinInspector;
/// <summary>
/// 皇帝类,控制皇帝的行为,继承自可交互物体
/// </summary>
public class HuangDi : Interactable
public class HuangDi : EntryTrigger
{
[SerializeField][EnumPaging]
private KnotMediator.KnotType neededType = KnotMediator.KnotType.None;
[Header("是否已经完成了对话")]
public bool hasFinishTheConversation = false;
public override void OnCall()
{
if(KnotMediator.Instance.CheckKnotType(neededType))
{
Debug.Log("皇帝接受了绳结");
if(hasFinishTheConversation){
if(KnotMediator.Instance.CheckKnotType(neededType))
{
Debug.Log("皇帝接受了绳结");
}
else
{
Debug.Log("皇帝拒绝了绳结");
}
}
else
{
Debug.Log("皇帝拒绝了绳结");
ConversationController.Instance.OnCall("1");
}
}
public void setNeededType(KnotMediator.KnotType type)

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@ -0,0 +1,187 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
/// <summary>
/// 一次对话,只需在面板设置对话顺序和内容列表,再拖入对话者即可,其他一些暴露参数可不调
/// </summary>
public class AConversation : MonoBehaviour
{
[ListDrawerSettings]
public List<Sprite> contentList;
[ListDrawerSettings]
public List<ASpeak.Speaker> speakerList;
public string conversationName;
public float timePerSpeak;
public Sprite P1Background;
public Sprite P2Background;
[Header("P1一定是左边的切记")]
public Transform P1Pos;
public Transform P2Pos;
[Header("对话框到说话者中心的偏移量")]
public Vector2 offset = new Vector2(1.5f, 1.5f);
private List<ASpeak> speakList;
protected ASpeak.Speaker P1;
protected ASpeak.Speaker P2;
protected SpriteRenderer P1Renderer;
protected SpriteRenderer P2Renderer;
protected Player player;
protected SpriteRenderer P1ContentRenderer;
protected SpriteRenderer P2ContentRenderer;
void Start()
{
speakList = new List<ASpeak>();
//新增对话框游戏物体,挂在这个游戏物体上
AddDialog();
//找到玩家
player = FindObjectOfType<Player>();
SetConversation();
}
/// <summary>
/// 对外界唯一接口
/// </summary>
public void OnCall()
{
if(speakList.Count == speakerList.Count)
{
//移动对话框到相应位置
MoveDialog();
//开始对话
StartCoroutine(Speak());
}
else
{
Debug.LogError("对话顺序和内容列表长度不一致");
}
}
protected IEnumerator Speak(){
yield return new WaitForEndOfFrame();
//遍历对话列表
foreach(ASpeak speak in speakList){
//根据说话者将对话的透明度插值至1
if(speak.speaker == P1){
P1Renderer.DOColor(new Color(1,1,1,1),1f);
P1ContentRenderer.sprite = speak.content;
P1ContentRenderer.DOColor(new Color(1,1,1,1),1f);
}
else{
P2Renderer.DOColor(new Color(1,1,1,1),1f);
P2ContentRenderer.sprite = speak.content;
P2ContentRenderer.DOColor(new Color(1,1,1,1),1f);
}
//等待
yield return new WaitForSeconds(timePerSpeak);
//根据说话者将对话的透明度插值至0
if(speak.speaker == P1){
P1Renderer.DOColor(new Color(1,1,1,0),1f);
P1ContentRenderer.DOColor(new Color(1,1,1,0),1f);
}
else{
P2Renderer.DOColor(new Color(1,1,1,0),1f);
P2ContentRenderer.DOColor(new Color(1,1,1,0),1f);
}
yield return new WaitForSeconds(1f);
}
//都说完以后,触发结束事件
OnEnd();
}
/// <summary>
/// 在设置对话顺序时使用
/// </summary>
/// <param name="speaker"></param>
protected void AddASpeak(ASpeak.Speaker speaker,Sprite content)
{
ASpeak speak = new ASpeak();
speak.speaker = speaker;
speak.content = content;
speakList.Add(speak);
}
/// <summary>
/// 只需要手动设置说话的顺序,不需要手动设置对话内容
/// </summary>
public virtual void SetConversation()
{
for(int i = 0; i < speakerList.Count; i++)
{
AddASpeak(speakerList[i], contentList[i]);
}
}
/// <summary>
/// 对话结束时触发,已有内容,会恢复玩家的操作权限
/// </summary>
public virtual void OnEnd()
{
player.ToMap("Normal");
}
/// <summary>
/// 初始化对话框
/// </summary>
protected void AddDialog()
{
//新增对话框游戏物体,挂在这个游戏物体上
GameObject P1dialog = new GameObject("P1Dialog");
P1dialog.transform.SetParent(transform);
P1dialog.transform.position = new Vector3(0, 0, 0);
P1dialog.AddComponent<SpriteRenderer>();
P1Renderer = P1dialog.GetComponent<SpriteRenderer>();
P1Renderer.sprite = P1Background;
P1Renderer.sortingLayerName = "UI";
GameObject P2dialog = new GameObject("P2Dialog");
P2dialog.transform.SetParent(transform);
P2dialog.transform.position = new Vector3(0, 0, 0);
P2dialog.AddComponent<SpriteRenderer>();
P2Renderer = P2dialog.GetComponent<SpriteRenderer>();
P2Renderer.sprite = P2Background;
P2Renderer.sortingLayerName = "UI";
//使其二透明度变为0
P1Renderer.color = new Color(1, 1, 1, 0);
P2Renderer.color = new Color(1, 1, 1, 0);
//新增对话框内容游戏物体,挂在对话框游戏物体上
GameObject P1Content = new GameObject("P1Content");
P1Content.transform.SetParent(P1dialog.transform);
P1Content.transform.localPosition = new Vector3(0, 0, 0);
P1Content.AddComponent<SpriteRenderer>();
P1ContentRenderer = P1Content.GetComponent<SpriteRenderer>();
P1ContentRenderer.sortingLayerName = "UI";
P1ContentRenderer.sortingOrder = 2;
GameObject P2Content = new GameObject("P2Content");
P2Content.transform.SetParent(P2dialog.transform);
P2Content.transform.localPosition = new Vector3(0, 0, 0);
P2Content.AddComponent<SpriteRenderer>();
P2ContentRenderer = P2Content.GetComponent<SpriteRenderer>();
P2ContentRenderer.sortingLayerName = "UI";
P2ContentRenderer.sortingOrder = 2;
//使其二透明度变为0
P1ContentRenderer.color = new Color(1, 1, 1, 0);
P2ContentRenderer.color = new Color(1, 1, 1, 0);
}
protected void MoveDialog()
{
P1Renderer.transform.position = P1Pos.position + new Vector3(offset.x, offset.y, 0);
P2Renderer.transform.position = P2Pos.position + new Vector3(offset.x * - 1, offset.y, 0);
}
}

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
/// <summary>
/// 代表一句对话包含内容的Sprite和enum的对话者
/// </summary>
/// <typeparam name="T">此次对话的Spaker的枚举类型</typeparam>
public class ASpeak
{
public enum Speaker
{
P1,
P2
}
public Sprite content;
public Speaker speaker;
}

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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConversationController : UnitySingleton<ConversationController>
{
private AConversation[] conversationList;
void Start()
{
conversationList = FindObjectsOfType<AConversation>();
}
public void OnCall(string name)
{
//找到叫name的对话并调用其OnCall()
foreach (AConversation conversation in conversationList)
{
if (conversation.conversationName == name)
{
conversation.OnCall();
//改变玩家地图至Null
FindObjectOfType<Player>().ToMap("Null");
return;
}
}
//如果没找到,则报错
Debug.LogError("没有找到名为" + name + "的对话");
}
}

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