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-2418,7 +2547,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1918365588} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -2.0495064, y: 0, z: 0} + m_LocalPosition: {x: 0.83199996, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 2122669497} diff --git a/Assets/Scripts/勍/HuangDi.cs b/Assets/Scripts/勍/HuangDi.cs index 7013c3e..d97997b 100644 --- a/Assets/Scripts/勍/HuangDi.cs +++ b/Assets/Scripts/勍/HuangDi.cs @@ -6,21 +6,30 @@ using Sirenix.OdinInspector; /// /// 皇帝类,控制皇帝的行为,继承自可交互物体 /// -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) diff --git a/Assets/Scripts/勍/对话框架.meta b/Assets/Scripts/勍/对话框架.meta new file mode 100644 index 0000000..c171e76 --- /dev/null +++ b/Assets/Scripts/勍/对话框架.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2363862f5e448ad47848b458dad32794 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/勍/对话框架/AConversation.cs b/Assets/Scripts/勍/对话框架/AConversation.cs new file mode 100644 index 0000000..fe9b866 --- /dev/null +++ b/Assets/Scripts/勍/对话框架/AConversation.cs @@ -0,0 +1,187 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; +using Sirenix.OdinInspector; + +/// +/// 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 +/// +public class AConversation : MonoBehaviour +{ + + [ListDrawerSettings] + public List contentList; + [ListDrawerSettings] + public List 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 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(); + //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(); + SetConversation(); + } + + /// + /// 对外界唯一接口 + /// + 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(); + } + + /// + /// 在设置对话顺序时使用 + /// + /// + protected void AddASpeak(ASpeak.Speaker speaker,Sprite content) + { + ASpeak speak = new ASpeak(); + speak.speaker = speaker; + speak.content = content; + speakList.Add(speak); + } + + /// + /// 只需要手动设置说话的顺序,不需要手动设置对话内容 + /// + public virtual void SetConversation() + { + for(int i = 0; i < speakerList.Count; i++) + { + AddASpeak(speakerList[i], contentList[i]); + } + } + + /// + /// 对话结束时触发,已有内容,会恢复玩家的操作权限 + /// + public virtual void OnEnd() + { + player.ToMap("Normal"); + } + + + + + /// + /// 初始化对话框 + /// + 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(); + P1Renderer = P1dialog.GetComponent(); + 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(); + P2Renderer = P2dialog.GetComponent(); + 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(); + P1ContentRenderer = P1Content.GetComponent(); + 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(); + P2ContentRenderer = P2Content.GetComponent(); + 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); + } + +} diff --git a/Assets/Scripts/勍/对话框架/AConversation.cs.meta b/Assets/Scripts/勍/对话框架/AConversation.cs.meta new file mode 100644 index 0000000..58aa9c9 --- /dev/null +++ b/Assets/Scripts/勍/对话框架/AConversation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6cb90a10e58c42d47b5142ad61ef47d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/勍/对话框架/ASpeak.cs b/Assets/Scripts/勍/对话框架/ASpeak.cs new file mode 100644 index 0000000..ebfebfd --- /dev/null +++ b/Assets/Scripts/勍/对话框架/ASpeak.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Sirenix.OdinInspector; + +/// +/// 代表一句对话,包含内容的Sprite和enum的对话者 +/// +/// 此次对话的Spaker的枚举类型 +public class ASpeak +{ + public enum Speaker + { + P1, + P2 + } + public Sprite content; + public Speaker speaker; +} diff --git a/Assets/Scripts/勍/对话框架/ASpeak.cs.meta b/Assets/Scripts/勍/对话框架/ASpeak.cs.meta new file mode 100644 index 0000000..d424721 --- /dev/null +++ b/Assets/Scripts/勍/对话框架/ASpeak.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 02035d4c700710b4e9160c4e67fece58 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/勍/对话框架/ConversationController.cs b/Assets/Scripts/勍/对话框架/ConversationController.cs new file mode 100644 index 0000000..7b14aa4 --- /dev/null +++ b/Assets/Scripts/勍/对话框架/ConversationController.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ConversationController : UnitySingleton +{ + private AConversation[] conversationList; + + void Start() + { + conversationList = FindObjectsOfType(); + } + + 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().ToMap("Null"); + return; + } + } + //如果没找到,则报错 + Debug.LogError("没有找到名为" + name + "的对话"); + } +} diff --git a/Assets/Scripts/勍/对话框架/ConversationController.cs.meta b/Assets/Scripts/勍/对话框架/ConversationController.cs.meta new file mode 100644 index 0000000..b165efe --- /dev/null +++ b/Assets/Scripts/勍/对话框架/ConversationController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d9222d1d92d354f43bf3ecf3ad5f5e68 +MonoImporter: + 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