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AppleHillsProduction/Assets/Scripts/Dialogue/SpeechBubble.cs

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8.6 KiB
C#
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using System;
using System.Collections;
using TMPro;
using UnityEngine;
namespace Dialogue
{
/// <summary>
/// Display mode for the speech bubble text
/// </summary>
public enum TextDisplayMode
{
Instant, // Display all text at once
Typewriter // Display text one character at a time
}
[AddComponentMenu("Apple Hills/Dialogue/Speech Bubble")]
public class SpeechBubble : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI textDisplay;
[SerializeField] private TextDisplayMode displayMode = TextDisplayMode.Typewriter;
[SerializeField] private float typewriterSpeed = 0.05f; // Time between characters in seconds
[SerializeField] private AudioSource typingSoundSource;
[SerializeField] private float typingSoundFrequency = 3; // Play sound every X characters
[SerializeField] private bool useRichText = true; // Whether to respect rich text tags
[SerializeField] private float dialogueDisplayTime = 1.5f; // Time in seconds to display dialogue before showing prompt
[SerializeField] private string dialoguePromptText = ". . ."; // Text to show as a prompt for available dialogue
private Coroutine typewriterCoroutine;
private Coroutine promptUpdateCoroutine;
private string currentFullText = string.Empty;
private bool isVisible = false;
private void Awake()
{
}
/// <summary>
/// Show the speech bubble
/// </summary>
public void Show()
{
gameObject.SetActive(true);
isVisible = true;
}
/// <summary>
/// Hide the speech bubble
/// </summary>
public void Hide()
{
gameObject.SetActive(false);
isVisible = false;
// Stop any ongoing typewriter effect
if (typewriterCoroutine != null)
{
StopCoroutine(typewriterCoroutine);
typewriterCoroutine = null;
}
// Stop any prompt update coroutine
if (promptUpdateCoroutine != null)
{
StopCoroutine(promptUpdateCoroutine);
promptUpdateCoroutine = null;
}
}
/// <summary>
/// Toggle visibility of the speech bubble
/// </summary>
public void Toggle()
{
if (isVisible)
Hide();
else
Show();
}
/// <summary>
/// Set the text to display in the speech bubble
/// </summary>
/// <param name="text">Text to display</param>
public void SetText(string text)
{
if (textDisplay == null)
{
Debug.LogError("SpeechBubble: TextMeshProUGUI component is not assigned!");
return;
}
currentFullText = text;
// Stop any existing typewriter effect
if (typewriterCoroutine != null)
{
StopCoroutine(typewriterCoroutine);
typewriterCoroutine = null;
}
// Display text based on the selected mode
if (displayMode == TextDisplayMode.Instant)
{
textDisplay.text = text;
}
else // Typewriter mode
{
textDisplay.text = string.Empty; // Clear the text initially
typewriterCoroutine = StartCoroutine(TypewriterEffect(text));
}
// Make sure the bubble is visible when setting text
if (!isVisible)
Show();
}
/// <summary>
/// Display a dialogue line and handle prompt visibility afterward
/// </summary>
/// <param name="line">The dialogue line to display</param>
/// <param name="hasMoreDialogue">Whether there are more dialogue lines available</param>
public void DisplayDialogueLine(string line, bool hasMoreDialogue)
{
// Cancel any existing prompt update
if (promptUpdateCoroutine != null)
{
StopCoroutine(promptUpdateCoroutine);
promptUpdateCoroutine = null;
}
// Display the dialogue line
if (!string.IsNullOrEmpty(line))
{
SetText(line);
// After a delay, update the prompt visibility
promptUpdateCoroutine = StartCoroutine(UpdatePromptAfterDelay(hasMoreDialogue));
}
else
{
// If no line to display, update prompt visibility immediately
UpdatePromptVisibility(hasMoreDialogue);
}
}
/// <summary>
/// Update the speech bubble to either show a prompt or hide based on dialogue availability
/// </summary>
/// <param name="hasDialogueAvailable">Whether dialogue is available</param>
public void UpdatePromptVisibility(bool hasDialogueAvailable)
{
if (hasDialogueAvailable)
{
Show();
SetText(dialoguePromptText);
}
else
{
Hide();
}
}
/// <summary>
/// Coroutine to update the prompt visibility after a delay
/// </summary>
private IEnumerator UpdatePromptAfterDelay(bool hasMoreDialogue)
{
// Wait for the configured display time
yield return new WaitForSeconds(dialogueDisplayTime);
// Update the prompt visibility
UpdatePromptVisibility(hasMoreDialogue);
promptUpdateCoroutine = null;
}
/// <summary>
/// Change the display mode
/// </summary>
/// <param name="mode">New display mode</param>
public void SetDisplayMode(TextDisplayMode mode)
{
displayMode = mode;
// If we're changing modes while text is displayed, refresh it
if (!string.IsNullOrEmpty(currentFullText))
{
SetText(currentFullText);
}
}
/// <summary>
/// Skip the typewriter effect and show the full text immediately
/// </summary>
public void SkipTypewriter()
{
if (typewriterCoroutine != null)
{
StopCoroutine(typewriterCoroutine);
typewriterCoroutine = null;
textDisplay.text = currentFullText;
}
}
/// <summary>
/// Set the speed of the typewriter effect
/// </summary>
/// <param name="charactersPerSecond">Characters per second</param>
public void SetTypewriterSpeed(float charactersPerSecond)
{
if (charactersPerSecond <= 0)
{
Debug.LogError("SpeechBubble: Typewriter speed must be greater than 0!");
return;
}
typewriterSpeed = 1f / charactersPerSecond;
}
/// <summary>
/// Coroutine that gradually reveals text one character at a time
/// </summary>
private IEnumerator TypewriterEffect(string text)
{
int visibleCount = 0;
int characterCount = 0;
while (visibleCount < text.Length)
{
// Skip rich text tags if enabled
if (useRichText && visibleCount < text.Length && text[visibleCount] == '<')
{
// Find the end of the tag
int tagEnd = text.IndexOf('>', visibleCount);
if (tagEnd != -1)
{
// Include the entire tag at once
visibleCount = tagEnd + 1;
textDisplay.text = text.Substring(0, visibleCount);
continue;
}
}
// Reveal the next character
visibleCount++;
characterCount++;
textDisplay.text = text.Substring(0, visibleCount);
// Play typing sound at specified frequency
if (typingSoundSource != null && characterCount % typingSoundFrequency == 0)
{
typingSoundSource.Play();
}
yield return new WaitForSeconds(typewriterSpeed);
}
typewriterCoroutine = null;
}
}
}