First pass on the image drawing

This commit is contained in:
Michal Pikulski
2025-10-08 10:51:14 +02:00
parent d6ed35969d
commit 1a05f89226
12 changed files with 645 additions and 104 deletions

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@@ -0,0 +1,126 @@
using UnityEditor;
using UnityEngine;
namespace Dialogue.Editor
{
/// <summary>
/// Custom property drawer for DialogueContent that displays either text or image fields based on content type
/// </summary>
[CustomPropertyDrawer(typeof(DialogueContent))]
public class DialogueContentDrawer : PropertyDrawer
{
// Height constants
private const float TypeSelectorHeight = 20f;
private const float PropertySpacing = 2f;
private const float TextFieldHeight = 40f; // Taller for multi-line text
private const float ImageFieldHeight = 18f;
private const float PreviewHeight = 64f;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
var contentTypeProperty = property.FindPropertyRelative("_contentType");
var height = TypeSelectorHeight + PropertySpacing;
// Add height based on content type
if (contentTypeProperty.enumValueIndex == (int)DialogueContentType.Text)
{
height += TextFieldHeight;
}
else // Image
{
height += ImageFieldHeight;
// Add preview height if an image is assigned
var imageProperty = property.FindPropertyRelative("_image");
if (imageProperty.objectReferenceValue != null)
{
height += PropertySpacing + PreviewHeight;
}
}
return height;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
// Create a property field and indent it
var contentRect = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
// Get properties
var contentTypeProperty = property.FindPropertyRelative("_contentType");
var textProperty = property.FindPropertyRelative("_text");
var imageProperty = property.FindPropertyRelative("_image");
// Calculate rects
var typeRect = new Rect(contentRect.x, contentRect.y, contentRect.width, TypeSelectorHeight);
var contentFieldRect = new Rect(
contentRect.x,
contentRect.y + TypeSelectorHeight + PropertySpacing,
contentRect.width,
contentTypeProperty.enumValueIndex == (int)DialogueContentType.Text ? TextFieldHeight : ImageFieldHeight);
// Draw the content type dropdown
EditorGUI.PropertyField(typeRect, contentTypeProperty, GUIContent.none);
// Draw the appropriate field based on content type
if (contentTypeProperty.enumValueIndex == (int)DialogueContentType.Text)
{
// Text field with word wrap for multi-line input
textProperty.stringValue = EditorGUI.TextArea(contentFieldRect, textProperty.stringValue);
}
else // Image
{
// Draw the image field
EditorGUI.PropertyField(contentFieldRect, imageProperty, GUIContent.none);
// Draw a preview if an image is assigned
if (imageProperty.objectReferenceValue != null)
{
var sprite = imageProperty.objectReferenceValue as Sprite;
if (sprite != null)
{
var previewRect = new Rect(
contentRect.x,
contentFieldRect.y + contentFieldRect.height + PropertySpacing,
contentRect.width,
PreviewHeight);
// Draw the preview with preserved aspect ratio
DrawSpritePreview(previewRect, sprite);
}
}
}
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
private void DrawSpritePreview(Rect position, Sprite sprite)
{
if (sprite == null || sprite.texture == null) return;
// Calculate aspect-preserved rect
float aspectRatio = sprite.rect.width / sprite.rect.height;
float targetWidth = Mathf.Min(position.width, position.height * aspectRatio);
float targetHeight = targetWidth / aspectRatio;
// Center the preview
Rect previewRect = new Rect(
position.x + (position.width - targetWidth) * 0.5f,
position.y + (position.height - targetHeight) * 0.5f,
targetWidth,
targetHeight
);
// Draw the sprite preview
EditorGUI.DrawPreviewTexture(previewRect, sprite.texture, null, ScaleMode.ScaleToFit);
// Draw a border around the preview
GUI.Box(previewRect, GUIContent.none);
}
}
}

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@@ -78,13 +78,80 @@ namespace Dialogue
AdvanceDialogueState();
// Get the current dialogue line
// Check if we have DialogueContent available
DialogueContent content = GetCurrentDialogueContent();
if (content != null)
{
// Display the content with the new method that handles both text and images
speechBubble.DisplayDialogueContent(content, HasAnyLines());
}
else
{
// Fall back to legacy text-only method
string line = GetCurrentDialogueLine();
// Display the line with the new method that handles timed updates
speechBubble.DisplayDialogueLine(line, HasAnyLines());
}
}
// Advance dialogue state for next interaction
/// <summary>
/// Get the current dialogue content (text or image)
/// </summary>
/// <returns>DialogueContent or null if only legacy text content is available</returns>
private DialogueContent GetCurrentDialogueContent()
{
// Initialize if needed
if (!initialized)
{
StartDialogue();
}
if (!IsActive || IsCompleted || currentNode == null)
return null;
// Check if we have DialogueContent available
if (currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0)
{
// For WaitOnSlot nodes, use the appropriate content based on slot state
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
{
// Choose the appropriate content collection based on the current slot state
List<DialogueContent> contentForState = currentNode.dialogueContent; // Default content
switch (_currentSlotState)
{
case ItemSlotState.Incorrect:
// Use incorrect item content if available
if (currentNode.incorrectItemContent != null && currentNode.incorrectItemContent.Count > 0)
contentForState = currentNode.incorrectItemContent;
break;
case ItemSlotState.Forbidden:
// Use forbidden item content if available
if (currentNode.forbiddenItemContent != null && currentNode.forbiddenItemContent.Count > 0)
contentForState = currentNode.forbiddenItemContent;
break;
}
// If we have content for this state, return the current one
if (contentForState != null && contentForState.Count > 0)
{
// Make sure index is within bounds
int index = Mathf.Clamp(currentLineIndex, 0, contentForState.Count - 1);
return contentForState[index];
}
}
else
{
// For other node types, use the default dialogueContent
if (currentLineIndex >= 0 && currentLineIndex < currentNode.dialogueContent.Count)
{
return currentNode.dialogueContent[currentLineIndex];
}
}
}
// No DialogueContent available, will fall back to legacy text handling
return null;
}
private void OnDestroy()
@@ -560,46 +627,94 @@ namespace Dialogue
// Special case: if condition has been satisfied but not yet advanced, we should show lines
if (_conditionSatisfiedPendingAdvance && !string.IsNullOrEmpty(currentNode.nextNodeID))
{
// Check if the next node would have lines
// Check if the next node would have lines or content
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
return nextNode != null &&
((nextNode.dialogueLines != null && nextNode.dialogueLines.Count > 0) ||
(nextNode.dialogueContent != null && nextNode.dialogueContent.Count > 0) ||
nextNode.nodeType != RuntimeDialogueNodeType.End);
}
// For WaitOnSlot nodes, check for lines based on current slot state
// For WaitOnSlot nodes, check for lines or content based on current slot state
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
{
// Choose the appropriate line collection based on the current slot state
List<string> linesForState = currentNode.dialogueLines; // Default lines
// First check for DialogueContent
if (currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0)
{
// Choose the appropriate content collection based on the current slot state
List<DialogueContent> contentForState = currentNode.dialogueContent;
switch (_currentSlotState)
{
case ItemSlotState.Incorrect:
if (currentNode.incorrectItemContent != null && currentNode.incorrectItemContent.Count > 0)
contentForState = currentNode.incorrectItemContent;
break;
case ItemSlotState.Forbidden:
if (currentNode.forbiddenItemContent != null && currentNode.forbiddenItemContent.Count > 0)
contentForState = currentNode.forbiddenItemContent;
break;
}
if (contentForState.Count > 0)
{
if (currentLineIndex < contentForState.Count - 1 || currentNode.loopThroughLines)
{
return true;
}
}
}
// Fall back to legacy text lines
List<string> linesForState = currentNode.dialogueLines;
switch (_currentSlotState)
{
case ItemSlotState.Incorrect:
// Use incorrect item lines if available, otherwise fall back to default lines
if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
linesForState = currentNode.incorrectItemLines;
break;
case ItemSlotState.Forbidden:
// Use forbidden item lines if available, otherwise fall back to default lines
if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
linesForState = currentNode.forbiddenItemLines;
break;
}
// Check if we have any lines for the current state
if (linesForState != null && linesForState.Count > 0)
{
// If we're not at the end of the lines or we loop through them
if (currentLineIndex < linesForState.Count - 1 || currentNode.loopThroughLines)
{
return true;
}
}
}
// For other node types, use the standard check
else if (currentNode.dialogueLines.Count > 0)
// For other node types, check for DialogueContent first, then fall back to legacy text
else
{
// Check for DialogueContent
if (currentNode.dialogueContent != null && currentNode.dialogueContent.Count > 0)
{
if (currentLineIndex < currentNode.dialogueContent.Count - 1 || currentNode.loopThroughLines)
{
return true;
}
// If we're at the end of content but not waiting for a condition and have a next node
if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
{
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
return nextNode != null &&
((nextNode.dialogueContent != null && nextNode.dialogueContent.Count > 0) ||
(nextNode.dialogueLines != null && nextNode.dialogueLines.Count > 0) ||
nextNode.nodeType != RuntimeDialogueNodeType.End);
}
}
// Fall back to legacy text lines
if (currentNode.dialogueLines != null && currentNode.dialogueLines.Count > 0)
{
// If we're not at the end of the lines or we loop through them
if (currentLineIndex < currentNode.dialogueLines.Count - 1 || currentNode.loopThroughLines)
{
return true;
@@ -608,12 +723,14 @@ namespace Dialogue
// If we're at the end of lines but not waiting for a condition and have a next node
if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
{
// We need to check if the next node would have lines
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
return nextNode != null &&
((nextNode.dialogueContent != null && nextNode.dialogueContent.Count > 0) ||
(nextNode.dialogueLines != null && nextNode.dialogueLines.Count > 0) ||
nextNode.nodeType != RuntimeDialogueNodeType.End);
}
}
}
return false;
}

View File

@@ -0,0 +1,76 @@
using System;
using UnityEngine;
namespace Dialogue
{
/// <summary>
/// Content type for dialogue entries
/// </summary>
public enum DialogueContentType
{
Text,
Image
}
/// <summary>
/// Wrapper class for dialogue content that can be either text or image
/// </summary>
[Serializable]
public class DialogueContent
{
[SerializeField] private DialogueContentType _contentType = DialogueContentType.Text;
[SerializeField] private string _text = string.Empty;
[SerializeField] private Sprite _image = null;
/// <summary>
/// The type of content this entry contains
/// </summary>
public DialogueContentType ContentType => _contentType;
/// <summary>
/// The text content (valid when ContentType is Text)
/// </summary>
public string Text => _text;
/// <summary>
/// The image content (valid when ContentType is Image)
/// </summary>
public Sprite Image => _image;
/// <summary>
/// Create text content
/// </summary>
/// <param name="text">The text to display</param>
public static DialogueContent CreateText(string text)
{
return new DialogueContent
{
_contentType = DialogueContentType.Text,
_text = text
};
}
/// <summary>
/// Create image content
/// </summary>
/// <param name="image">The image to display</param>
public static DialogueContent CreateImage(Sprite image)
{
return new DialogueContent
{
_contentType = DialogueContentType.Image,
_image = image
};
}
/// <summary>
/// Returns a string representation of this content
/// </summary>
public override string ToString()
{
return ContentType == DialogueContentType.Text
? $"Text: {_text}"
: $"Image: {_image?.name ?? "None"}";
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6b479dc736d44dea83d4d2cf4d940d8b
timeCreated: 1759912630

View File

@@ -36,10 +36,14 @@ namespace Dialogue
public RuntimeDialogueNodeType nodeType;
public string nextNodeID;
// Basic dialogue
// Basic dialogue - legacy text-only field
[HideInInspector]
public List<string> dialogueLines = new List<string>();
public bool loopThroughLines;
// New mixed content field that supports both text and images
public List<DialogueContent> dialogueContent = new List<DialogueContent>();
// Conditional nodes
public string puzzleStepID; // For WaitOnPuzzleStep
public string pickupItemID; // For WaitOnPickup
@@ -47,9 +51,14 @@ namespace Dialogue
public string combinationResultItemID; // For WaitOnCombination
// For WaitOnSlot - different responses
[HideInInspector]
public List<string> incorrectItemLines = new List<string>();
public bool loopThroughIncorrectLines;
public List<DialogueContent> incorrectItemContent = new List<DialogueContent>();
[HideInInspector]
public List<string> forbiddenItemLines = new List<string>();
public bool loopThroughForbiddenLines;
public List<DialogueContent> forbiddenItemContent = new List<DialogueContent>();
}
}

View File

@@ -2,6 +2,7 @@
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Dialogue
{
@@ -18,6 +19,7 @@ namespace Dialogue
public class SpeechBubble : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI textDisplay;
[SerializeField] private Image imageDisplay; // New field for displaying images
[SerializeField] private TextDisplayMode displayMode = TextDisplayMode.Typewriter;
[SerializeField] private float typewriterSpeed = 0.05f; // Time between characters in seconds
[SerializeField] private AudioSource typingSoundSource;
@@ -29,11 +31,18 @@ namespace Dialogue
private Coroutine typewriterCoroutine;
private Coroutine promptUpdateCoroutine;
private string currentFullText = string.Empty;
private Sprite currentImage = null;
private bool isVisible = false;
private DialogueContentType currentContentType = DialogueContentType.Text;
private void Awake()
{
// Ensure we have both components
if (textDisplay == null)
Debug.LogError("SpeechBubble: TextMeshProUGUI component is not assigned!");
if (imageDisplay == null)
Debug.LogError("SpeechBubble: Image component is not assigned!");
}
/// <summary>
@@ -92,6 +101,7 @@ namespace Dialogue
}
currentFullText = text;
currentContentType = DialogueContentType.Text;
// Stop any existing typewriter effect
if (typewriterCoroutine != null)
@@ -100,6 +110,13 @@ namespace Dialogue
typewriterCoroutine = null;
}
// Activate text display, deactivate image display
textDisplay.gameObject.SetActive(true);
if (imageDisplay != null)
{
imageDisplay.gameObject.SetActive(false);
}
// Display text based on the selected mode
if (displayMode == TextDisplayMode.Instant)
{
@@ -259,5 +276,117 @@ namespace Dialogue
typewriterCoroutine = null;
}
/// <summary>
/// Set the image to display in the speech bubble
/// </summary>
/// <param name="sprite">Sprite to display</param>
public void SetImage(Sprite sprite)
{
if (imageDisplay == null)
{
Debug.LogError("SpeechBubble: Image component is not assigned!");
return;
}
currentImage = sprite;
currentContentType = DialogueContentType.Image;
// Activate image display, set the sprite
imageDisplay.gameObject.SetActive(true);
imageDisplay.sprite = sprite;
// Deactivate text display
if (textDisplay != null)
{
textDisplay.gameObject.SetActive(false);
}
// Make sure the bubble is visible when setting image
if (!isVisible)
Show();
}
/// <summary>
/// Clear the displayed image
/// </summary>
public void ClearImage()
{
SetImage(null);
}
/// <summary>
/// Set the content of the speech bubble (text or image)
/// </summary>
/// <param name="text">Text content</param>
/// <param name="image">Image content</param>
public void SetContent(string text, Sprite image)
{
if (!string.IsNullOrEmpty(text))
{
currentContentType = DialogueContentType.Text;
SetText(text);
}
else if (image != null)
{
currentContentType = DialogueContentType.Image;
SetImage(image);
}
}
/// <summary>
/// Get the current content type of the speech bubble
/// </summary>
/// <returns>Current content type</returns>
public DialogueContentType GetCurrentContentType()
{
return currentContentType;
}
/// <summary>
/// Display dialogue content (text or image)
/// </summary>
/// <param name="content">The dialogue content to display</param>
/// <param name="hasMoreDialogue">Whether there are more dialogue content items available</param>
public void DisplayDialogueContent(DialogueContent content, bool hasMoreDialogue)
{
// Cancel any existing prompt update
if (promptUpdateCoroutine != null)
{
StopCoroutine(promptUpdateCoroutine);
promptUpdateCoroutine = null;
}
if (content == null)
{
UpdatePromptVisibility(hasMoreDialogue);
return;
}
// Display the content based on its type
currentContentType = content.ContentType;
if (content.ContentType == DialogueContentType.Text)
{
// Show text display, hide image display
textDisplay.gameObject.SetActive(true);
if (imageDisplay != null) imageDisplay.gameObject.SetActive(false);
// Display the text
DisplayDialogueLine(content.Text, hasMoreDialogue);
}
else // Image content
{
// Hide text display, show image display
textDisplay.gameObject.SetActive(false);
if (imageDisplay != null) imageDisplay.gameObject.SetActive(true);
// Set the image
SetImage(content.Image);
// After a delay, update the prompt visibility
promptUpdateCoroutine = StartCoroutine(UpdatePromptAfterDelay(hasMoreDialogue));
}
}
}
}

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@@ -1 +0,0 @@


View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 877344c7a0014922bc3a2a469e03792d
timeCreated: 1759050622