Add support for images in dialogue windows (#19)
- Extend editor nodes with custom DialogueContent data type that holds either image or text - Extend the dialogue importer to correctly process the new content into updated RuntimeDialogue content - Update SpeechBubble to be able to display either text or image - Add a custom property drawer for the DialogueContent to allow easy switching in graph authoring Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: #19
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Assets/Scripts/Dialogue/DialogueContent.cs
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76
Assets/Scripts/Dialogue/DialogueContent.cs
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using System;
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using UnityEngine;
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namespace Dialogue
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{
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/// <summary>
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/// Content type for dialogue entries
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/// </summary>
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public enum DialogueContentType
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{
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Text,
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Image
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}
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/// <summary>
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/// Wrapper class for dialogue content that can be either text or image
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/// </summary>
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[Serializable]
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public class DialogueContent
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{
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[SerializeField] private DialogueContentType _contentType = DialogueContentType.Text;
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[SerializeField] private string _text = string.Empty;
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[SerializeField] private Sprite _image = null;
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/// <summary>
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/// The type of content this entry contains
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/// </summary>
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public DialogueContentType ContentType => _contentType;
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/// <summary>
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/// The text content (valid when ContentType is Text)
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/// </summary>
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public string Text => _text;
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/// <summary>
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/// The image content (valid when ContentType is Image)
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/// </summary>
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public Sprite Image => _image;
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/// <summary>
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/// Create text content
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/// </summary>
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/// <param name="text">The text to display</param>
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public static DialogueContent CreateText(string text)
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{
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return new DialogueContent
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{
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_contentType = DialogueContentType.Text,
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_text = text
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};
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}
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/// <summary>
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/// Create image content
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/// </summary>
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/// <param name="image">The image to display</param>
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public static DialogueContent CreateImage(Sprite image)
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{
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return new DialogueContent
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{
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_contentType = DialogueContentType.Image,
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_image = image
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};
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}
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/// <summary>
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/// Returns a string representation of this content
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/// </summary>
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public override string ToString()
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{
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return ContentType == DialogueContentType.Text
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? $"Text: {_text}"
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: $"Image: {_image?.name ?? "None"}";
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}
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}
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}
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