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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@@ -7,10 +7,34 @@ namespace UI
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{
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public class PauseMenu : MonoBehaviour
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{
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private static PauseMenu _instance;
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private static bool _isQuitting;
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public static PauseMenu Instance
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{
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get
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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_instance = FindAnyObjectByType<PauseMenu>();
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if (_instance == null)
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{
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var go = new GameObject("PauseMenu");
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_instance = go.AddComponent<PauseMenu>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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}
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[Header("UI References")]
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[SerializeField] private GameObject pauseMenuPanel;
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[SerializeField] private GameObject pauseButton;
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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private void Start()
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{
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// Subscribe to scene loaded events
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@@ -32,6 +56,11 @@ namespace UI
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}
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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}
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/// <summary>
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/// Sets the pause menu game object active or inactive based on the current level
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/// </summary>
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