Create a simple dialogue authoring system, tied into our items (#10)
- Editor dialogue graph - Asset importer for processing the graph into runtime data - DialogueComponent that steers the dialogue interactions - DialogueCanbas with a scalable speech bubble to display everything - Brief README overview of the system Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #10
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Assets/Scripts/Dialogue/RuntimeDialogueGraph.cs
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Assets/Scripts/Dialogue/RuntimeDialogueGraph.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Dialogue
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{
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[Serializable]
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public enum RuntimeDialogueNodeType
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{
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Dialogue,
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WaitOnPuzzleStep,
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WaitOnPickup,
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WaitOnSlot,
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WaitOnCombination,
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End
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}
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[Serializable]
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public class RuntimeDialogueGraph : ScriptableObject
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{
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public string entryNodeID;
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public string speakerName;
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public List<RuntimeDialogueNode> allNodes = new List<RuntimeDialogueNode>();
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// Helper method to find a node by ID
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public RuntimeDialogueNode GetNodeByID(string id)
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{
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return allNodes.Find(n => n.nodeID == id);
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}
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}
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[Serializable]
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public class RuntimeDialogueNode
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{
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public string nodeID;
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public RuntimeDialogueNodeType nodeType;
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public string nextNodeID;
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// Basic dialogue
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public List<string> dialogueLines = new List<string>();
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public bool loopThroughLines;
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// Conditional nodes
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public string puzzleStepID; // For WaitOnPuzzleStep
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public string pickupItemID; // For WaitOnPickup
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public string slotItemID; // For WaitOnSlot
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public string combinationResultItemID; // For WaitOnCombination
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// For WaitOnSlot - different responses
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public List<string> incorrectItemLines = new List<string>();
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public bool loopThroughIncorrectLines;
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public List<string> forbiddenItemLines = new List<string>();
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public bool loopThroughForbiddenLines;
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}
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}
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