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/SpeechBubble.cs
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263
Assets/Scripts/Dialogue/SpeechBubble.cs
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using System;
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using System.Collections;
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using TMPro;
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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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/// Display mode for the speech bubble text
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/// </summary>
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public enum TextDisplayMode
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{
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Instant, // Display all text at once
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Typewriter // Display text one character at a time
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}
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[AddComponentMenu("Apple Hills/Dialogue/Speech Bubble")]
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public class SpeechBubble : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI textDisplay;
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[SerializeField] private TextDisplayMode displayMode = TextDisplayMode.Typewriter;
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[SerializeField] private float typewriterSpeed = 0.05f; // Time between characters in seconds
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[SerializeField] private AudioSource typingSoundSource;
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[SerializeField] private float typingSoundFrequency = 3; // Play sound every X characters
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[SerializeField] private bool useRichText = true; // Whether to respect rich text tags
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[SerializeField] private float dialogueDisplayTime = 1.5f; // Time in seconds to display dialogue before showing prompt
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[SerializeField] private string dialoguePromptText = ". . ."; // Text to show as a prompt for available dialogue
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private Coroutine typewriterCoroutine;
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private Coroutine promptUpdateCoroutine;
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private string currentFullText = string.Empty;
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private bool isVisible = false;
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private void Awake()
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{
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}
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/// <summary>
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/// Show the speech bubble
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/// </summary>
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public void Show()
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{
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gameObject.SetActive(true);
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isVisible = true;
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}
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/// <summary>
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/// Hide the speech bubble
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/// </summary>
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public void Hide()
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{
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gameObject.SetActive(false);
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isVisible = false;
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// Stop any ongoing typewriter effect
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if (typewriterCoroutine != null)
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{
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StopCoroutine(typewriterCoroutine);
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typewriterCoroutine = null;
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}
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// Stop any prompt update coroutine
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if (promptUpdateCoroutine != null)
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{
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StopCoroutine(promptUpdateCoroutine);
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promptUpdateCoroutine = null;
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}
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}
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/// <summary>
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/// Toggle visibility of the speech bubble
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/// </summary>
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public void Toggle()
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{
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if (isVisible)
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Hide();
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else
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Show();
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}
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/// <summary>
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/// Set the text to display in the speech bubble
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/// </summary>
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/// <param name="text">Text to display</param>
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public void SetText(string text)
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{
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if (textDisplay == null)
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{
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Debug.LogError("SpeechBubble: TextMeshProUGUI component is not assigned!");
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return;
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}
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currentFullText = text;
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// Stop any existing typewriter effect
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if (typewriterCoroutine != null)
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{
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StopCoroutine(typewriterCoroutine);
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typewriterCoroutine = null;
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}
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// Display text based on the selected mode
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if (displayMode == TextDisplayMode.Instant)
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{
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textDisplay.text = text;
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}
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else // Typewriter mode
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{
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textDisplay.text = string.Empty; // Clear the text initially
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typewriterCoroutine = StartCoroutine(TypewriterEffect(text));
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}
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// Make sure the bubble is visible when setting text
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if (!isVisible)
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Show();
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}
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/// <summary>
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/// Display a dialogue line and handle prompt visibility afterward
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/// </summary>
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/// <param name="line">The dialogue line to display</param>
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/// <param name="hasMoreDialogue">Whether there are more dialogue lines available</param>
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public void DisplayDialogueLine(string line, bool hasMoreDialogue)
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{
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// Cancel any existing prompt update
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if (promptUpdateCoroutine != null)
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{
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StopCoroutine(promptUpdateCoroutine);
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promptUpdateCoroutine = null;
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}
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// Display the dialogue line
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if (!string.IsNullOrEmpty(line))
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{
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SetText(line);
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// After a delay, update the prompt visibility
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promptUpdateCoroutine = StartCoroutine(UpdatePromptAfterDelay(hasMoreDialogue));
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}
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else
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{
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// If no line to display, update prompt visibility immediately
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UpdatePromptVisibility(hasMoreDialogue);
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}
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}
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/// <summary>
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/// Update the speech bubble to either show a prompt or hide based on dialogue availability
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/// </summary>
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/// <param name="hasDialogueAvailable">Whether dialogue is available</param>
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public void UpdatePromptVisibility(bool hasDialogueAvailable)
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{
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if (hasDialogueAvailable)
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{
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Show();
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SetText(dialoguePromptText);
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}
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else
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{
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Hide();
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}
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}
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/// <summary>
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/// Coroutine to update the prompt visibility after a delay
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/// </summary>
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private IEnumerator UpdatePromptAfterDelay(bool hasMoreDialogue)
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{
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// Wait for the configured display time
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yield return new WaitForSeconds(dialogueDisplayTime);
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// Update the prompt visibility
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UpdatePromptVisibility(hasMoreDialogue);
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promptUpdateCoroutine = null;
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}
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/// <summary>
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/// Change the display mode
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/// </summary>
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/// <param name="mode">New display mode</param>
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public void SetDisplayMode(TextDisplayMode mode)
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{
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displayMode = mode;
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// If we're changing modes while text is displayed, refresh it
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if (!string.IsNullOrEmpty(currentFullText))
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{
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SetText(currentFullText);
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}
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}
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/// <summary>
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/// Skip the typewriter effect and show the full text immediately
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/// </summary>
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public void SkipTypewriter()
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{
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if (typewriterCoroutine != null)
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{
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StopCoroutine(typewriterCoroutine);
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typewriterCoroutine = null;
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textDisplay.text = currentFullText;
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}
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}
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/// <summary>
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/// Set the speed of the typewriter effect
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/// </summary>
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/// <param name="charactersPerSecond">Characters per second</param>
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public void SetTypewriterSpeed(float charactersPerSecond)
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{
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if (charactersPerSecond <= 0)
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{
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Debug.LogError("SpeechBubble: Typewriter speed must be greater than 0!");
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return;
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}
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typewriterSpeed = 1f / charactersPerSecond;
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}
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/// <summary>
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/// Coroutine that gradually reveals text one character at a time
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/// </summary>
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private IEnumerator TypewriterEffect(string text)
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{
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int visibleCount = 0;
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int characterCount = 0;
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while (visibleCount < text.Length)
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{
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// Skip rich text tags if enabled
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if (useRichText && visibleCount < text.Length && text[visibleCount] == '<')
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{
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// Find the end of the tag
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int tagEnd = text.IndexOf('>', visibleCount);
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if (tagEnd != -1)
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{
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// Include the entire tag at once
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visibleCount = tagEnd + 1;
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textDisplay.text = text.Substring(0, visibleCount);
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continue;
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}
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}
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// Reveal the next character
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visibleCount++;
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characterCount++;
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textDisplay.text = text.Substring(0, visibleCount);
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// Play typing sound at specified frequency
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if (typingSoundSource != null && characterCount % typingSoundFrequency == 0)
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{
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typingSoundSource.Play();
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}
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yield return new WaitForSeconds(typewriterSpeed);
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}
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typewriterCoroutine = null;
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}
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}
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}
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