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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@@ -1,18 +1,58 @@
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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[CreateAssetMenu(fileName = "PickupItemData", menuName = "Game/Pickup Item Data")]
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public class PickupItemData : ScriptableObject
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{
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[SerializeField] private string _itemId;
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public string itemName;
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[TextArea]
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public string description;
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public Sprite mapSprite;
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// Read-only property for itemId
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public string itemId => _itemId;
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// Auto-generate ID on creation or validation
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void OnValidate()
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{
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// Only generate if empty
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if (string.IsNullOrEmpty(_itemId))
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{
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_itemId = GenerateItemId();
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#if UNITY_EDITOR
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// Mark the asset as dirty to ensure the ID is saved
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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}
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private string GenerateItemId()
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{
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// Use asset name as the basis for the ID to keep it somewhat readable
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string baseName = name.Replace(" ", "").ToLowerInvariant();
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// Add a unique suffix based on a GUID
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string uniqueSuffix = Guid.NewGuid().ToString().Substring(0, 8);
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return $"{baseName}_{uniqueSuffix}";
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}
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// Method to manually regenerate ID if needed (for editor scripts)
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public void RegenerateId()
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{
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_itemId = GenerateItemId();
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}
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public static bool AreEquivalent(PickupItemData a, PickupItemData b)
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{
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if (ReferenceEquals(a, b)) return true;
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if (a is null || b is null) return false;
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// First compare by itemId if available
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if (!string.IsNullOrEmpty(a.itemId) && !string.IsNullOrEmpty(b.itemId))
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return a.itemId == b.itemId;
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// Compare by itemName as a fallback
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return a.itemName == b.itemName;
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}
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