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@@ -36,14 +36,12 @@ MonoBehaviour:
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y: -65
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@@ -139,6 +137,14 @@ MonoBehaviour:
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@@ -146,31 +152,7 @@ MonoBehaviour:
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@@ -240,7 +222,7 @@ MonoBehaviour:
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@@ -381,7 +363,7 @@ MonoBehaviour:
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m_Version: 2
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m_Position: {x: 123.485, y: -64.61}
m_Title: Anna-Lyse
m_Tooltip:
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@@ -422,7 +404,7 @@ MonoBehaviour:
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m_Position: {x: 914.5827, y: -58.93837}
m_Title: DialogueNode
m_Tooltip:
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@@ -570,6 +552,38 @@ MonoBehaviour:
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m_Value: This is a test line
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@@ -679,141 +693,3 @@ MonoBehaviour:
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data:
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View File

@@ -48,9 +48,6 @@ namespace Editor.Dialogue
// Process node based on its type
if (iNode is DialogueNode dialogueNode)
{
// Process base dialogue node properties (for all node types)
ProcessDialogueNodeBase(dialogueNode, runtimeNode);
if (iNode is WaitOnPuzzleStep puzzleNode)
{
ProcessPuzzleNode(puzzleNode, runtimeNode);
@@ -63,10 +60,9 @@ namespace Editor.Dialogue
{
ProcessSlotNode(slotNode, runtimeNode);
}
else if (iNode is WaitOnCombination combinationNode)
{
ProcessCombinationNode(combinationNode, runtimeNode);
}
// Process base dialogue node properties (for all node types)
ProcessDialogueNodeBase(dialogueNode, runtimeNode);
}
else if (iNode is EndNode)
{
@@ -230,18 +226,6 @@ namespace Editor.Dialogue
GetPortValue<bool>(node.GetInputPortByName("LoopThroughForbiddenItemLines"));
}
// Add new method to process combination nodes
private void ProcessCombinationNode(WaitOnCombination node, RuntimeDialogueNode runtimeNode)
{
runtimeNode.nodeType = RuntimeDialogueNodeType.WaitOnCombination;
var resultItem = GetPortValue<PickupItemData>(node.GetInputPortByName("RequiredResultItem"));
if (resultItem != null)
{
runtimeNode.combinationResultItemID = resultItem.itemId;
}
}
private T GetPortValue<T>(IPort port)
{
if (port == null) return default(T);

View File

@@ -193,17 +193,4 @@ namespace Editor.Dialogue
context.AddInputPort<bool>($"{LoopThroughForbiddenItemLinesOptionName}").WithDisplayName("Loop Through Forbidden Item Lines?").Build();
}
}
[Serializable]
public class WaitOnCombination : DialogueNode
{
const string RequiredResultItemOptionName = "RequiredResultItem";
protected override void OnDefinePorts(IPortDefinitionContext context)
{
context.AddInputPort<PickupItemData>(RequiredResultItemOptionName).WithDisplayName("Required Result Item").Build();
base.OnDefinePorts(context);
}
}
}

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@@ -163,17 +128,17 @@ BoxCollider2D:
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@@ -8,8 +8,7 @@
"Unity.ResourceManager",
"Unity.InputSystem",
"Unity.TextMeshPro",
"OptimizedRope",
"Unity.Cinemachine"
"OptimizedRope"
],
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@@ -34,7 +34,6 @@ namespace Core
private readonly HashSet<Pickup> _pickups = new HashSet<Pickup>();
private readonly HashSet<ItemSlot> _itemSlots = new HashSet<ItemSlot>();
private readonly HashSet<string> _itemsCreatedThroughCombination = new HashSet<string>();
// Central events forwarded from registered pickups/slots
// Broadcasts when any registered pickup was picked up (passes the picked item data)
@@ -44,22 +43,6 @@ namespace Core
// Args: slot's itemData (the slot definition), then the slotted item data
public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
// Broadcasts when any registered ItemSlot reports an incorrect item slotted
// Args: slot's itemData (the slot definition), then the slotted item data
public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
// Broadcasts when any registered ItemSlot reports a forbidden item slotted
// Args: slot's itemData (the slot definition), then the slotted item data
public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
// Broadcasts when any registered ItemSlot is cleared (item removed)
// Args: the item data that was removed
public event Action<PickupItemData> OnItemSlotCleared;
// Broadcasts when any two items are successfully combined
// Args: first item data, second item data, result item data
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
void Awake()
{
_instance = this;
@@ -93,48 +76,6 @@ namespace Core
ClearAllRegistrations();
}
// Handler that forwards pickup events
private void Pickup_OnItemPickedUp(PickupItemData data)
{
OnItemPickedUp?.Invoke(data);
}
// Handler that forwards correct-slot events
private void ItemSlot_OnCorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
{
OnCorrectItemSlotted?.Invoke(slotData, slottedItem);
}
// Handler that forwards incorrect-slot events
private void ItemSlot_OnIncorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
{
OnIncorrectItemSlotted?.Invoke(slotData, slottedItem);
}
// Handler that forwards forbidden-slot events
private void ItemSlot_OnForbiddenItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
{
OnForbiddenItemSlotted?.Invoke(slotData, slottedItem);
}
// Handler that forwards item combination events
private void Pickup_OnItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
{
// Track the created item
if (resultItem != null)
{
_itemsCreatedThroughCombination.Add(resultItem.itemId);
}
OnItemsCombined?.Invoke(itemA, itemB, resultItem);
}
// Handler that forwards slot-removed events
private void ItemSlot_OnItemSlotRemoved(PickupItemData removedItem)
{
OnItemSlotCleared?.Invoke(removedItem);
}
/// <summary>
/// Unsubscribe all pickup/slot event handlers and clear registries and manager events.
/// </summary>
@@ -145,10 +86,7 @@ namespace Core
foreach (var p in pickupsCopy)
{
if (p != null)
{
p.OnItemPickedUp -= Pickup_OnItemPickedUp;
p.OnItemsCombined -= Pickup_OnItemsCombined;
}
}
_pickups.Clear();
@@ -157,25 +95,13 @@ namespace Core
foreach (var s in slotsCopy)
{
if (s != null)
{
s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
s.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
}
}
_itemSlots.Clear();
// Clear item tracking
_itemsCreatedThroughCombination.Clear();
// Clear manager-level event subscribers
OnItemPickedUp = null;
OnCorrectItemSlotted = null;
OnIncorrectItemSlotted = null;
OnForbiddenItemSlotted = null;
OnItemSlotCleared = null;
OnItemsCombined = null;
}
public void RegisterPickup(Pickup pickup)
@@ -185,7 +111,6 @@ namespace Core
if (_pickups.Add(pickup))
{
pickup.OnItemPickedUp += Pickup_OnItemPickedUp;
pickup.OnItemsCombined += Pickup_OnItemsCombined;
}
}
@@ -195,7 +120,6 @@ namespace Core
if (_pickups.Remove(pickup))
{
pickup.OnItemPickedUp -= Pickup_OnItemPickedUp;
pickup.OnItemsCombined -= Pickup_OnItemsCombined;
}
}
@@ -204,11 +128,7 @@ namespace Core
if (slot == null) return;
if (_itemSlots.Add(slot))
{
// Subscribe to all slot events
slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted;
slot.OnForbiddenItemSlotted += ItemSlot_OnForbiddenItemSlotted;
slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved;
}
}
@@ -217,22 +137,20 @@ namespace Core
if (slot == null) return;
if (_itemSlots.Remove(slot))
{
// Unsubscribe from all slot events
slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
slot.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
}
}
/// <summary>
/// Checks if a specific item has been created through item combination.
/// </summary>
/// <param name="itemId">The ID of the item to check.</param>
/// <returns>True if the item has been created through combination, false otherwise.</returns>
public bool WasItemCreatedThroughCombination(string itemId)
// Handler that forwards pickup events
private void Pickup_OnItemPickedUp(PickupItemData data)
{
return !string.IsNullOrEmpty(itemId) && _itemsCreatedThroughCombination.Contains(itemId);
OnItemPickedUp?.Invoke(data);
}
// Handler that forwards correct-slot events
private void ItemSlot_OnCorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
{
OnCorrectItemSlotted?.Invoke(slotData, slottedItem);
}
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using Pixelplacement;
using UnityEngine;
public class SoundGenerator : MonoBehaviour
@@ -7,7 +6,6 @@ public class SoundGenerator : MonoBehaviour
[SerializeField] private Sprite exitSprite;
[SerializeField] private AudioClip enterSound;
[SerializeField] private AudioSource audioSource;
[SerializeField] private StateMachine soundBirdSMRef;
private bool playerInside = false;
private SpriteRenderer spriteRenderer;
@@ -35,11 +33,6 @@ public class SoundGenerator : MonoBehaviour
{
audioSource.PlayOneShot(enterSound);
}
if (soundBirdSMRef != null && soundBirdSMRef.currentState.name == "SoundBird")
{
soundBirdSMRef.ChangeState("SoundBirdTakeoff"); // Replace with your actual method/state
}
// Play sound and change animation/state here if needed
}
}

View File

@@ -1,54 +0,0 @@
using UnityEngine;
using Unity.Cinemachine;
public class cameraSwitcher : MonoBehaviour
{
[SerializeField] private CinemachineCamera virtualCamera;
[SerializeField] private float zoomedFOV = 30f;
[SerializeField] private float normalFOV = 40f;
[SerializeField] private Vector3 zoomedOffset = new Vector3(0, 2, -10);
[SerializeField] private Vector3 normalOffset = new Vector3(0, 5, -10);
private int playerInsideCount = 0;
//private CinemachineTransposer transposer;
private void Start()
{
/* if (virtualCamera != null)
{
transposer = virtualCamera.GetCinemachineComponent<CinemachineTransposer>();
}*/
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
playerInsideCount++;
/*if (playerInsideCount == 1 && virtualCamera != null)
{
// Adjust FOV
virtualCamera.m_Lens.FieldOfView = zoomedFOV;
// Adjust follow distance (offset)
if (transposer != null)
transposer.m_FollowOffset = zoomedOffset;
}*/
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
playerInsideCount--;
/*if (playerInsideCount == 0 && virtualCamera != null)
{
// Restore FOV
virtualCamera.m_Lens.FieldOfView = normalFOV;
// Restore follow distance (offset)
if (transposer != null)
transposer.m_FollowOffset = normalOffset;
}*/
}
}
}

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@@ -1,72 +0,0 @@
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
public class soundBird_FlyingBehaviour : MonoBehaviour
{
public Spline FlightSpline;
public Transform SoundBirdObject;
public float flightDuration;
public float flightDelay;
public float cooldownTime;
private StateMachine stateMachine;
private Animator animator;
private TweenBase objectTween;
private Coroutine cooldownCoroutine;
public Vector3 midFlightPosition;
private float lastX;
private bool facingRight = true;
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
animator = GetComponentInParent<Animator>();
}
private void OnEnable()
{
objectTween = Tween.Spline(FlightSpline, SoundBirdObject, 0, 1, false, flightDuration, flightDelay, Tween.EaseLinear, Tween.LoopType.Loop, HandleTweenStarted, HandleTweenFinished);
cooldownCoroutine = StartCoroutine(CooldownTimer());
lastX = SoundBirdObject.position.x;
}
private void Update()
{
float currentX = SoundBirdObject.position.x;
if (currentX > lastX && !facingRight)
{
Flip(true);
}
else if (currentX < lastX && facingRight)
{
Flip(false);
}
lastX = currentX;
}
private void Flip(bool faceRight)
{
Vector3 scale = SoundBirdObject.localScale;
scale.x = Mathf.Abs(scale.x) * (faceRight ? 1 : -1);
SoundBirdObject.localScale = scale;
facingRight = faceRight;
}
private void OnDisable()
{
}
private System.Collections.IEnumerator CooldownTimer()
{
yield return new WaitForSeconds(cooldownTime);
midFlightPosition = SoundBirdObject.position;
objectTween.Cancel();
stateMachine.ChangeState("SoundBirdLanding");
}
void HandleTweenStarted() { }
void HandleTweenFinished() { }
}

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@@ -1,82 +0,0 @@
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
public class soundBird_LandingBehaviour1 : MonoBehaviour
{
public Spline FlightSpline;
public Transform SoundBirdObject;
public float flightDuration;
public float flightDelay;
public soundBird_FlyingBehaviour flyingBehaviour;
private StateMachine stateMachine;
private Animator animator;
private TweenBase objectTween;
private float lastX;
private bool facingRight = true;
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
animator = GetComponentInParent<Animator>();
}
private void OnEnable()
{
Transform anchorB = transform.Find("AnchorB");
if (anchorB != null)
{
anchorB.position = flyingBehaviour.midFlightPosition;
}
objectTween = Tween.Spline(FlightSpline, SoundBirdObject, 0, 1, false, flightDuration, flightDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
// Initialize lastX for flipping logic
if (SoundBirdObject != null)
{
lastX = SoundBirdObject.position.x;
}
}
void HandleTweenStarted()
{
}
void HandleTweenFinished()
{
if (SoundBirdObject != null)
{
objectTween.Cancel(); // Stop the spline tween for this object
}
//Debug.Log("Tween finished!");
if (stateMachine != null)
{
animator.SetBool("isScared", false);
stateMachine.ChangeState("SoundBird"); // Change to the desired state name
}
}
void Update()
{
if (SoundBirdObject == null) return;
float currentX = SoundBirdObject.position.x;
if (currentX > lastX && !facingRight)
{
Flip(true);
}
else if (currentX < lastX && facingRight)
{
Flip(false);
}
lastX = currentX;
}
private void Flip(bool faceRight)
{
Vector3 scale = SoundBirdObject.localScale;
scale.x = Mathf.Abs(scale.x) * (faceRight ? 1 : -1);
SoundBirdObject.localScale = scale;
facingRight = faceRight;
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: c2b68b3b0ae5a3244835ceb7a495a005

View File

@@ -1,57 +0,0 @@
using Pixelplacement;
using UnityEngine;
public class soundBird_Spooked_FlyBehaviour : MonoBehaviour
{
public Spline FlightSpline;
public Transform SoundBirdObject;
public float flightDuration;
public float flightDelay;
[Range(0, 1)] public float startPercentage;
private StateMachine stateMachine;
private Animator animator;
[SerializeField] private State stateRef;
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
animator = GetComponentInParent<Animator>();
stateRef = GetComponent<State>();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
//initiateTweenSpline();
}
private void OnEnable()
{
Tween.Spline(FlightSpline, SoundBirdObject, 0, 1, false, flightDuration, flightDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
}
void HandleTweenStarted()
{
}
void HandleTweenFinished()
{
if (SoundBirdObject != null)
{
//Tween.Stop(SoundBirdObject.GetInstanceID(), Tween.TweenType.Spline); // Stop the spline tween for this object
}
//Debug.Log("Tween finished!");
if (stateMachine != null)
{
//stateMachine.ChangeState("SoundBird"); // Change to the desired state name
}
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 10bb74c0e6993ea428971e8ae0b07ed9

View File

@@ -1,55 +0,0 @@
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
public class soundBird_TakeOffBehaviour : MonoBehaviour
{
public Spline FlightSpline;
public Transform SoundBirdObject;
public float flightDuration;
public float flightDelay;
private StateMachine stateMachine;
private Animator animator;
private TweenBase objectTween;
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
animator = GetComponentInParent<Animator>();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
//initiateTweenSpline();
}
private void OnEnable()
{
animator.SetBool("isScared", true);
objectTween = Tween.Spline(FlightSpline, SoundBirdObject, 0, 1, false, flightDuration, flightDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
}
void HandleTweenStarted()
{
}
void HandleTweenFinished()
{
if (SoundBirdObject != null)
{
objectTween.Cancel(); // Stop the spline tween for this object
}
//Debug.Log("Tween finished!");
if (stateMachine != null)
{
stateMachine.ChangeState("SoundBirdFlyAround"); // Change to the desired state name
}
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 65d587e5278083741b823c66906ddf2c

View File

@@ -16,14 +16,6 @@ namespace Dialogue
private RuntimeDialogueNode currentNode;
private int currentLineIndex;
private bool initialized = false;
private SpeechBubble speechBubble;
// Flag to track when a condition has been met but dialogue hasn't advanced yet
private bool _conditionSatisfiedPendingAdvance = false;
// Track the current slot state for WaitOnSlot nodes
private ItemSlotState _currentSlotState = ItemSlotState.None;
private PickupItemData _lastSlottedItem;
// Properties
public bool IsActive { get; private set; }
@@ -43,50 +35,12 @@ namespace Dialogue
{
ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp;
ItemManager.Instance.OnCorrectItemSlotted += OnAnyItemSlotted;
ItemManager.Instance.OnIncorrectItemSlotted += OnAnyIncorrectItemSlotted;
ItemManager.Instance.OnForbiddenItemSlotted += OnAnyForbiddenItemSlotted;
ItemManager.Instance.OnItemSlotCleared += OnAnyItemSlotCleared;
ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined;
}
speechBubble = GetComponentInChildren<SpeechBubble>();
if (speechBubble == null)
{
Debug.LogError("SpeechBubble component is missing on Dialogue Component");
}
// Auto-start the dialogue
// StartDialogue();
var interactable = GetComponent<Interactable>();
if (interactable != null)
{
interactable.characterArrived.AddListener(OnCharacterArrived);
}
// Update bubble visibility based on whether we have lines
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
StartDialogue();
}
private void OnCharacterArrived()
{
if (speechBubble == null || ! HasAnyLines()) return;
AdvanceDialogueState();
// Get the current dialogue line
string line = GetCurrentDialogueLine();
// Display the line with the new method that handles timed updates
speechBubble.DisplayDialogueLine(line, HasAnyLines());
// Advance dialogue state for next interaction
}
private void OnDestroy()
{
// Unregister from events
@@ -97,10 +51,6 @@ namespace Dialogue
{
ItemManager.Instance.OnItemPickedUp -= OnAnyItemPickedUp;
ItemManager.Instance.OnCorrectItemSlotted -= OnAnyItemSlotted;
ItemManager.Instance.OnIncorrectItemSlotted -= OnAnyIncorrectItemSlotted;
ItemManager.Instance.OnForbiddenItemSlotted -= OnAnyForbiddenItemSlotted;
ItemManager.Instance.OnItemSlotCleared -= OnAnyItemSlotCleared;
ItemManager.Instance.OnItemsCombined -= OnAnyItemsCombined;
}
}
@@ -126,12 +76,6 @@ namespace Dialogue
// Process the node
ProcessCurrentNode();
// Update bubble visibility based on whether we have lines
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
}
/// <summary>
@@ -146,48 +90,9 @@ namespace Dialogue
StartDialogue();
}
if (!IsActive || IsCompleted || currentNode == null)
if (!IsActive || IsCompleted || currentNode == null || currentNode.dialogueLines.Count == 0)
return string.Empty;
// For WaitOnSlot nodes, use the appropriate line type based on slot state
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
{
// Choose the appropriate line collection based on the current slot state
List<string> linesForState = currentNode.dialogueLines; // Default lines
switch (_currentSlotState)
{
case ItemSlotState.Incorrect:
// Use incorrect item lines if available, otherwise fall back to default lines
if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
linesForState = currentNode.incorrectItemLines;
break;
case ItemSlotState.Forbidden:
// Use forbidden item lines if available, otherwise fall back to default lines
if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
linesForState = currentNode.forbiddenItemLines;
break;
// For None or Correct state, use the default lines
default:
linesForState = currentNode.dialogueLines;
break;
}
// If we have lines for this state, return the current one
if (linesForState != null && linesForState.Count > 0)
{
// Make sure index is within bounds
int index = Mathf.Clamp(currentLineIndex, 0, linesForState.Count - 1);
return linesForState[index];
}
}
// For other node types, use the default dialogueLines
if (currentNode.dialogueLines == null || currentNode.dialogueLines.Count == 0)
return string.Empty;
// Get current line
string currentLine = string.Empty;
if (currentLineIndex >= 0 && currentLineIndex < currentNode.dialogueLines.Count)
@@ -195,6 +100,10 @@ namespace Dialogue
currentLine = currentNode.dialogueLines[currentLineIndex];
}
// Advance dialogue state for next interaction
AdvanceDialogueState();
// Return the current line
return currentLine;
}
@@ -205,15 +114,11 @@ namespace Dialogue
{
if (!IsActive || IsCompleted || currentNode == null)
return;
// If the condition was satisfied earlier, move to the next node immediately
if (_conditionSatisfiedPendingAdvance)
{
_conditionSatisfiedPendingAdvance = false; // Reset flag
MoveToNextNode();
// If we're on a conditional node, we can't advance past it until condition is met
if (IsWaitingForCondition())
return;
}
// If we have more lines in the current node, advance to the next line
if (currentLineIndex < currentNode.dialogueLines.Count - 1)
{
@@ -228,25 +133,12 @@ namespace Dialogue
return;
}
// If we're at a node that doesn't have a next node, we're done
if (string.IsNullOrEmpty(currentNode.nextNodeID))
{
IsActive = false;
IsCompleted = true;
return;
}
// Move to the next node only if no conditions to wait for
if (!IsWaitingForCondition())
{
MoveToNextNode();
}
// Otherwise, move to the next node
MoveToNextNode();
}
private void MoveToNextNode()
{
Debug.Log("MoveToNextNode");
// If there's no next node, complete the dialogue
if (string.IsNullOrEmpty(currentNode.nextNodeID))
{
@@ -305,15 +197,6 @@ namespace Dialogue
}
break;
case RuntimeDialogueNodeType.WaitOnCombination:
// Check if the result item is already created through combination
if (IsResultItemCreated(currentNode.combinationResultItemID))
{
// If it's already created, move past this node automatically
MoveToNextNode();
}
break;
case RuntimeDialogueNodeType.End:
// End node, complete the dialogue
IsActive = false;
@@ -337,14 +220,9 @@ namespace Dialogue
// Check if this is the step we're waiting for
if (step.stepId == currentNode.puzzleStepID)
{
// Instead of immediately moving to the next node, set the flag
_conditionSatisfiedPendingAdvance = true;
// Update bubble visibility after state change to show interaction prompt
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
// Move to next node automatically when condition is met
MoveToNextNode();
OnDialogueChanged?.Invoke(GetCurrentDialogueLine());
}
}
@@ -358,21 +236,14 @@ namespace Dialogue
// Check if this is the item we're waiting for
if (item.itemId == currentNode.pickupItemID)
{
// Instead of immediately moving to the next node, set the flag
_conditionSatisfiedPendingAdvance = true;
// Update bubble visibility after state change to show interaction prompt
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
// Move to next node automatically when condition is met
MoveToNextNode();
OnDialogueChanged?.Invoke(GetCurrentDialogueLine());
}
}
private void OnAnyItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
{
Debug.Log("[DialogueComponent] OnAnyItemSlotted");
// Only react if we're active and waiting on a slot
if (!IsActive || IsCompleted || currentNode == null ||
currentNode.nodeType != RuntimeDialogueNodeType.WaitOnSlot)
@@ -381,97 +252,9 @@ namespace Dialogue
// Check if this is the slot we're waiting for
if (slotDefinition.itemId == currentNode.slotItemID)
{
// Instead of immediately moving to the next node, set the flag
_conditionSatisfiedPendingAdvance = true;
// Update bubble visibility after state change to show interaction prompt
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
}
}
private void OnAnyItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
{
// Only react if we're active and waiting on a combination
if (!IsActive || IsCompleted || currentNode == null ||
currentNode.nodeType != RuntimeDialogueNodeType.WaitOnCombination)
return;
// Check if this is the result item we're waiting for
if (resultItem.itemId == currentNode.combinationResultItemID)
{
// Instead of immediately moving to the next node, set the flag
_conditionSatisfiedPendingAdvance = true;
// Update bubble visibility after state change to show interaction prompt
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
}
}
private void OnAnyIncorrectItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
{
// Update the slot state for displaying the correct dialogue lines
if (!IsActive || IsCompleted || currentNode == null)
return;
// Only update state if we're actively waiting on this slot
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot &&
slotDefinition.itemId == currentNode.slotItemID)
{
_currentSlotState = ItemSlotState.Incorrect;
_lastSlottedItem = slottedItem;
// Trigger dialogue update
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
}
}
private void OnAnyForbiddenItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
{
// Update the slot state for displaying the correct dialogue lines
if (!IsActive || IsCompleted || currentNode == null)
return;
// Only update state if we're actively waiting on this slot
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot &&
slotDefinition.itemId == currentNode.slotItemID)
{
_currentSlotState = ItemSlotState.Forbidden;
_lastSlottedItem = slottedItem;
// Trigger dialogue update
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
}
}
private void OnAnyItemSlotCleared(PickupItemData removedItem)
{
// Update the slot state when an item is removed
if (!IsActive || IsCompleted || currentNode == null)
return;
// Reset slot state if we were tracking this item
if (_lastSlottedItem != null && _lastSlottedItem == removedItem)
{
_currentSlotState = ItemSlotState.None;
_lastSlottedItem = null;
// Trigger dialogue update
if (speechBubble != null)
{
speechBubble.UpdatePromptVisibility(HasAnyLines());
}
// Move to next node automatically when condition is met
MoveToNextNode();
OnDialogueChanged?.Invoke(GetCurrentDialogueLine());
}
}
@@ -488,8 +271,6 @@ namespace Dialogue
return !IsItemPickedUp(currentNode.pickupItemID);
case RuntimeDialogueNodeType.WaitOnSlot:
return !IsItemSlotted(currentNode.slotItemID);
case RuntimeDialogueNodeType.WaitOnCombination:
return !IsResultItemCreated(currentNode.combinationResultItemID);
default:
return false;
}
@@ -533,91 +314,6 @@ namespace Dialogue
return false;
}
private bool IsResultItemCreated(string resultItemId)
{
if (ItemManager.Instance == null) return false;
// Use the ItemManager's tracking of items created through combination
return ItemManager.Instance.WasItemCreatedThroughCombination(resultItemId);
}
/// <summary>
/// Checks if the dialogue component has any lines available to serve
/// </summary>
/// <returns>True if there are lines available, false otherwise</returns>
public bool HasAnyLines()
{
if (!initialized)
{
// If not initialized yet but has a dialogue graph, it will have lines when initialized
return dialogueGraph != null;
}
// No lines if dialogue is not active or is completed
if (!IsActive || IsCompleted || currentNode == null)
return false;
// Special case: if condition has been satisfied but not yet advanced, we should show lines
if (_conditionSatisfiedPendingAdvance && !string.IsNullOrEmpty(currentNode.nextNodeID))
{
// Check if the next node would have lines
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
}
// For WaitOnSlot nodes, check for lines based on current slot state
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
{
// Choose the appropriate line collection based on the current slot state
List<string> linesForState = currentNode.dialogueLines; // Default lines
switch (_currentSlotState)
{
case ItemSlotState.Incorrect:
// Use incorrect item lines if available, otherwise fall back to default lines
if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
linesForState = currentNode.incorrectItemLines;
break;
case ItemSlotState.Forbidden:
// Use forbidden item lines if available, otherwise fall back to default lines
if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
linesForState = currentNode.forbiddenItemLines;
break;
}
// Check if we have any lines for the current state
if (linesForState != null && linesForState.Count > 0)
{
// If we're not at the end of the lines or we loop through them
if (currentLineIndex < linesForState.Count - 1 || currentNode.loopThroughLines)
{
return true;
}
}
}
// For other node types, use the standard check
else if (currentNode.dialogueLines.Count > 0)
{
// If we're not at the end of the lines or we loop through them
if (currentLineIndex < currentNode.dialogueLines.Count - 1 || currentNode.loopThroughLines)
{
return true;
}
// If we're at the end of lines but not waiting for a condition and have a next node
if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
{
// We need to check if the next node would have lines
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
}
}
return false;
}
// Editor functionality
public void SetDialogueGraph(RuntimeDialogueGraph graph)
{

View File

@@ -11,7 +11,6 @@ namespace Dialogue
WaitOnPuzzleStep,
WaitOnPickup,
WaitOnSlot,
WaitOnCombination,
End
}
@@ -44,7 +43,6 @@ namespace Dialogue
public string puzzleStepID; // For WaitOnPuzzleStep
public string pickupItemID; // For WaitOnPickup
public string slotItemID; // For WaitOnSlot
public string combinationResultItemID; // For WaitOnCombination
// For WaitOnSlot - different responses
public List<string> incorrectItemLines = new List<string>();

View File

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

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: cb3605ae81a54d2689504e0cd456ac27
timeCreated: 1758973942

View File

@@ -1 +0,0 @@


View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 877344c7a0014922bc3a2a469e03792d
timeCreated: 1759050622

View File

@@ -31,21 +31,11 @@ namespace Interactions
public UnityEvent onItemSlotted;
public UnityEvent onItemSlotRemoved;
// Native C# event alternative for code-only subscribers
public event Action<PickupItemData> OnItemSlotRemoved;
public UnityEvent onCorrectItemSlotted;
// Native C# event alternative to the UnityEvent for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
public UnityEvent onIncorrectItemSlotted;
// Native C# event alternative for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
public UnityEvent onForbiddenItemSlotted;
// Native C# event alternative for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
private PickupItemData _currentlySlottedItemData;
public SpriteRenderer slottedItemRenderer;
private GameObject _currentlySlottedItemObject = null;
@@ -66,8 +56,6 @@ namespace Interactions
protected override void OnCharacterArrived()
{
Debug.Log("[ItemSlot] OnCharacterArrived");
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
var config = GameManager.Instance.GetSlotItemConfig(itemData);
@@ -81,7 +69,6 @@ namespace Interactions
{
DebugUIMessage.Show("Can't place that here.", Color.red);
onForbiddenItemSlotted?.Invoke();
OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
_currentState = ItemSlotState.Forbidden;
Interactable.BroadcastInteractionComplete(false);
return;
@@ -97,7 +84,6 @@ namespace Interactions
{
FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
_currentState = ItemSlotState.None;
SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
return;
@@ -142,22 +128,12 @@ namespace Interactions
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
{
// Cache the previous item data before clearing, needed for OnItemSlotRemoved event
var previousItemData = _currentlySlottedItemData;
bool wasSlotCleared = _currentlySlottedItemObject != null && itemToSlot == null;
if (itemToSlot == null)
{
_currentlySlottedItemObject = null;
_currentlySlottedItemData = null;
// Clear state when no item is slotted
_currentState = ItemSlotState.None;
// Fire native event for slot clearing
if (wasSlotCleared)
{
OnItemSlotRemoved?.Invoke(previousItemData);
}
}
else
{
@@ -166,7 +142,6 @@ namespace Interactions
SetSlottedObject(itemToSlot);
_currentlySlottedItemData = itemToSlotData;
}
if (clearFollowerHeldItem)
{
FollowerController.ClearHeldItem();
@@ -195,7 +170,6 @@ namespace Interactions
{
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
onIncorrectItemSlotted?.Invoke();
OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
_currentState = ItemSlotState.Incorrect;
}
Interactable.BroadcastInteractionComplete(false);

View File

@@ -20,9 +20,6 @@ namespace Interactions
// Event: invoked when the item was picked up successfully
public event Action<PickupItemData> OnItemPickedUp;
// Event: invoked when this item is successfully combined with another
public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
/// </summary>
@@ -103,35 +100,10 @@ namespace Interactions
protected virtual void OnCharacterArrived()
{
Debug.Log("[Pickup] OnCharacterArrived");
var combinationResult = FollowerController.TryCombineItems(this, out var combinationResultItem);
if (combinationResultItem != null)
{
Interactable.BroadcastInteractionComplete(true);
// Fire the combination event when items are successfully combined
if (combinationResult == FollowerController.CombinationResult.Successful)
{
var resultPickup = combinationResultItem.GetComponent<Pickup>();
if (resultPickup != null && resultPickup.itemData != null)
{
// Get the combined item data
var resultItemData = resultPickup.itemData;
var heldItem = FollowerController.GetHeldPickupObject();
if (heldItem != null)
{
var heldPickup = heldItem.GetComponent<Pickup>();
if (heldPickup != null && heldPickup.itemData != null)
{
// Trigger the combination event
OnItemsCombined?.Invoke(itemData, heldPickup.itemData, resultItemData);
}
}
}
}
return;
}

211
README.md
View File

@@ -1,211 +0,0 @@
# Apple Hills Dialogue System
This document provides an overview of the dialogue system used in Apple Hills, intended primarily for designers working with the dialogue creation tools.
## Overview
The Apple Hills dialogue system is a node-based dialogue management system that allows for interactive conversations with NPCs. The system currently supports linear, condition-guarded dialogue paths that can respond to various game conditions such as puzzle completion, item pickups, and item combinations. While the architecture was designed to facilitate branching dialogue in future extensions, the current implementation follows a linear progression through nodes.
## Dialogue Structure
The dialogue system uses a graph-based structure with different types of nodes that control the flow of conversation. Each dialogue is represented as a graph containing multiple nodes connected through defined paths.
### Core Components
1. **RuntimeDialogueGraph**: The container for all dialogue nodes that make up a conversation
2. **DialogueComponent**: Attached to game objects to manage dialogue state and progression
3. **SpeechBubble**: Handles the visual presentation of dialogue text
## QuickStart Guide
Setting up a dialogue interaction in your scene is straightforward:
### 1. Component Setup
1. **Place the Dialogue Component**:
- Add the `DialogueComponent` to any game object that has an `Interactable` component
- The `Interactable` component handles player proximity and interaction triggers
- Make sure the interactable is properly configured with appropriate interaction radius
2. **Add DialogueCanvas**:
- Add the "DialogueCanvas" prefab from the project assets as a child of your object
- Position the speech bubble appropriately above or near the interactable object
- The speech bubble should be clearly visible but not obstruct important scene elements
- You can adjust the scale and position to fit your specific character or object
3. **Assign Dialogue Graph**:
- Create a `RuntimeDialogueGraph` scriptable object (Right Click > Create > Dialogue Graph)
- Set up your dialogue nodes in the graph (see Node Types for details)
- Assign the created graph to the `DialogueComponent` on your object
- Make sure to set the entry node ID in the dialogue graph
### 2. Testing Your Dialogue
1. Enter play mode and approach the interactable object
2. When the component has any lines to serve, the speech bubble should display the prompt ("...")
3. Interact with the object to advance through dialogue lines
4. Test any conditional nodes by completing their requirements
5. Verify that the dialogue progresses as expected
### 3. Common Issues
- **No speech bubble appears**: Check that the DialogueCanvas is properly added as a child and is active
- **Dialogue doesn't advance**: Ensure the node connections (in/out) are properly set in the dialogue graph
- **Condition not triggering**: Verify that the condition IDs (puzzle step, item, etc.) match exactly with your game systems
## Node Types
The dialogue system supports several node types, each serving a specific purpose in the conversation flow:
### 1. Dialogue Node
Simple dialogue nodes display text to the player. They can contain multiple lines that are shown sequentially when the player interacts with the NPC.
**Key features:**
- Multiple dialogue lines displayed in sequence
- Optional looping through lines
- Automatic progression to the next node when all lines are exhausted
### 2. WaitOnPuzzleStep Node
This node pauses dialogue progression until a specific puzzle step has been completed by the player.
**Key features:**
- Automatically advances when the specified puzzle step is completed
- Displays dialogue while waiting for the condition to be met
- Visual prompt appears when the condition is met, indicating available dialogue
### 3. WaitOnPickup Node
This node waits until the player has picked up a specific item before advancing the dialogue.
**Key features:**
- Automatically advances when the player picks up the specified item
- Shows dialogue while waiting for the item pickup
- Visual prompt appears when the item is picked up, indicating available dialogue
### 4. WaitOnSlot Node
This node requires the player to place a specific item in a designated slot before the dialogue can progress.
**Key features:**
- Supports different dialogue lines for different slot states:
- Default lines when no item is slotted
- Incorrect item lines when the wrong item is placed
- Forbidden item lines when a specifically disallowed item is placed
- Visual prompt appears when the correct item is slotted, indicating available dialogue
### 5. WaitOnCombination Node
This node waits for the player to create a specific item through the combination system.
**Key features:**
- Automatically advances when the player creates the specified item through combination
- Shows dialogue while waiting for the item combination
- Visual prompt appears when the item is created, indicating available dialogue
### 6. End Node
Terminates the dialogue sequence.
**Key features:**
- Marks the dialogue as completed
- No further interaction available until the dialogue is restarted
## Dialogue Flow
1. **Dialogue Initialization**
- When a dialogue is started (often through character interaction), the system begins at the entry node
- Each node's dialogue lines are displayed in sequence as the player interacts
2. **Interaction Mechanism**
- Dialogue advances when the player interacts with the NPC
- Each interaction displays the next line of dialogue
- When all lines in a node are displayed, the system moves to the next node (unless waiting on a condition)
3. **Conditional Progress**
- When the dialogue reaches a conditional node (like WaitOnPuzzleStep), it waits for the condition to be met
- Once the condition is satisfied, the speech bubble shows a prompt
- The next interaction after the condition is met advances to the next node
4. **Visual Indicators**
- Speech bubbles show ellipses ("...") as a prompt when dialogue is available
- The dialogue text can be displayed instantly or with a typewriter effect
- The speech bubble hides when no dialogue is available
## Designer Tips
1. **Node Organization**
- Start every dialogue graph with a standard Dialogue node as the entry point
- End every dialogue path with an End node to properly terminate the conversation
- Use conditional nodes strategically to create gameplay-driven dialogue experiences
2. **Dialogue Writing**
- Keep individual dialogue lines concise for better readability
- Consider using the looping option for nodes when you want to repeat information
- For WaitOnSlot nodes, write unique dialogue for incorrect/forbidden items to provide clear feedback
3. **Flow Control**
- Ensure all nodes (except End nodes) have a valid next node specified
- Test dialogue paths to verify all conditions can be met during gameplay
- Consider using multiple dialogue lines within a single node rather than creating separate nodes for sequential lines
4. **Best Practices**
- Name your nodes descriptively in the editor for easier management
- Group related dialogue sequences into separate dialogue graphs
- Use the speaker name field to clearly identify who is speaking
## Technical Details
### Public Events and APIs
The dialogue system exposes several events that can be used by other systems:
#### DialogueComponent
- **Events**:
- `OnDialogueChanged`: Triggered when the dialogue text changes
- **Properties**:
- `IsActive`: Indicates whether the dialogue is currently active
- `IsCompleted`: Indicates whether the dialogue has reached an End node
- `CurrentSpeakerName`: Returns the name of the current speaker
- **Public Methods**:
- `StartDialogue()`: Initiates the dialogue from the beginning
- `GetCurrentDialogueLine()`: Retrieves the current dialogue line text
- `HasAnyLines()`: Checks if the dialogue component has any lines available
- `SetDialogueGraph(RuntimeDialogueGraph)`: Sets the dialogue graph for the component
#### SpeechBubble
- **Public Methods**:
- `Show()`: Makes the speech bubble visible
- `Hide()`: Hides the speech bubble
- `Toggle()`: Toggles the visibility of the speech bubble
- `SetText(string)`: Sets the text displayed in the speech bubble
- `DisplayDialogueLine(string, bool)`: Displays a dialogue line and handles prompt visibility
- `UpdatePromptVisibility(bool)`: Updates the speech bubble to show a prompt or hide based on dialogue availability
- `SetDisplayMode(TextDisplayMode)`: Changes how text is displayed (instant or typewriter)
- `SkipTypewriter()`: Immediately displays the full text, skipping the typewriter effect
- `SetTypewriterSpeed(float)`: Sets the speed of the typewriter effect
### Integration with Other Systems
The dialogue system integrates with several other game systems:
1. **Puzzle System**: Monitors puzzle completion events to advance WaitOnPuzzleStep nodes
2. **Item System**: Tracks item pickups, combinations, and slot interactions to advance respective node types
3. **Interaction System**: Responds to player interaction with the NPC to progress through dialogue lines
### Technical Workflow
1. Create a RuntimeDialogueGraph asset in the Unity editor
2. Add nodes and connections using the dialogue editor
3. Assign the graph to a DialogueComponent on an NPC GameObject
4. Ensure a SpeechBubble component is available (as a child object or referenced)
5. Set up any necessary puzzle steps, items, or slots that the dialogue will reference
## Summary
The Apple Hills dialogue system provides a powerful and flexible way to create interactive conversations that respond to player actions and game state. By using different node types and conditions, designers can craft engaging dialogues that feel natural and responsive within the game world.