DialogBase.cs
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/*
The MIT License
Copyright (c) 2020 DoublSB
https://github.com/DoublSB/UnityDialogAsset
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Text.RegularExpressions;
using UnityEngine.Events;
using System.Linq;
namespace Doublsb.Dialog
{
#region Enum
public enum State
{
Active,
Wait,
Deactivate
}
public enum Command
{
print,
color,
emote,
size,
sound,
speed,
click,
close,
wait
}
public enum TextColor
{
aqua,
black,
blue,
brown,
cyan,
darkblue,
fuchsia,
green,
grey,
lightblue,
lime,
magenta,
maroon,
navy,
olive,
orange,
purple,
red,
silver,
teal,
white,
yellow
}
#endregion
#region Emotion
[Serializable]
public class Emotion
{
//================================================
//Public Variable
//================================================
private Dictionary<string, Sprite> _data;
public Dictionary<string, Sprite> Data
{
get
{
if (_data == null) _init_emotionList();
return _data;
}
}
public string[] _emotion = new string[] { "Normal" };
public Sprite[] _sprite;
//================================================
//Private Method
//================================================
private void _init_emotionList()
{
_data = new Dictionary<string, Sprite>();
if (_emotion.Length != _sprite.Length)
Debug.LogError("Emotion and Sprite have different lengths");
for (int i = 0; i < _emotion.Length; i++)
_data.Add(_emotion[i], _sprite[i]);
}
}
#endregion
/// <summary>
/// Convert string to Data. Contains List of DialogCommand and DialogFormat.
/// </summary>
public class DialogData
{
//================================================
//Public Variable
//================================================
public string Character;
public List<DialogCommand> Commands = new List<DialogCommand>();
public DialogSelect SelectList = new DialogSelect();
public DialogFormat Format = new DialogFormat();
public string PrintText = string.Empty;
public bool isSkippable = true;
public UnityAction Callback = null;
//================================================
//Public Method
//================================================
public DialogData(string originalString, string character = "", UnityAction callback = null, bool isSkipable = true)
{
_convert(originalString);
this.isSkippable = isSkipable;
this.Callback = callback;
this.Character = character;
}
//================================================
//Private Method
//================================================
private void _convert(string originalString)
{
string printText = string.Empty;
for (int i = 0; i < originalString.Length; i++)
{
if (originalString[i] != '/') printText += originalString[i];
else // If find '/'
{
// Convert last printText to command
if (printText != string.Empty)
{
Commands.Add(new DialogCommand(Command.print, printText));
printText = string.Empty;
}
// Substring /CommandSyntex/
var nextSlashIndex = originalString.IndexOf('/', i + 1);
string commandSyntex = originalString.Substring(i + 1, nextSlashIndex - i - 1);
// Add converted command
var com = _convert_Syntex_To_Command(commandSyntex);
if (com != null) Commands.Add(com);
// Move i
i = nextSlashIndex;
}
}
if (printText != string.Empty) Commands.Add(new DialogCommand(Command.print, printText));
}
private DialogCommand _convert_Syntex_To_Command(string text)
{
var spliter = text.Split(':');
Command command;
if (Enum.TryParse(spliter[0], out command))
{
if (spliter.Length >= 2) return new DialogCommand(command, spliter[1]);
else return new DialogCommand(command);
}
else
Debug.LogError("Cannot parse to commands");
return null;
}
}
/// <summary>
/// You can get RichText tagger of size and color.
/// </summary>
public class DialogFormat
{
//================================================
//Private Variable
//================================================
public string DefaultSize = "60";
private string _defaultColor = "white";
private string _color;
private string _size;
//================================================
//Public Method
//================================================
public DialogFormat(string defaultSize = "", string defaultColor = "")
{
_color = string.Empty;
_size = string.Empty;
if (defaultSize != string.Empty) DefaultSize = defaultSize;
if (defaultColor != string.Empty) _defaultColor = defaultColor;
}
public string Color
{
set
{
if (isColorValid(value))
{
_color = value;
if (_size == string.Empty) _size = DefaultSize;
}
}
get => _color;
}
public string Size
{
set
{
if (isSizeValid(value))
{
_size = value;
if (_color == string.Empty) _color = _defaultColor;
}
}
get => _size;
}
public string OpenTagger
{
get
{
if (isValid) return $"<color={Color}><size={Size}>";
else return string.Empty;
}
}
public string CloseTagger
{
get
{
if (isValid) return "</size></color>";
else return string.Empty;
}
}
public void Resize(string command)
{
if (_size == string.Empty) Size = DefaultSize;
switch (command)
{
case "up":
_size = (int.Parse(_size) + 10).ToString();
break;
case "down":
_size = (int.Parse(_size) - 10).ToString();
break;
case "init":
_size = DefaultSize;
break;
default:
_size = command;
break;
}
}
//================================================
//Private Method
//================================================
private bool isValid
{
get => _color != string.Empty && _size != string.Empty;
}
private bool isColorValid(string Color)
{
TextColor textColor;
Regex hexColor = new Regex("^#(?:[0-9a-fA-F]{3}){1,2}$");
return Enum.TryParse(Color, out textColor) || hexColor.Match(Color).Success;
}
private bool isSizeValid(string Size)
{
float size;
return float.TryParse(Size, out size);
}
}
public class DialogCommand
{
public Command Command;
public string Context;
public DialogCommand(Command command, string context = "")
{
Command = command;
Context = context;
}
}
public class DialogSelect
{
private List<DialogSelectItem> ItemList;
public DialogSelect()
{
ItemList = new List<DialogSelectItem>();
}
public int Count
{
get => ItemList.Count;
}
public DialogSelectItem GetByIndex(int index)
{
return ItemList[index];
}
public List<DialogSelectItem> Get_List()
{
return ItemList;
}
public string Get_Value(string Key)
{
return ItemList.Find((var) => var.isSameKey(Key)).Value;
}
public void Clear()
{
ItemList.Clear();
}
public void Add(string Key, string Value)
{
ItemList.Add(new DialogSelectItem(Key, Value));
}
public void Remove(string Key)
{
var item = ItemList.Find((var) => var.isSameKey(Key));
if (item != null) ItemList.Remove(item);
}
}
public class DialogSelectItem
{
public string Key;
public string Value;
public bool isSameKey(string key)
{
return Key == key;
}
public DialogSelectItem(string key, string value)
{
this.Key = key;
this.Value = value;
}
}
}