Improved dialogue system. More dialogue options.

main
AlbertN1427 1 year ago
parent 6fbb869cc1
commit 5c817dda6b

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@ -547,7 +547,7 @@ VideoPlayer:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1756604431} m_GameObject: {fileID: 1756604431}
m_Enabled: 1 m_Enabled: 1
m_VideoClip: {fileID: 32900000, guid: 82420c11ce8429b41b5daae30e242579, type: 3} m_VideoClip: {fileID: 32900000, guid: 927e870b6b5876241a407a040ebd6ad4, type: 3}
m_TargetCameraAlpha: 1 m_TargetCameraAlpha: 1
m_TargetCamera3DLayout: 0 m_TargetCamera3DLayout: 0
m_TargetCamera: {fileID: 0} m_TargetCamera: {fileID: 0}

@ -1,69 +1,84 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using System; using System.IO;
using UnityEngine; using UnityEngine;
using UnityEngine.Video; using UnityEngine.Video;
using TMPro; using TMPro;
public static class CollectionExtension
{
private static System.Random _rng = new System.Random();
public static T RandomElement<T>(this IList<T> list)
{
return list[_rng.Next(list.Count)];
}
public static T RandomElement<T>(this T[] array)
{
return array[_rng.Next(array.Length)];
}
}
class DialogueState class DialogueState
{ {
string text, flag = "None"; string _text, _flag;
DialogueState parentState; DialogueState _parent;
Dictionary<KeyCode, DialogueState> nextState = new Dictionary<KeyCode, DialogueState>(); private Dictionary<KeyCode, List<DialogueState>> _next;
public void setText(string newText) public void SetText(string newText)
{ {
text = newText; _text = newText;
} }
public void setFlag(string newFlag) public void SetFlag(string newFlag)
{ {
flag = newFlag; _flag = newFlag;
} }
public string getText() public string GetText()
{ {
return text; return _text;
} }
public string getFlag() public string GetFlag()
{ {
return flag; return _flag;
} }
public void setNextState(KeyCode key, string nextText, string nextFlag) public DialogueState()
{ {
nextState.Add(key, new DialogueState()); _next = new Dictionary<KeyCode, List<DialogueState>>();
nextState[key].parentState = this; SetFlag("None");
nextState[key].setText(nextText);
nextState[key].setFlag(nextFlag);
} }
public DialogueState getNextState(KeyCode key) public DialogueState(string newText)
{ {
if (nextState.ContainsKey(key)) _next = new Dictionary<KeyCode, List<DialogueState>>();
return nextState[key]; SetText(newText);
return this; SetFlag("None");
} }
public DialogueState getParentState() public DialogueState(string newText, string newFlag)
{ {
return parentState; _next = new Dictionary<KeyCode, List<DialogueState>>();
SetText(newText);
SetFlag(newFlag);
} }
public void setChildrenStates(List<Tuple<KeyCode, string, string>> childrenStates) public void SetNextState(KeyCode key, DialogueState nextState)
{ {
DialogueState tempState = this; if (!_next.ContainsKey(key))
foreach (Tuple<KeyCode, string, string> childrenState in childrenStates) _next.Add(key, new List<DialogueState>());
{ _next[key].Add(nextState);
KeyCode key = childrenState.Item1; nextState._parent = this;
string nextText = childrenState.Item2; }
string nextFlag = childrenState.Item3;
tempState.setNextState(key, nextText, nextFlag); public DialogueState GetNextState(KeyCode key)
tempState = tempState.getNextState(key); {
} if (_next.ContainsKey(key))
return _next[key].RandomElement();
return this;
} }
} }
@ -72,84 +87,116 @@ public class TVScript : MonoBehaviour
public TextMeshPro textMeshPro; public TextMeshPro textMeshPro;
public GameObject player; public GameObject player;
public GameObject cinemaPlane; public GameObject cinemaPlane;
Dictionary<int, DialogueState> _dialogueStates = new Dictionary<int, DialogueState>();
private DialogueState _currState;
private DialogueState rootState; private float _delayTimeBeforeNextInput = 0f;
private DialogueState state; private bool _videoPlayedAtLeastOnce;
private void ConnectStates(KeyCode key, int i, int j)
{
_dialogueStates[i].SetNextState(key, _dialogueStates[j]);
}
private void Start() private void Start()
{ {
Renderer renderer = cinemaPlane.GetComponent<Renderer>(); // Player
player = GameObject.FindGameObjectsWithTag("Player")[0];
for (int i = 0; i < renderer.materials.Length; i++) // Initialise dialogue states
using (StreamReader streamReader = new StreamReader("Assets/Texts/dialogues.txt"))
{ {
renderer.materials[i].color = Color.red; string line;
for (int i = 0; (line = streamReader.ReadLine()) != null; i++)
{
_dialogueStates[i] = new DialogueState(line);
}
} }
_dialogueStates[29].SetFlag("PlayVideo");
// Player // Connect dialogue states
player = GameObject.FindGameObjectsWithTag("Player")[0]; ConnectStates(KeyCode.B, 0, 1);
ConnectStates(KeyCode.B, 1, 2);
for (int i = 2; i < 6; i++)
{
ConnectStates(KeyCode.Y, i, i + 1);
ConnectStates(KeyCode.N, i, i + 1);
}
ConnectStates(KeyCode.Y, 6, 10);
ConnectStates(KeyCode.N, 6, 7);
ConnectStates(KeyCode.Y, 7, 8);
ConnectStates(KeyCode.N, 7, 8);
ConnectStates(KeyCode.Y, 8, 9);
ConnectStates(KeyCode.N, 8, 9);
ConnectStates(KeyCode.Y, 9, 6);
ConnectStates(KeyCode.N, 9, 7);
for (int i = 10; i < 29; i++)
{
ConnectStates(KeyCode.Y, i, i + 1);
ConnectStates(KeyCode.N, i, i + 1);
}
ConnectStates(KeyCode.Y, 29, 35);
ConnectStates(KeyCode.N, 33, 34);
for (int i = 30; i < 46; i += 2)
{
ConnectStates(KeyCode.Y, 29, i);
ConnectStates(KeyCode.N, 29, i);
ConnectStates(KeyCode.Y, i, i + 1);
ConnectStates(KeyCode.N, i, i + 1);
ConnectStates(KeyCode.Y, i + 1, 29);
ConnectStates(KeyCode.N, i + 1, 29);
}
// Dialogue _currState = _dialogueStates[0];
rootState = new DialogueState();
rootState.setText("... (No way I'm telling them that they can press B to interact with me...)"); textMeshPro.SetText(_currState.GetText());
var childrenStates = new List<Tuple<KeyCode, string, string>>();
childrenStates.Add(Tuple.Create(KeyCode.B, "Did you just press B? Ah, so you do know of my Initial...", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Well then, let me properly introduce myself.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "I am Benq. The one and only Benq. You must have heard of my name on Codeforces, ahahah!", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "That is, until I got sealed here, by none other than...", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Anyway. You tried to interact with me, so I guess...", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "You expected me to play a video or something, did you?", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Well, you see... They sealed me here, for one purpose.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "It is my duty, as a guardian, to hide that Thing away from prying eyes.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Have you heard of it?", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "The Thing. The forbidden knowledge. The embodiment of horror itself.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "The maw from another world, that would devour this reality, should we let it roam free.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Many has seen its true form. None has been able to go back to the same self they were before.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "So please just step back, mortal. Give yourself over to your curiousity, and you will regret it.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "You will pay for it, just like the other ones. You cannot escape that fate.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "I could not save those unfortunate souls, but at least I can stop you.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Believe me, when I say that you should not go any further.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Ignorance is bliss, mortal.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "This is your last warning. Step back.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "Do you not hear me?", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "What exactly is it, that you think is worth all of this?", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "You do not understand what you are getting yourself into.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.B, "You are not changing my mind. Not even if you keep trying to press random keys.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.E, "Did you just press E? It can't be you know that my seal weakens, the more you spell my name...", "None"));
childrenStates.Add(Tuple.Create(KeyCode.N, "Did you just press N? No no no, trust me, you will regret this, you WILL regret this.", "None"));
childrenStates.Add(Tuple.Create(KeyCode.Q, "Did you just press Q? The seal has been broken... Do not hate me for this.", "PlayVideo"));
rootState.setChildrenStates(childrenStates);
state = rootState;
textMeshPro.text = state.getText();
} }
private void Update() private void Update()
{ {
if (state.getFlag() == "PlayVideo") if (_currState.GetFlag() == "PlayVideo" && !_videoPlayedAtLeastOnce)
{ {
cinemaPlane.GetComponent<VideoPlayer>().Play(); cinemaPlane.GetComponent<VideoPlayer>().Play();
Debug.Log("Played video"); _videoPlayedAtLeastOnce = true;
}
if (cinemaPlane.GetComponent<VideoPlayer>().isPlaying)
{
return;
} }
float distanceToPlayer = Vector3.Distance(player.transform.position, transform.position); float distanceToPlayer = Vector3.Distance(player.transform.position, transform.position);
if (distanceToPlayer > 5) if (distanceToPlayer > 5)
{ {
textMeshPro.text = "..."; textMeshPro.SetText("...");
return; return;
} }
textMeshPro.text = state.getText(); textMeshPro.SetText(_currState.GetText());
if (_delayTimeBeforeNextInput > 0f)
{
_delayTimeBeforeNextInput -= Time.deltaTime;
return;
}
if (!Input.anyKeyDown) return; if (!Input.anyKeyDown) return;
if (!Regex.IsMatch(Input.inputString, @"^[a-zA-Z]+$")) return; if (!Regex.IsMatch(Input.inputString, @"^[a-zA-Z]+$")) return;
if (Input.inputString.Length > 1) return;
KeyCode key = (KeyCode)System.Enum.Parse(typeof(KeyCode), Input.inputString, true); KeyCode key = (KeyCode)System.Enum.Parse(typeof(KeyCode), Input.inputString, true);
state = state.getNextState(key); _currState = _currState.GetNextState(key);
textMeshPro.text = state.getText(); textMeshPro.SetText(_currState.GetText());
_delayTimeBeforeNextInput = 1f;
} }
} }

@ -0,0 +1,8 @@
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@ -0,0 +1,46 @@
... (No way I'm letting them know that they must press this specific key to interact with me...)
Did you just press B? Ah, so you do know of my Initial...
You may press Y for 'Yes' or N for 'No' to talk with me from now on.
Well then, let me properly introduce myself.
I am Benq. The one and only Benq. You must have heard of my name on Codeforces, ahahah!
Anyway. You tried to interact with me, so I guess...
You expected me to play a video or something, did you?
No? Well then... Forget everything.
Ask me if you need any help.
Do you have any problem?
Well, you see... They sealed me here, for one purpose.
It is my duty, as the guardian, to hide that Thing away from prying eyes.
Have you heard of it?
The Thing. The forbidden knowledge. The embodiment of eldritch horror itself.
The maw from another world, that would devour this reality, should we let it roam free.
Many has seen its true form. None has been able to go back to the same self they were before.
So please just step back, mortal. Give yourself over to your curiousity, and you will regret it.
You will pay for it, just like the other ones. You cannot escape that fate.
I could not save those unfortunate souls, but at least I can stop you.
Believe me, when I say that you should not go any further.
Ignorance is bliss, mortal.
Do you not hear me?
What exactly is it, that you think is worth all of this?
You just do not understand what you are getting yourself into.
You are not changing my mind. Not even if you keep trying to press random keys.
What exactly is it, that you think is worth all of this?
You just do not understand what you are getting yourself into.
Consider this my last warning and step back.
Do not hate me for this.
...
Was that what you were looking for?
Well, what's done is done. Be careful what you wish for next time.
You may see me repeating the same text, if you interact with me for long enough.
I'm not sure what's so appealing about this, but I don't mind entertaining you for a little more.
I am just speaking random things at this point.
Feel free to leave, if you feel bored.
Did you expect a full-fledged video player? With videos to choose, and pause buttons, and sliders?
Well, sorry to disappoint you.
Those lazy devs...
Sorry if you expected a whole text-based RPG or something.
I admit that my interactions were quite linear. It was just from one line of text to another...
...with little to no player choices. Don't blame me though. Blame the devs.
Don't you have anything better to do?
Tackle some Codeforces problems, touch some grass, anything.
This was one grand project, you know.
It's not perfect, but I hope you're enjoying it.

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