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2025-06-20 22:58:44 -05:00
parent 08dcb7c019
commit a322862a68
20 changed files with 16 additions and 0 deletions
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using UnityEngine;
[System.Serializable]
public class Dialogue
{
public string charName;
public bool isActive = false;
[TextArea(3,10)]
public string[] sentences;
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class DialogueManager : MonoBehaviour
{
private Queue<string> sentences;
private Dialogue currentDialogue;
public TextMeshProUGUI nameText;
public TextMeshProUGUI dialogueText;
public Animator animator;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
sentences = new Queue<string>();
}
public void StartDialogue(Dialogue dialogue)
{
animator.SetBool("IsOpen", true);
sentences.Clear();
currentDialogue = dialogue;
nameText.text = dialogue.charName;
foreach (string sentence in dialogue.sentences)
{
sentences.Enqueue(sentence);
}
currentDialogue.isActive = true;
DisplayNextSentence();
}
public void DisplayNextSentence()
{
if (sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
StopAllCoroutines();
StartCoroutine(TypeSentence(sentence));
}
public void EndDialogue()
{
animator.SetBool("IsOpen", false);
if (currentDialogue != null)
{
currentDialogue.isActive = false;
}
}
IEnumerator TypeSentence(string sentence)
{
dialogueText.text = "";
foreach (char c in sentence.ToCharArray())
{
dialogueText.text += c;
yield return new WaitForSeconds(0.01f);
}
}
}
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using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public DialogueManager DialogueManager { get; private set; }
private void Awake()
{
// If there is an instance, and it's not me, delete myself.
if (Instance != null && Instance != this)
{
Destroy(this);
}
else
{
Instance = this;
DontDestroyOnLoad(gameObject);
DialogueManager = GetComponent<DialogueManager>();
}
}
}
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using UnityEngine;
public abstract class Interactable : MonoBehaviour
{
public abstract void Interact();
// for entering/exiting trigger regions
public abstract void MoveInsideRange();
public abstract void MoveOutsideRange();
}
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using UnityEngine;
public class PlayerController : MonoBehaviour
{
public GameObject DougBody;
public float walkSpeed;
Interactable nearestInteractable;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
RotatePlayerTowardMouse();
Walk();
TryInteract();
}
void Walk()
{
transform.position += DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime;
transform.position += DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime;
}
void RotatePlayerTowardMouse()
{
Vector2 positionOnScreen = Camera.main.WorldToViewportPoint(DougBody.transform.position);
Vector2 mouseOnScreen = (Vector2)Camera.main.ScreenToViewportPoint(Input.mousePosition);
float angle = Mathf.Atan2(positionOnScreen.y - mouseOnScreen.y, positionOnScreen.x - mouseOnScreen.x) * Mathf.Rad2Deg;
DougBody.transform.rotation = Quaternion.Euler(new Vector3(0f, -(angle + 90), 0f));
}
void TryInteract()
{
if (Input.GetKeyDown(KeyCode.E) && nearestInteractable != null)
{
nearestInteractable.Interact();
}
}
private void OnTriggerEnter(Collider other)
{
Interactable interactable = other.GetComponent<Interactable>();
// store nearest interactable if it exists
if (interactable != null)
{
nearestInteractable = interactable;
interactable.MoveInsideRange();
}
}
private void OnTriggerExit(Collider other)
{
// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
Interactable interactable = other.GetComponent<Interactable>();
// store nearest interactable if it exists
if (interactable != null)
{
nearestInteractable.MoveOutsideRange();
nearestInteractable = null;
}
}
}
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using UnityEngine;
public class Talkable : Interactable
{
// this is a character or object that will talk upon interaction
public Dialogue dialogue;
public GameObject talkIndicator;
public void Start()
{
talkIndicator.SetActive(false);
}
public override void Interact()
{
if (!dialogue.isActive)
GameManager.Instance.DialogueManager.StartDialogue(dialogue);
else
GameManager.Instance.DialogueManager.DisplayNextSentence();
talkIndicator.SetActive(false);
}
public override void MoveInsideRange()
{
talkIndicator.SetActive(true);
}
public override void MoveOutsideRange()
{
GameManager.Instance.DialogueManager.EndDialogue();
talkIndicator.SetActive(false);
}
}
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