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using NodeCanvas.Framework;
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using ParadoxNotion;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.DialogueTrees
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{
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[Name("Say")]
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[Description("Make the selected Dialogue Actor talk. You can make the text more dynamic by using variable names in square brackets\ne.g. [myVarName] or [Global/myVarName]")]
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public class StatementNode : DTNode
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{
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[SerializeField]
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public Statement statement = new Statement("This is a dialogue text");
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public override bool requireActorSelection { get { return true; } }
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protected override Status OnExecute(Component agent, IBlackboard bb) {
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var tempStatement = statement.BlackboardReplace(bb);
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DialogueTree.RequestSubtitles(new SubtitlesRequestInfo(finalActor, tempStatement, OnStatementFinish));
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return Status.Running;
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}
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void OnStatementFinish() {
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status = Status.Success;
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DLGTree.Continue();
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}
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///----------------------------------------------------------------------------------------------
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///---------------------------------------UNITY EDITOR-------------------------------------------
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#if UNITY_EDITOR
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protected override void OnNodeGUI() {
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GUILayout.BeginVertical(Styles.roundedBox);
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GUILayout.Label("\"<i> " + statement.text.CapLength(30) + "</i> \"");
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GUILayout.EndVertical();
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}
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#endif
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}
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}
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