first commit

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Chris
2025-03-12 14:22:16 -04:00
commit 0ad0c01249
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using ParadoxNotion.Design;
using NodeCanvas.Framework;
using NodeCanvas.DialogueTrees;
using ParadoxNotion;
namespace NodeCanvas.Tasks.Actions
{
[Category("Dialogue")]
[Description("You can use a variable inline with the text by using brackets likeso: [myVarName] or [Global/myVarName].\nThe bracket will be replaced with the variable value ToString")]
[ParadoxNotion.Design.Icon("Dialogue")]
public class Say : ActionTask<IDialogueActor>
{
public Statement statement = new Statement("This is a dialogue text...");
protected override string info {
get { return string.Format("<i>' {0} '</i>", ( statement.text.CapLength(30) )); }
}
protected override void OnExecute() {
var tempStatement = statement.BlackboardReplace(blackboard);
DialogueTree.RequestSubtitles(new SubtitlesRequestInfo(agent, tempStatement, EndAction));
}
}
}

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using UnityEngine;
using System.Collections.Generic;
using ParadoxNotion.Design;
using NodeCanvas.Framework;
using NodeCanvas.DialogueTrees;
namespace NodeCanvas.Tasks.Actions
{
[Category("Dialogue")]
[ParadoxNotion.Design.Icon("Dialogue")]
[Description("A random statement will be chosen each time for the actor to say")]
public class SayRandom : ActionTask<IDialogueActor>
{
public List<Statement> statements = new List<Statement>();
protected override void OnExecute() {
var index = Random.Range(0, statements.Count);
var statement = statements[index];
var tempStatement = statement.BlackboardReplace(blackboard);
var info = new SubtitlesRequestInfo(agent, tempStatement, EndAction);
DialogueTree.RequestSubtitles(info);
}
///----------------------------------------------------------------------------------------------
///---------------------------------------UNITY EDITOR-------------------------------------------
#if UNITY_EDITOR
protected override void OnTaskInspectorGUI() {
var options = new EditorUtils.ReorderableListOptions();
options.allowAdd = true;
options.allowRemove = true;
options.unityObjectContext = ownerSystem.contextObject;
EditorUtils.ReorderableList(statements, options, (i, picked) =>
{
if ( statements[i] == null ) { statements[i] = new Statement("..."); }
var statement = statements[i];
statement.text = UnityEditor.EditorGUILayout.TextArea(statement.text, (GUIStyle)"textField", GUILayout.Height(50));
statement.audio = (AudioClip)UnityEditor.EditorGUILayout.ObjectField("Audio Clip", statement.audio, typeof(AudioClip), false);
statement.meta = UnityEditor.EditorGUILayout.TextField("Meta", statement.meta);
EditorUtils.Separator();
});
}
#endif
}
}

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using UnityEngine;
using ParadoxNotion.Design;
using NodeCanvas.Framework;
using NodeCanvas.DialogueTrees;
namespace NodeCanvas.Tasks.Actions
{
[Category("Dialogue")]
[Description("Starts the Dialogue Tree assigned on a Dialogue Tree Controller object with specified agent used for 'Instigator'.")]
[ParadoxNotion.Design.Icon("Dialogue")]
public class StartDialogueTree : ActionTask<IDialogueActor>
{
[RequiredField]
public BBParameter<DialogueTreeController> dialogueTreeController;
public bool waitActionFinish = true;
public bool isPrefab;
private DialogueTreeController instance;
protected override string info {
get { return string.Format("Start Dialogue {0}", dialogueTreeController); }
}
protected override void OnExecute() {
instance = isPrefab ? GameObject.Instantiate(dialogueTreeController.value) : dialogueTreeController.value;
if ( waitActionFinish ) {
instance.StartDialogue(agent, (success) => { if ( isPrefab ) { Object.Destroy(instance.gameObject); } EndAction(success); });
} else {
instance.StartDialogue(agent, (success) => { if ( isPrefab ) Object.Destroy(instance.gameObject); });
EndAction();
}
}
}
}

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