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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using static TaskCharakterAnimation;
public class CharacterDialog : MonoBehaviour
{
public TextMeshPro textDisplay;
public TextMeshPro textHint;
public string[] sentences;
private int sentenceIndex;
private int letterIndex = 0;
private bool typingActive = false;
//speed for typing the Text
public float typingSpeed;
//Only reset once after Player is out of range of the TaskCharacter
private bool textReseted = true;
//If gameSucceeded -> Disable Talking with TaskCharacter
private bool gameSucceeded = false;
// Start is called before the first frame update
void Start()
{
CommunicationEvents.gameSucceededEvent.AddListener(StartGameSucceededSentence);
CommunicationEvents.gameNotSucceededEvent.AddListener(StopGameSucceededSentence);
if(!gameSucceeded && Input.GetKeyDown(KeyCode.Return) && TaskCharakterAnimation.getPlayerInTalkingZone())
{
//Type Next sentence if player is in the talkinZone around the TaskCharacter AND the player typed the return-Key
NextSentence();
}
else if (!gameSucceeded && !TaskCharakterAnimation.getPlayerInTalkingZone() && !textReseted)
{
//Reset Sentence if Player is out of range of the TaskCharacter and it's not already reseted
ResetSentence();
}
}
public void TypeFkt() {
if (typingActive)
{
if (this.timer >= this.typingSpeed)
{
if (letterIndex < sentences[sentenceIndex].Length)
{
textDisplay.text += sentences[sentenceIndex].ToCharArray()[letterIndex];
letterIndex++;
}
else
{
this.typingActive = false;
letterIndex = 0;
}
this.timer = 0;
}
else
{
this.timer += Time.deltaTime;
}
}
}
public void NextSentence() {
//-2 because the last sentence is only for SucceededPushout-Purposes
if (sentenceIndex < sentences.Length - 2)
TaskCharakterAnimation.setTaskCharacterAddressed(true);
sentenceIndex++;
letterIndex = 0;
typingActive = true;
timer = 0;
letterIndex = 0;
typingActive = false;
timer = 0;
textReseted = false;
textDisplay.text = "";
}
}
public void ResetSentence() {
TaskCharakterAnimation.setTaskCharacterAddressed(false);
sentenceIndex = 0;
letterIndex = 0;
typingActive = true;
timer = 0;
textDisplay.text = "";
//Type first sentence again
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public void StartGameSucceededSentence()
{
if (!gameSucceeded)
{
textDisplay.text = "";
//Last Sentence is the Pushout-Sentence
sentenceIndex = sentences.Length - 1;
letterIndex = 0;
typingActive = true;
timer = 0;
gameSucceeded = true;
//Disable Hint With Enter-Key for Talking
textHint.GetComponent<MeshRenderer>().enabled = false;
//Type final message
TypeFkt();
}
}
public void StopGameSucceededSentence()
{
if (gameSucceeded)
{
gameSucceeded = false;
//Enable Hint With Enter-Key for Talking
textHint.GetComponent<MeshRenderer>().enabled = true;
ResetSentence();
}