对话不是从第一句话开始的,而是在我按下键开始在 Unity 中开始对话之前开始的
Dialogue does not begin with the first sentence and it starts before I press key to begin dialogue in Unity
我正在为我正在开发的 2d 游戏开发对话和任务系统。我正在尝试让多个 NPC 给出不同的任务,每个任务都有不同的对话。每当玩家按下 E 键时,我都会尝试触发我的对话。目前,只要玩家与 NPC 碰撞器接触,我的游戏就会显示对话。对话也从对话数组的第二句开始。此外,一旦玩家与多个npc交互,所有npc的对话都会成为最后一个与之交互的npc的对话。
这是我的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class QuestGiver : NPC
{
public bool AssignedQuest { get; set; }
public bool Helped { get; set; }
[SerializeField]
private GameObject quests;
[SerializeField]
private string questType;
private Quest Quest { get; set; }
public CharacterController2D player;
public GameObject questWindow;
public Text titleText;
public Text descriptionText;
public Text expRewardText;
public Text currencyRewardText;
private void Start()
{
}
public override void Interact()
{
if (!AssignedQuest && !Helped)
{
DialogueManager.Instance.AddNewDialogue(dialogue, name);
AssignQuest();
}
else if (AssignedQuest && !Helped)
{
CheckQuest();
}
else
{
DialogueManager.Instance.AddNewDialogue(Quest.completedDialogue, name);
}
}
void AssignQuest()
{
AssignedQuest = true;
Quest = (Quest)quests.AddComponent(Type.GetType(questType));
}
void CheckQuest()
{
if (Quest.Completed)
{
Quest.GiveReward();
Helped = true;
AssignedQuest = false;
DialogueManager.Instance.AddNewDialogue(Quest.rewardDialogue, name);
Destroy(quests.GetComponent(Type.GetType(questType)));
}
else
{
DialogueManager.Instance.AddNewDialogue(Quest.inProgressDialogue, name);
}
}
public void OpenQuestWindow()
{
questWindow.SetActive(true);
titleText.text = Quest.QuestName;
descriptionText.text = Quest.Description;
expRewardText.text = Quest.ExpRewards.ToString();
currencyRewardText.text = Quest.CurrencyReward.ToString();
}
public void AcceptQuest()
{
questWindow.SetActive(false);
Quest.Completed = false;
player.questsList.Add(Quest);
}
}
这是任务脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
[System.Serializable]
public class Quest : MonoBehaviour
{
public List<QuestGoal> Goals { get; set; } = new List<QuestGoal>();
public string[] inProgressDialogue, rewardDialogue, completedDialogue;
public string QuestName { get; set; }
public string Description { get; set; }
public int ExpRewards { get; set; }
public int CurrencyReward { get; set; }
public Item ItemReward { get; set; }
public bool Completed { get; set; }
public void CheckGoals()
{
Completed = Goals.All(q => q.Completed);
if (Completed) GiveReward();
}
public void GiveReward()
{
if (ItemReward != null)
Inventory.inventory.Add(ItemReward);
}
这是NPC:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPC : Interactable
{
public string[] dialogue;
public string name;
public override void Interact()
{
base.Interact();
DialogueManager.Instance.AddNewDialogue(dialogue, name);
Debug.Log("Interacting with " + name);
}
public void TriggerDialogue()
{
FindObjectOfType<DialogueManager>().AddNewDialogue(dialogue, name);
}
}
这是我的对话脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class DialogueManager : MonoBehaviour
{
#region
public static DialogueManager Instance { get; set; }
public GameObject dialoguePanel;
private void Awake()
{
dialoguePanel.SetActive(false);
if (Instance != null && Instance != this)
{
Debug.Log(Instance);
Destroy(Instance);
}
else
{
Instance = this;
}
}
#endregion
public Text nameText, dialogueText;
public Button continueButton;
public Animator animator;
public string npcName;
int dialogueIndex;
public List<string> dialogueLines = new List<string>();
void Start()
{
}
public void AddNewDialogue(string[] lines, string npcName)
{
dialogueIndex = 0;
dialogueLines = new List<string>();
foreach (string line in lines)
{
dialogueLines.Add(line);
}
this.npcName = npcName;
Debug.Log(dialogueLines.Count);
Debug.Log(npcName);
CreateDialogue();
}
public void CreateDialogue()
{
nameText.text = npcName;
dialogueText.text = dialogueLines[dialogueIndex];
dialoguePanel.SetActive(true);
animator.SetBool("IsOpen", true);
ContinueDialogue();
}
public void ContinueDialogue()
{
if (dialogueIndex < dialogueLines.Count - 1)
{
dialogueIndex++;
dialogueText.text = dialogueLines[dialogueIndex];
}
else
{
EndDialogue();
}
StopAllCoroutines();
StartCoroutine(TypeSentence(dialogueText.text));
}
IEnumerator TypeSentence (string sentence)
{
dialogueText.text = "";
foreach (char letter in sentence.ToCharArray())
{
dialogueText.text += letter;
yield return null;
}
}
void EndDialogue()
{
animator.SetBool("IsOpen", false);
Debug.Log("End of conversation");
}
}
这是播放器控制器的一部分:
using UnityEngine;
using UnityEngine.Events;
using Spine.Unity;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class CharacterController2D : MonoBehaviour
{
private GameObject triggeringNpc;
public GameObject npcText;
public List<Quest> questsList = new List<Quest>();
private bool triggering;
private void OnTriggerEnter2D(Collider2D other)
{
Interactable interactable = other.gameObject.GetComponent<Interactable>();
if (interactable != null)
{
interactable.Interact();
}
if (other.tag == "NPC")
{
triggering = true;
triggeringNpc = other.gameObject;
}
if (other.tag == "QuestGiver")
{
triggering = true;
triggeringNpc = other.gameObject;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.tag == "NPC")
{
triggering = false;
triggeringNpc = null;
}
if (other.tag == "QuestGiver")
{
triggering = false;
triggeringNpc = null;
}
}
private void Update()
{
if (triggering)
{
npcText.SetActive(true);
if (Input.GetKeyDown(KeyCode.E))
{
FindObjectOfType<QuestGiver>().TriggerDialogue();
}
}
else
{
npcText.SetActive(false);
}
}
}
提前致谢,抱歉拖了这么久post。
对话从第二行开始:
在 CreateDialogue() 方法中,最后调用 ContinueDialogue()。因此,您创建对话,然后立即告诉它转到下一行。我认为您可能希望在 CreateDialogue().
结束时调用 StartCoroutine(TypeSentence(dialogueText.text))
交互问题:
您通过 interactable.Interact() 在 OnTriggerEnter2D 的开头调用 Interact()。在这里,擦除 OnTriggerEnter2D 方法中的所有代码并将其替换为这个。
if (other.tag == "NPC" || other.tag == "QuestGiver") {
triggering = true;
triggeringNpc = other.gameObject;
} else if (interactable != null) { interactable.Interact(); }
我正在为我正在开发的 2d 游戏开发对话和任务系统。我正在尝试让多个 NPC 给出不同的任务,每个任务都有不同的对话。每当玩家按下 E 键时,我都会尝试触发我的对话。目前,只要玩家与 NPC 碰撞器接触,我的游戏就会显示对话。对话也从对话数组的第二句开始。此外,一旦玩家与多个npc交互,所有npc的对话都会成为最后一个与之交互的npc的对话。
这是我的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class QuestGiver : NPC
{
public bool AssignedQuest { get; set; }
public bool Helped { get; set; }
[SerializeField]
private GameObject quests;
[SerializeField]
private string questType;
private Quest Quest { get; set; }
public CharacterController2D player;
public GameObject questWindow;
public Text titleText;
public Text descriptionText;
public Text expRewardText;
public Text currencyRewardText;
private void Start()
{
}
public override void Interact()
{
if (!AssignedQuest && !Helped)
{
DialogueManager.Instance.AddNewDialogue(dialogue, name);
AssignQuest();
}
else if (AssignedQuest && !Helped)
{
CheckQuest();
}
else
{
DialogueManager.Instance.AddNewDialogue(Quest.completedDialogue, name);
}
}
void AssignQuest()
{
AssignedQuest = true;
Quest = (Quest)quests.AddComponent(Type.GetType(questType));
}
void CheckQuest()
{
if (Quest.Completed)
{
Quest.GiveReward();
Helped = true;
AssignedQuest = false;
DialogueManager.Instance.AddNewDialogue(Quest.rewardDialogue, name);
Destroy(quests.GetComponent(Type.GetType(questType)));
}
else
{
DialogueManager.Instance.AddNewDialogue(Quest.inProgressDialogue, name);
}
}
public void OpenQuestWindow()
{
questWindow.SetActive(true);
titleText.text = Quest.QuestName;
descriptionText.text = Quest.Description;
expRewardText.text = Quest.ExpRewards.ToString();
currencyRewardText.text = Quest.CurrencyReward.ToString();
}
public void AcceptQuest()
{
questWindow.SetActive(false);
Quest.Completed = false;
player.questsList.Add(Quest);
}
}
这是任务脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
[System.Serializable]
public class Quest : MonoBehaviour
{
public List<QuestGoal> Goals { get; set; } = new List<QuestGoal>();
public string[] inProgressDialogue, rewardDialogue, completedDialogue;
public string QuestName { get; set; }
public string Description { get; set; }
public int ExpRewards { get; set; }
public int CurrencyReward { get; set; }
public Item ItemReward { get; set; }
public bool Completed { get; set; }
public void CheckGoals()
{
Completed = Goals.All(q => q.Completed);
if (Completed) GiveReward();
}
public void GiveReward()
{
if (ItemReward != null)
Inventory.inventory.Add(ItemReward);
}
这是NPC:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPC : Interactable
{
public string[] dialogue;
public string name;
public override void Interact()
{
base.Interact();
DialogueManager.Instance.AddNewDialogue(dialogue, name);
Debug.Log("Interacting with " + name);
}
public void TriggerDialogue()
{
FindObjectOfType<DialogueManager>().AddNewDialogue(dialogue, name);
}
}
这是我的对话脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class DialogueManager : MonoBehaviour
{
#region
public static DialogueManager Instance { get; set; }
public GameObject dialoguePanel;
private void Awake()
{
dialoguePanel.SetActive(false);
if (Instance != null && Instance != this)
{
Debug.Log(Instance);
Destroy(Instance);
}
else
{
Instance = this;
}
}
#endregion
public Text nameText, dialogueText;
public Button continueButton;
public Animator animator;
public string npcName;
int dialogueIndex;
public List<string> dialogueLines = new List<string>();
void Start()
{
}
public void AddNewDialogue(string[] lines, string npcName)
{
dialogueIndex = 0;
dialogueLines = new List<string>();
foreach (string line in lines)
{
dialogueLines.Add(line);
}
this.npcName = npcName;
Debug.Log(dialogueLines.Count);
Debug.Log(npcName);
CreateDialogue();
}
public void CreateDialogue()
{
nameText.text = npcName;
dialogueText.text = dialogueLines[dialogueIndex];
dialoguePanel.SetActive(true);
animator.SetBool("IsOpen", true);
ContinueDialogue();
}
public void ContinueDialogue()
{
if (dialogueIndex < dialogueLines.Count - 1)
{
dialogueIndex++;
dialogueText.text = dialogueLines[dialogueIndex];
}
else
{
EndDialogue();
}
StopAllCoroutines();
StartCoroutine(TypeSentence(dialogueText.text));
}
IEnumerator TypeSentence (string sentence)
{
dialogueText.text = "";
foreach (char letter in sentence.ToCharArray())
{
dialogueText.text += letter;
yield return null;
}
}
void EndDialogue()
{
animator.SetBool("IsOpen", false);
Debug.Log("End of conversation");
}
}
这是播放器控制器的一部分:
using UnityEngine;
using UnityEngine.Events;
using Spine.Unity;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class CharacterController2D : MonoBehaviour
{
private GameObject triggeringNpc;
public GameObject npcText;
public List<Quest> questsList = new List<Quest>();
private bool triggering;
private void OnTriggerEnter2D(Collider2D other)
{
Interactable interactable = other.gameObject.GetComponent<Interactable>();
if (interactable != null)
{
interactable.Interact();
}
if (other.tag == "NPC")
{
triggering = true;
triggeringNpc = other.gameObject;
}
if (other.tag == "QuestGiver")
{
triggering = true;
triggeringNpc = other.gameObject;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.tag == "NPC")
{
triggering = false;
triggeringNpc = null;
}
if (other.tag == "QuestGiver")
{
triggering = false;
triggeringNpc = null;
}
}
private void Update()
{
if (triggering)
{
npcText.SetActive(true);
if (Input.GetKeyDown(KeyCode.E))
{
FindObjectOfType<QuestGiver>().TriggerDialogue();
}
}
else
{
npcText.SetActive(false);
}
}
}
提前致谢,抱歉拖了这么久post。
对话从第二行开始:
在 CreateDialogue() 方法中,最后调用 ContinueDialogue()。因此,您创建对话,然后立即告诉它转到下一行。我认为您可能希望在 CreateDialogue().
结束时调用 StartCoroutine(TypeSentence(dialogueText.text))交互问题:
您通过 interactable.Interact() 在 OnTriggerEnter2D 的开头调用 Interact()。在这里,擦除 OnTriggerEnter2D 方法中的所有代码并将其替换为这个。
if (other.tag == "NPC" || other.tag == "QuestGiver") {
triggering = true;
triggeringNpc = other.gameObject;
} else if (interactable != null) { interactable.Interact(); }