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如何在對話上方的頂層添加對話?

[英]How can I add a Conversations on top level above the Dialogues?

在對話框觸發腳本頂部,我添加了一個新的List類型字符串:

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;

public class DialogueTrigger : MonoBehaviour
{
    public List<string> conversation = new List<string>();
    public List<Dialogue> dialogue = new List<Dialogue>();

    [HideInInspector]
    public int dialogueNum = 0;

    private bool triggered = false;
    private List<Dialogue> oldDialogue;

    private void Start()
    {
        //oldDialogue = dialogue.ToList();
    }

    public void TriggerDialogue()
    {
        if (triggered == false)
        {
            if (FindObjectOfType<DialogueManager>() != null)
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                dialogueNum += 1;
            }
            triggered = true;
        }
    }

    private void Update()
    {
        if (DialogueManager.dialogueEnded == true)
        {
            if (dialogueNum == dialogue.Count)
            {
                return;
            }
            else
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                DialogueManager.dialogueEnded = false;
                dialogueNum += 1;
            }
        }
    }
}

然后在編輯器腳本中:

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;

[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
    private SerializedProperty _dialogues;
    private SerializedProperty _conversations;

    private void OnEnable()
    {
        // do this only once here
        _dialogues = serializedObject.FindProperty("dialogue");
        _conversations = serializedObject.FindProperty("conversation");
    }

    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        serializedObject.Update();

        _conversations.arraySize = EditorGUILayout.IntField("Conversation Size", _conversations.arraySize);

        // Ofcourse you also want to change the list size here
        _dialogues.arraySize = EditorGUILayout.IntField("Dialogue Size", _dialogues.arraySize);

        for (int x = 0; x < _conversations.arraySize; x++)
        {
            for (int i = 0; i < _dialogues.arraySize; i++)
            {
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);
            }
        }

        // Note: You also forgot to add this
        serializedObject.ApplyModifiedProperties();
    }
}

我正在_對話循環上進行_conversations循環。 但這不是我想要的。

我希望在頂層的檢查器中只有“對話大小”。

如果“對話大小”為0,則沒有任何內容。 但是,例如,如果“會話大小”為5。

然后將創建5個會話(會話1,會話2 ......會話5)。 在每個對話下都有一個Dialouge大小,然后我可以在每個對話中進行許多對話。

這樣,以后識別對話和對話將變得更加容易。 而是像以前那樣進行了長時間的對話。

在此之前,我添加了會話列表,只是沒有會話並且工作正常,但現在我想添加會話。 因此,每個對話都有自己的對話。

這是根據解決方案的腳本:

創建了類:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
public class Conversation
{
    public string Id;
    public List<Dialogue> Dialogues = new List<Dialogue>();
}

然后觸發腳本:

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;

public class DialogueTrigger : MonoBehaviour
{
    public List<Conversation> conversations = new List<Conversation>();
    public List<Dialogue> dialogue = new List<Dialogue>();

    [HideInInspector]
    public int dialogueNum = 0;

    private bool triggered = false;
    private List<Dialogue> oldDialogue;

    private void Start()
    {
        //oldDialogue = dialogue.ToList();
    }

    public void TriggerDialogue()
    {
        if (triggered == false)
        {
            if (FindObjectOfType<DialogueManager>() != null)
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                dialogueNum += 1;
            }
            triggered = true;
        }
    }

    private void Update()
    {
        if (DialogueManager.dialogueEnded == true)
        {
            if (dialogueNum == dialogue.Count)
            {
                return;
            }
            else
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                DialogueManager.dialogueEnded = false;
                dialogueNum += 1;
            }
        }
    }
}

最后是觸發器編輯器腳本:

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;

[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
    private SerializedProperty _dialogues;
    private SerializedProperty _conversations;

    private void OnEnable()
    {
        _conversations = serializedObject.FindProperty("conversations");
    }

    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        serializedObject.Update();

        _conversations.arraySize = EditorGUILayout.IntField("Conversations Size", _conversations.arraySize);

        for (int x = 0; x < _conversations.arraySize; x++)
        {
            var conversation = _conversations.GetArrayElementAtIndex(x);

            var Id = conversation.FindPropertyRelative("Id");
            EditorGUILayout.PropertyField(Id);

            _dialogues = conversation.FindPropertyRelative("Dialogues");

            _dialogues.arraySize = EditorGUILayout.IntField("Dialogues size", _dialogues.arraySize);

            for (int i = 0; i < _dialogues.arraySize; i++)
            {
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);
            }
        }

        serializedObject.ApplyModifiedProperties();
    }
}

屏幕截圖結果:

對話內容

我認為檢查器中的所有Id應該是“對話”大小的子級,所有“對話”大小應該是Id的子級,然后“對話”應該是“對話大小”的子級。

Conversation Size
   Id 1
    Dialogues Size
      Dialogue 1
        Name
        Sentences
      Dialogue 2

這樣的事情。

您應該上一堂適當的課

[Serializable]
public class Conversation
{
    public string Id;
    public List<Dialogue> Dialogues = new List<Dialogue>();
}

而不是在其中列出

public DialogueTrigget : MonoBehaviour
{
    public List<Conversation> Conversations = new List<Conversation> ();
    ...
}

比起您上次使用的腳本,您可以使用完全相同的腳本,但是

_conversations = serializedObject.FindProperty("Conversations");

因此一個for循環更類似於您已經嘗試過的..類似

[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
    private SerializedProperty _dialogues;
    private SerializedProperty _conversations;

    private void OnEnable()
    {
        _conversations = serializedObject.FindProperty("conversation");
    }

    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        serializedObject.Update();

        _conversations.arraySize = EditorGUILayout.IntField("Conversation Size", _conversations.arraySize);

        for (int x = 0; x < _conversations.arraySize; x++)
        {
            var conversation = _conversations.GetArrayElementAtIndex(x);

            var id = conversation.FindPropertyRelative("I'd");

            EditorGUI.indentLevel ++;
            EditorGUILayout.PropertyField(Id);

            var dialogues = conversation.FindPropertyRelative("Dialogues");

            dialogues.arraySize = EditorGUILayout.IntField("Dialogues size", dialogues.arraySize);

            for (int i = 0; i < dialogues.arraySize; i++)
            {
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);

                EditorGUI.indentLevel--;
            }

            EditorGUI.indentLevel--;
        }

        serializedObject.ApplyModifiedProperties();
    }
}

或者簡單地

EditorGUILayout.PropertyField(_conversations, new GUIContent ("Conversations"), true);

但這不會打印“對話1,對話2”等


同樣,我強烈建議您查看嵌套的ReorderableList ,一旦工作,它就會很棒。


在我的智能手機上鍵入內容,因此沒有保修

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