Unity中的NPC对话系统

时间:2019-02-24 00:16:09

标签: c# unity3d dialog

在过去的几天里,我一直在努力使对话框系统正常工作,但是我遇到了一些问题。第一个问题是在键入文本时需要按一下按钮才能立即完成操作,然后再移动到下一个句子。当我尝试使用它时,它刚出现了一些奇怪的错误,因此我将其还原了。我一直遇到的第二个问题是,当我复制NPC并更​​改第二个NPC的对话框时,他们都只是说出第一个NPC的对话框设置为什么。

当前,我在播放器侧面有一个对撞机,当按下空格键时,播放器的侧面对撞机触摸NPC时会触发对话。这是我的代码:

播放器脚本:

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

public class Player : Character
{
    public BasicNPCPrototype NPCPrototype;
    private bool nearNPC = false;

    // Use this for initialization
    protected override void Start()
    {
        // This needs to be here because the Override normally would override the Character Start function so we have this here to tell the Character Start function to go
        base.Start();
    }

    // Update is called once per frame
    protected override void Update() // Because the parent script (The Character script) is using protected virtual update it will Override the local update function (This one) so you have to write protected override to make sure they both run
    {
        // Call the GetInput Function
        GetInput();

        CheckIfNear();

        // This needs to be here because the Override normally would override the Character Update function so we have this here to tell the Character Update function to go
        base.Update();
    }

    void GetInput()
    {
        // If the player is active (playerActive is a protected bool in the "Character" script)
        if(playerActive)
        {
            // Normalize "direction" so moving in both directions won't speed up the character (May not be nessisary when using Input.GetAxis, Needs testing)
            direction = Vector2.zero;

            // Get the horizontal Axis and put in the X value of "direction"
            direction.x = Input.GetAxisRaw("Horizontal");
            // Get the Vertical Axis and put in the Y value of "direction"
            direction.y = Input.GetAxisRaw("Vertical");
        }    
    }

    // When the players trigger collider touches somthing
    void OnTriggerEnter2D(Collider2D collision)
    {
        // Check to see if it has the "NPC" tag
        if(collision.tag == "NPC")
        {
            // Set "nearNPC" bool to tue
            nearNPC = true;             
        }
    }

    // When the players trigger collider exits somthing
    void OnTriggerExit2D(Collider2D collision)
    {
        // Check to see if it has the "NPC" tag
        if (collision.tag == "NPC")
        {
            // Set "nearNPC" bool to false
            nearNPC = false;
        }
    }

    private void CheckIfNear()
    {
        // If nearNPC bool is true
        if (nearNPC == true)
        {
            // If the "Jump" Keybind is press
            if (Input.GetButtonUp("Jump"))
            {
                // Call the Speak function in the NPCPrototype script
                NPCPrototype.Speak();
            }
        }
    }
}

NPC脚本

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

public class BasicNPCPrototype : MonoBehaviour
{
    public Dialogue dialogue;

    // Use this for initialization
    void Start ()
    {

    }

    // Update is called once per frame
    void Update ()
    {

    }

    public void Speak()
    {
        // Call the "StartDialogue" function in the DialogueManager and pass in our dialogue variable
        FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
    }
}

这是我的对话框管理器:

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

public class DialogueManager : MonoBehaviour
{
    public float waitBeforeDisable = 1f;
    public GameObject dialogueBox;
    public Text nameText;
    public Text dialogueText;

    public Animator animator;

    private Queue<string> sentences;

    private bool conversationActive = false;

    // Use this for initialization
    void Start()
    {
        //dialogueBox.SetActive(false);
        sentences = new Queue<string>();       
    }

    public void StartDialogue(Dialogue dialogue)
    {

        if (conversationActive == false)
        {
            dialogueBox.SetActive(true);

            conversationActive = true;

            animator.SetBool("isOpen", true);

            nameText.text = dialogue.name;

            sentences.Clear();

            foreach (string sentence in dialogue.sentences)
            {
                sentences.Enqueue(sentence);
            }

            DisplayNextSentence();
        }

        if (conversationActive == true)
        {
            DisplayNextSentence();
        }

    }

    public void DisplayNextSentence()
    {
        if (sentences.Count == 0)
        {
            EndDialogue();
            return;
        }

        string sentence = sentences.Dequeue();
        StopAllCoroutines();
        StartCoroutine(TypeSentence(sentence));
    }

    void EndDialogue()
    {
        animator.SetBool("isOpen", false);
        StartCoroutine("DisableDialogueBox");
        conversationActive = false;
    }

    IEnumerator TypeSentence(string sentence)
    {
        dialogueText.text = "";

        foreach (char letter in sentence.ToCharArray())
        {
            dialogueText.text += letter;
            yield return null;
        }
    }

    IEnumerator DisableDialogueBox()
    {
        yield return new WaitForSeconds (waitBeforeDisable);
        dialogueBox.SetActive(false);
    }

}

如果可以得到一些帮助,那我真的是编码新手!如果您对我的问题有疑问,请随时提问。

1 个答案:

答案 0 :(得分:2)

您没有更改自己的NPCPrototype参考

  

您在哪里设置NPCPrototype的值? – Draco18s

     

@ Draco18s在检查器中– Ultra Gamer

因为您将其设置在检查器中(别无其他设置),所以永远不会更改。如果您希望对话框来自特定的NPC,则需要获取组件来自那个NPC,当“我在附近吗?”检查/冲突。例如:

void OnTriggerEnter2D(Collider2D collision)
{
    // Check to see if it has the "NPC" tag
    if(collision.tag == "NPC")
    {
        // Set "nearNPC" bool to tue
        nearNPC = true;
        NPCPrototype = collision.gameObject.GetComponent<BasicNPCPrototype>();
    }
}