在对话触发脚本顶部,我添加了一个新的List类型字符串:
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;
}
}
}
}
然后在编辑器脚本中:
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_对话循环中进行_conversations循环。 但这不是我想要的。
我希望在顶层的“检查器”中只有“会话大小”。
如果“对话大小”为0,则没有任何内容。 但是,例如,如果“会话大小”为5。
然后它将创建5个对话(对话1,对话2 .... Conversation5)。在每个对话下都有一个Dialouge大小,然后我可以在每个对话中进行很多对话。
这样,以后识别对话和对话将更加容易。 而是像以前那样进行了长时间的对话。
我添加了会话列表,在此之前没有会话并且可以正常工作,但是现在我想添加会话。因此,每个对话都有自己的对话。
这是根据解决方案编写的脚本:
创建了课程:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Conversation
{
public string Id;
public List<Dialogue> Dialogues = new List<Dialogue>();
}
然后触发脚本:
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;
}
}
}
}
最后是触发器编辑器脚本:
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();
}
}
以及屏幕截图结果:
我认为检查员中的所有Id应该是“对话”大小的孩子,所有“对话”大小应该是Id的孩子,然后“对话”应该是“对话大小”的孩子。
Conversation Size
Id 1
Dialogues Size
Dialogue 1
Name
Sentences
Dialogue 2
类似的东西。
答案 0 :(得分:1)
您应该改选一个合适的班级
[Serializable]
public class Conversation
{
public string Id;
public List<Dialogue> Dialogues = new List<Dialogue>();
}
,而不是在其中列出该列表
public DialogueTrigget : MonoBehaviour
{
public List<Conversation> Conversations = new List<Conversation> ();
...
}
比起您上次给您使用的脚本,您可以使用完全相同的脚本,
_conversations = serializedObject.FindProperty("Conversations");
,因此一个for循环与您已经尝试过的类似。.
[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();
}
}
或简单地
EditorGUILayout.PropertyField(_conversations, new GUIContent ("Conversations"), true);
但这不会显示“对话1,对话2”等
再次,我强烈建议您查看nested ReorderableList,一旦您使用它,它就会很棒。
在我的智能手机上输入,因此没有保修