Setup "Click to exit" on the dialogue to prevent snapping on end
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@@ -27,11 +27,7 @@ public class DialogueController : MonoBehaviour
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public void OnQuestionsFinished(string characterName)
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{
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Debug.Log($"DialogueController: Character {characterName} finished interviewing");
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CharacterManager.Instance.SetInterviewed(characterName);
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PlayerController.Instance.cameraMovement = true;
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m_dialoguePanel.gameObject.SetActive(false);
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}
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public void Debug_NextCharacter()
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BIN
Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png
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Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png
(Stored with Git LFS)
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Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png.meta
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Assets/Scripts/DialogueSystem/Mouse_Left_Key_Dark.png.meta
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@@ -16,6 +16,7 @@ public class DialoguePanel : MonoBehaviour
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[SerializeField] private TMP_Text m_characterNameText;
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[SerializeField] private TMP_Text m_characterText;
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[SerializeField] private CharacterSheetController m_characterSheetController;
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[SerializeField] private GameObject m_dialogueEndedIndicator;
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private const float TypingSpeed = 0.03f;
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@@ -58,6 +59,7 @@ public class DialoguePanel : MonoBehaviour
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SetupCharacterSheet();
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// Only show the character sheet if they have already been interviewed.
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if (CharacterManager.Instance.CharacterInterviewed(characterData.name))
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{
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m_characterSheet.SetName(characterData.name);
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@@ -77,6 +79,8 @@ public class DialoguePanel : MonoBehaviour
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{
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button.interactable = true;
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}
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m_dialogueEndedIndicator.SetActive(false);
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}
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private void SetupCharacterSheet()
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@@ -148,8 +152,9 @@ public class DialoguePanel : MonoBehaviour
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// If we've asked all the questions we should mark this character as interviewed and continue.
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if (QuestionsFinished)
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{
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m_dialogueEndedIndicator.SetActive(true);
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OnQuestionsFinished?.Invoke(m_currentCharacter.name);
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yield break;
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}
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// Re-enable the questions.
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@@ -192,6 +197,16 @@ public class DialoguePanel : MonoBehaviour
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// Callback from Unity on the skip button.
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public void Action_SkipButtonClicked()
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{
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if (m_skipped && QuestionsFinished)
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DialogueEndedClicked();
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m_skipped = true;
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}
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// Sets the character as interviewed and releases control back to player.
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public void DialogueEndedClicked()
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{
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PlayerController.Instance.cameraMovement = true;
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gameObject.SetActive(false);
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}
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}
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