我一直在努力让对话系统在过去几天工作,但我遇到了一些问题。第一个问题是我需要按下按钮,同时键入文本以立即完成,然后再转到下一个句子,当我尝试它时出现了一些奇怪的错误,所以我还原它。我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,他们只是说出第一个NPC对话框的设置。
目前,我在玩家的两侧有一个对撞机,当玩家的侧面碰撞器在按下空格键时触碰NPC,它会触发对话。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);
}
}
如果我能得到一些很棒的帮助,我对编码很有新意义!如果您对我的问题有疑问,请随时提出。
NPCPrototype
reference你在哪里设置NPCPrototype的值? - Draco18s
@Draco18s在检查员 - Ultra Gamer
因为你在检查器中设置它(而不是在其他地方)它永远不会改变。如果你想让对话来自一个特定的NPC,你需要在“我在附近吗?”时从该NPC获取该组件。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>();
}
}