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C#
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2024-08-17 14:12:46 +08:00
using System;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Dialog Example
/// Multiple event calls to modify the contents of a dialog box are not recommended,
/// Usually, I will choose to conduct actual dialogue development in combination with some kind of configuration table system,
/// But doing so here can make users learn BehaviorTreeSystem more simply and clearly
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///
/// The behavior tree can quickly build a dialogue system and speed up the development of the plot system
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/// </summary>
public class Example2 : MonoBehaviour
{
[SerializeField]
Transform m_grid;
[SerializeField]
BehaviorTreeSlayer.BehaviorTree behaviorTree;
[SerializeField]
Texture2D[] icons;
[SerializeField]
Text label;
[SerializeField]
RawImage portrait;
private void Start()
{
behaviorTree.Regist("SetIcon", SetIcon);
behaviorTree.Regist("SetText", SetText);
behaviorTree.Regist("SetBtns", SetBtns);
}
private void SetBtns(object obj)
{
int count = (int)obj;
for (int i = 0; i < count; i++)
{
m_grid.GetChild(i).gameObject.SetActive(true);
}
for (int i = count; i < m_grid.childCount; i++)
{
m_grid.GetChild(i).gameObject.SetActive(false);
}
}
private void OnDestroy()
{
behaviorTree.UnRegist("SetIcon");
behaviorTree.UnRegist("SetText");
behaviorTree.UnRegist("SetBtns");
}
private void SetText(object obj)
{
//Please notice that sometimes, \n maybe auto translate to \\n
label.text = obj.ToString().Replace("\\n", "\n");
}
private void SetIcon(object obj)
{
int idx = (int)obj;
portrait.texture = icons[idx % icons.Length];
}
public void OnClick(int x)
{
behaviorTree["index"] = x;
behaviorTree.Dispatch("EvtIndex", behaviorTree);
}
}