mirror of
https://gitee.com/jisol/jisol-game/
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73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Dialog Example
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/// Multiple event calls to modify the contents of a dialog box are not recommended,
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/// Usually, I will choose to conduct actual dialogue development in combination with some kind of configuration table system,
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/// But doing so here can make users learn BehaviorTreeSystem more simply and clearly
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/// 多次事件调用来修改对话框的内容并不是一个值得推荐的做法,
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/// 通常情况下,我会选择结合配置表系统进行实际对话开发,
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/// 但是这里如此做能让用户学习起来更简单和清晰
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///
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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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/// 行为树能快速的构建出一个对话系统,加快剧情系统的开发
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/// </summary>
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public class Example2 : MonoBehaviour
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{
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[SerializeField]
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Transform m_grid;
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[SerializeField]
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BehaviorTreeSlayer.BehaviorTree behaviorTree;
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[SerializeField]
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Texture2D[] icons;
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[SerializeField]
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Text label;
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[SerializeField]
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RawImage portrait;
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private void Start()
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{
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behaviorTree.Regist("SetIcon", SetIcon);
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behaviorTree.Regist("SetText", SetText);
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behaviorTree.Regist("SetBtns", SetBtns);
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}
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private void SetBtns(object obj)
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{
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int count = (int)obj;
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for (int i = 0; i < count; i++)
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{
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m_grid.GetChild(i).gameObject.SetActive(true);
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}
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for (int i = count; i < m_grid.childCount; i++)
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{
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m_grid.GetChild(i).gameObject.SetActive(false);
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}
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}
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private void OnDestroy()
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{
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behaviorTree.UnRegist("SetIcon");
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behaviorTree.UnRegist("SetText");
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behaviorTree.UnRegist("SetBtns");
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}
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private void SetText(object obj)
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{
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//Please notice that sometimes, \n maybe auto translate to \\n
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label.text = obj.ToString().Replace("\\n", "\n");
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}
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private void SetIcon(object obj)
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{
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int idx = (int)obj;
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portrait.texture = icons[idx % icons.Length];
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}
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public void OnClick(int x)
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{
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behaviorTree["index"] = x;
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behaviorTree.Dispatch("EvtIndex", behaviorTree);
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}
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}
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