在过去的几天里,我一直在努力让一个对话系统工作,但是我遇到了一些问题。第一个问题是,在输入文本时,我需要按下一个按钮,以便在进入下一个句子之前立即完成,当我尝试时,出现了一些奇怪的错误,所以我恢复了它。我一直遇到的第二个问题是,当我复制全国人民代表大会,改变第二届全国人民代表大会的对话时,他们都只是说第一届全国人民代表大会的对话是什么。
目前,我有一个对撞机围绕着播放器的侧面,当玩家的侧面对撞机碰到NPC的,而空格键被按下,它就触发了对话。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);
}
}这是我的对话经理:
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);
}
}我对编码非常陌生,如果我能得到一些帮助,那就太好了!如果你对我的问题有疑问,请随便问。
发布于 2019-02-24 03:50:57
您不会更改您的NPCPrototype引用
您在哪里设置NPCPrototype的值?- Draco18s @Draco18s在检查员中- Ultra Gamer
因为您在检查器中设置了它(没有其他地方),所以它永远不会改变。如果希望对话框来自特定的NPC,则在“我在附近吗?”时,需要从该NPC获取组件。检查/碰撞。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>();
}
}https://stackoverflow.com/questions/54847548
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