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Question by dubiduboni_unity · May 13, 2019 at 08:54 AM · c#scripting problemscript.

How can I use my conversations system so I can start a conversation anywhere any time even some conversation one after one ?

The first script is called Dialogue Manager :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class DialogueManager : MonoBehaviour
 {
     public Text dialogueText;
     public Text nameText;
     public float sentencesSwitchDuration;
     public bool animateSentenceChars = false;
     public GameObject canvas;
     public static bool dialogueEnded = false;
     public ConversationTrigger trigger;
 
     private Queue<string> sentence;
 
     // Use this for initialization
     void Start()
     {
         sentence = new Queue<string>();
     }
 
     public void StartDialogue(Dialogue dialogue)
     {
         dialogueEnded = false;
 
         canvas.SetActive(true);
 
         nameText.text = dialogue.name;
 
         if(sentence == null)
             sentence = new Queue<string>();
 
         sentence.Clear();
         foreach (string sentence in dialogue.sentences)
         {
             this.sentence.Enqueue(sentence);
         }
 
         DisplayNextSentence();
     }
 
     public void DisplayNextSentence()
     {
         if (this.sentence.Count == 0)
         {
             EndDialogue();
             return;
         }
 
         string sentence = this.sentence.Dequeue();
         dialogueText.text = sentence;
 
         StopAllCoroutines();
         StartCoroutine(DisplayNextSentenceWithDelay(sentence));
     }
 
     public IEnumerator DisplayNextSentenceWithDelay(string sentence)
     {
         if (animateSentenceChars)
         {
             dialogueText.text = "";
             foreach (char letter in sentence.ToCharArray())
             {
                 dialogueText.text += letter;
                 yield return null;
             }
         }
 
         yield return new WaitForSeconds(sentencesSwitchDuration);
         DisplayNextSentence();
     }
 
     private void EndDialogue()
     {
         dialogueEnded = true;
     }
 }
 

The second script is Dialogue :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [System.Serializable]
 public class Dialogue
 {
     [Tooltip("Dialogue Name")]
     public string name;
 
     [TextArea(1, 10)]
     public List<string> sentences = new List<string>();
 }
 

The next script is Conversation Trigger :

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using System.Linq;
 using UnityEditor;
 using UnityEngine;
 
 public class ConversationTrigger : MonoBehaviour
 {
     public List<Conversation> conversations = new List<Conversation>();
     public GameObject canvas;
 
     [HideInInspector]
     public static int conversationIndex;
 
     public bool conversationEnd = false;
 
     private bool activateButton = false;
     private DialogueManager dialoguemanager;
     private bool startDialogue = false;
 
     private void Start()
     {
         conversationIndex = 0;
         dialoguemanager = FindObjectOfType<DialogueManager>();
     }

     public IEnumerator PlayConversation(int index)
     {
         if (conversations.Count > 0 &&
             conversations[index].Dialogues.Count > 0)
         {
             for (int i = 0; i < conversations[index].Dialogues.Count; i++)
             {
                 if (dialoguemanager != null)
                 {
                     dialoguemanager.StartDialogue(conversations[index].Dialogues[i]);
                 }
 
                 while (DialogueManager.dialogueEnded == false)
                 {
                     yield return null;
                 }
             }
 
             conversationIndex = index;
             conversationEnd = true;
             canvas.SetActive(false);
             Debug.Log("Conversation Ended");
         }
     }

     public void SaveConversations()
     {
         string jsonTransform = JsonHelper.ToJson(conversations.ToArray(), true);
         File.WriteAllText(@"d:\json.txt", jsonTransform);
     }
 
     public void LoadConversations()
     {
         string jsonTransform = File.ReadAllText(@"d:\json.txt");
         conversations.Clear();
         conversations.AddRange(JsonHelper.FromJson<Conversation>(jsonTransform));
     } 
 }

And last one is called Conversation :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [System.Serializable]
 public class Conversation
 {
     [Tooltip("Conversation Name")]
     public string name;
 
     public List<Dialogue> Dialogues = new List<Dialogue>();
 }
 

Today to start a conversation I'm making a reference to the Conversation Trigger script and then for example :

 StartCoroutine(conversationTrigger.PlayConversation(1));

Or

 StartCoroutine(conversationTrigger.PlayConversation(10));

This is working fine in general but then after starting playing a conversation ins some script I need to check when the conversation is ended and then start a new one or if a conversation not started yet and so on.

What I want to do is to make that I will be able to type in any script fro example in the Start or in the Update like this :

 Start()
 {
   StartCoroutine(conversationTrigger.PlayConversation(1));
   StartCoroutine(conversationTrigger.PlayConversation(10));
   StartCoroutine(conversationTrigger.PlayConversation(3));
 }


Or

 Update()
 {
   StartCoroutine(conversationTrigger.PlayConversation(1));
   StartCoroutine(conversationTrigger.PlayConversation(10));
   StartCoroutine(conversationTrigger.PlayConversation(5));;
 }

And it will play the conversation one by one. If in the Start then it will play first the 1 then when 1 is ended will start playing 10 when 10 ended start playing 3 and same if in Update first play 1 when ended play 10 when ended play 5

The idea is that I will only type anywhere for example :

 StartCoroutine(conversationTrigger.PlayConversation(1));

And it will start playing it automatic and if there is another conversation in a queue or a List play it next if not finish playing.

The idea is to make it as much as easy to play conversation/s

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