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//============================================================================= // DialogGameInfoLocal.uc // $Author: Mbaldwin $ // $Date: 12/07/02 1:09a $ // $Revision: 4 $ //============================================================================= class DialogGameInfoLocal extends DialogGameInfo native; //------------------------------------------------------------------------------ // Localization support (for testing purposes) // This class accepts exec commands to change the directory name, and the current // dialog file to be tested. The nextnode and prevnode commands cycle // through the dialog nodes from the current file // The nextfile and prevfile commands work the same way, cycling through the // dialog files of the current directory //------------------------------------------------------------------------------ var array<DialogNode> Nodes; // list of nodes for the current dir / file var array<string> Files; // list of files in the dialog directory var string CurrentDir; // current directory from which to get .dlg files var int CurrentFile; // current index into .dlg file list var int CurrentNode; // index of the currently displaying node var string CurrentShortText; // choice text of current dialog node var string CurrentLongText; // subtitle text of current dialog node var bool bPlayAudio; // whether to play audio and timed subtitles //------------------------------------------------------------------------------ // Interface //------------------------------------------------------------------------------ exec function GetDialogDir() { DM(CurrentDir); } exec function GetDialogFile() { DM(Files[CurrentFile]); } exec function GetDialogChoice() { DM(CurrentShortText); } exec function GetDialogSubtitle() { DM(CurrentLongText); } //------------------------------------------------------------------------------ exec function SetDialogDir( string Directory ) { local int i; CurrentDir = Directory; DM("Dialog directory set to:" @ CurrentDir ); Files.Remove( 0, Files.Length ); DE.FindDialogFiles( CurrentDir, Files ); ExtractFilenamesFromPaths(); DM("Available Files:" @ Files.Length ); for( i=0; i < Files.Length; i++ ) DM(" " @ Files[i] ); ProcessCurrentFile(); } //------------------------------------------------------------------------------ exec function ReloadFile() { DM("Reloading:" @ Files[CurrentFile] ); ProcessCurrentFile(); } //------------------------------------------------------------------------------ exec function SetDialogFile( string Filename ) { local int i; for( i=0; i < Files.Length; i++ ) { if( Caps(Files[i]) == Caps(Filename) ) { CurrentFile = i; DM("Dialog File set to:" @ Files[CurrentFile] ); ProcessCurrentFile(); return; } } DM("Invalid file name:" @ Filename @ "for directory:" @ CurrentDir ); } //------------------------------------------------------------------------------ exec function NextFile() { if( Files.Length > 0 ) { CurrentFile++; if( CurrentFile >= Files.Length ) CurrentFile = 0; DM("Dialog File set to:" @ Files[CurrentFile] ); ProcessCurrentFile(); } } //------------------------------------------------------------------------------ exec function PrevFile() { if( Files.Length > 0 ) { CurrentFile--; if( CurrentFile < 0 ) CurrentFile = Files.Length - 1; DM("Dialog File set to:" @ Files[CurrentFile] ); ProcessCurrentFile(); } } //------------------------------------------------------------------------------ exec function NextNode() { if( Nodes.Length > 0 ) { CurrentNode++; if( CurrentNode >= Nodes.Length ) CurrentNode = 0; ProcessCurrentNode(); } else DM("No dialog nodes loaded for Directory:" @ CurrentDir @ "File:" @ Files[CurrentFile] ); } //------------------------------------------------------------------------------ exec function PrevNode() { if( Nodes.Length > 0 ) { CurrentNode--; if( CurrentNode < 0 ) CurrentNode = Nodes.Length - 1; ProcessCurrentNode(); } else DM("No dialog nodes loaded for Directory:" @ CurrentDir @ "File:" @ Files[CurrentFile] ); } //------------------------------------------------------------------------------ exec function CurrentNodeValidated() { DM( "VALIDATED: " $ Files[CurrentFile] $ ".dlg [" $ Nodes[CurrentNode].Tag $ "] \"" $ Nodes[CurrentNode].LongText $ "\"" ); } //------------------------------------------------------------------------------ exec function CurrentNodeFailed() { DM( "FAILED: " $ Files[CurrentFile] $ ".dlg [" $ Nodes[CurrentNode].Tag $ "] \"" $ Nodes[CurrentNode].LongText $ "\"" ); } //------------------------------------------------------------------------------ exec function ToggleDialogAudio() { bPlayAudio = !bPlayAudio; } //------------------------------------------------------------------------------ // Helper functions //------------------------------------------------------------------------------ function ExtractFilenamesFromPaths() { local int i, pos; for( i=0; i < Files.Length; i++ ) { Files[i] = class'Util'.static.StripPathFromFilename( Files[i] ); pos = InStr( Files[i], "." ); if( pos != -1 ) Files[i] = Left( Files[i], pos ); } } //------------------------------------------------------------------------------ function ProcessCurrentFile() { GetNodeList( CurrentDir, Files[CurrentFile] ); CurrentNode = 0; if( Nodes.Length > 0 ) { DM("Number of dialog nodes loaded:" @ Nodes.Length ); ProcessCurrentNode(); } else DM("No dialog nodes loaded for Directory:" @ CurrentDir @ "File:" @ Files[CurrentFile] ); } //------------------------------------------------------------------------------ function GetNodeList( string Dir, string File ) { local DialogNode DN; // remove old dialog files DE.Cleanup(); // give dialog engine the current player controller (for ui purposes) DE.NotifyPostLogin( Level.PlayerControllerList ); // load up the new dialog files based on the current directory / file DE.LoadDialogFiles( Dir, File ); // clear out our old node list Nodes.Remove( 0, Nodes.Length ); // load in new nodes foreach DynamicActors( class'DialogNode', DN ) if( !DN.bDeleteMe && DialogTree(DN) == None ) Nodes[Nodes.Length] = DN; } //------------------------------------------------------------------------------ function ProcessCurrentNode() { if( CurrentNode < Nodes.Length ) { // play audio first so that subtitle duration will be accurate if( bPlayAudio ) { StopAudioFile(); PlayAudioFile(); } DisplayShortText(); DisplayLongText(); } else DM("Current node index is out of range:" @ CurrentNode $ "/" $ Nodes.Length ); } //------------------------------------------------------------------------------ function DisplayShortText() { local DialogControllerPlayer DCP; CurrentShortText = ""; DCP = DialogControllerPlayer( DE.StringToDC( Self, Dialog.PlayerSpeakerString ) ); if( DCP? ) { DCP.RemoveChoice( 0 ); // get rid previous choice if( Caps( Nodes[CurrentNode].Speaker ) == Dialog.PlayerSpeakerString && class'Util'.static.StringToName( Nodes[CurrentNode].ShortText ) != Nodes[CurrentNode].Tag ) { CurrentShortText = Nodes[CurrentNode].ShortText; if( CurrentShortText == "" ) CurrentShortText = "No Choice Text"; DCP.AddChoice( 0, CurrentShortText ); } } } //------------------------------------------------------------------------------ function DisplayLongText() { local float W, H, WrapX; local Console Console; local color SubtitleColor; local float TimeToDisplay; CurrentLongText = ""; Console = class'UIConsole'.static.GetConsole(); if( Console == None ) { DM("ERROR: no console"); return; } CurrentLongText = Nodes[CurrentNode].LongText; if( CurrentLongText == "" ) CurrentLongText = "No Subtitle Text"; // compute wrapping width of text Console.TextSize( DE.SubtitleFont, CurrentLongText, W, H ); WrapX = W + DE.SubtitlePadding; if( WrapX > DE.SubtitleBoxWidth ) WrapX = DE.SubtitleBoxWidth; SubtitleColor = DE.SubtitleColorPlayer; if( bPlayAudio ) TimeToDisplay = Nodes[CurrentNode].GetAudioLength(); else // FIXME: FadeinPct should be passed into BroadcastStatusMessage so that long message times can have short fade in times TimeToDisplay = 15; // can't set this too long, or the text will take too long to fade in. // diaplay subtitle class'UIConsole'.static.BroadcastStatusMessage( Self, CurrentLongText, TimeToDisplay, DE.SubtitleFont, SubtitleColor,/*sound*/,/*volume*/,/*pitch*/, "DialogSubtitlesHolder", true, WrapX ); // display node ID class'UIConsole'.static.BroadcastStatusMessage( Self, Nodes[CurrentNode].Tag, TimeToDisplay, DE.SubtitleFont, SubtitleColor,/*sound*/,/*volume*/,/*pitch*/, /*"ConsoleTimedLabelHolder"*/, true ); // echo to log in debug mode DE.DMDLG( CurrentLongText ); } //------------------------------------------------------------------------------ function PlayAudioFile() { local string OggFilename; local DialogNode DN; local actor SourceActor; DN = Nodes[CurrentNode]; SourceActor = Level.PlayerControllerList; // Ogg files are stored relative to the Voice subdirectory (a standard defined within the ALAudioSubsystem implementation) OggFilename = class'Dialog'.static.GetOggFilename( DN.Filename ); if( GetOggDuration( OggFilename ) > 0.0 ) { DN.bUseOggVoice = true; DN.Voice = SourceActor.PlayVoice( OggFilename, SoundVolume, SoundRadius, 1.0 /*pitch*/ ); //DM( "Play dialog sound (ogg) file:" @ OggFilename @ "through actor:" @ SourceActor ); } else { DN.Voice = sound( DynamicLoadObject( DN.Filename, class'Sound' ) ); SourceActor.PlaySound( DN.Voice, SLOT_Dialog, SoundVolume, true /*bNoOverride*/, SoundRadius, 1.0 /*pitch*/, true /*attenuate*/ ); //DM( "Play dialog sound (wav) file:" @ DN.Filename @ "through actor:" @ SourceActor ); } // cache the sound duration while we have the transient sound object handy if( DN.Voice != None ) DN.AudioDuration = GetSoundDuration( DN.Voice ); } //----------------------------------------------------------------------------- function StopAudioFile() { Level.PlayerControllerList.StopVoice(); Level.PlayerControllerList.StopSoundSlot( SLOT_Dialog ); } //------------------------------------------------------------------------------ defaultproperties { bPlayAudio=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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