initial upload
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using Convai.Scripts.Runtime.LoggerSystem;
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using TMPro;
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using UnityEngine;
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namespace Convai.Scripts.Runtime.UI
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{
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/// <summary>
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/// SubtitleChatUI is responsible for displaying subtitles on the screen.
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/// It inherits from ChatUIBase and overrides methods to provide specific functionality for subtitle UI.
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/// </summary>
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public class SubtitleChatUI : ChatUIBase
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{
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private GameObject _feedbackButtons;
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private Message _subtitle;
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/// <summary>
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/// Initializes the subtitle UI with the provided prefab.
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/// </summary>
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/// <param name="uiPrefab">The UI prefab to instantiate.</param>
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public override void Initialize(GameObject uiPrefab)
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{
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// Instantiate the UI prefab and get the subtitle text component
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UIInstance = Instantiate(uiPrefab);
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_subtitle = new Message
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{
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SenderTextObject = UIInstance.transform.Find("Background").Find("ChatBox").Find("Subtitle").Find("Sender").GetComponent<TMP_Text>(),
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MessageTextObject = UIInstance.transform.Find("Background").Find("ChatBox").Find("Subtitle").Find("Text").GetComponent<TMP_Text>()
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};
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// Start with the UI inactive
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UIInstance.SetActive(false);
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_feedbackButtons = _subtitle.MessageTextObject.transform.GetChild(0).gameObject;
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}
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/// <summary>
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/// Sends the character's text to the subtitle UI.
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/// </summary>
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/// <param name="charName">The name of the character speaking.</param>
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/// <param name="text">The text spoken by the character.</param>
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/// <param name="characterTextColor">The color associated with the character.</param>
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public override void SendCharacterText(string charName, string text, Color characterTextColor)
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{
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// Update the subtitle text with formatted character dialogue.
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_feedbackButtons.SetActive(false);
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UpdateSubtitleText(charName, text, characterTextColor);
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_feedbackButtons.SetActive(true);
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}
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/// <summary>
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/// Sends the player's text to the subtitle UI.
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/// </summary>
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/// <param name="playerName">The name of the player speaking.</param>
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/// <param name="text">The text spoken by the player.</param>
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/// <param name="playerTextColor">The color associated with the player.</param>
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public override void SendPlayerText(string playerName, string text, Color playerTextColor)
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{
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// Update the subtitle text with formatted player dialogue.
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UpdateSubtitleText(playerName, text, playerTextColor);
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_feedbackButtons.SetActive(false);
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}
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/// <summary>
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/// Updates the subtitle text with the provided speaker's name, text, and color.
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/// </summary>
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/// <param name="speakerName">The name of the speaker.</param>
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/// <param name="text">The text spoken by the speaker.</param>
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/// <param name="color">The color associated with the speaker.</param>
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private void UpdateSubtitleText(string speakerName, string text, Color color)
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{
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if (string.IsNullOrEmpty(text)) return;
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// Check if the subtitle text component is available before updating.
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if (_subtitle != null)
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{
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_subtitle.SenderTextObject.text = FormatSpeakerName(speakerName, color);
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_subtitle.MessageTextObject.text = text;
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_subtitle.RTLUpdate();
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}
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else
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{
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ConvaiLogger.Warn("Subtitle text component is not available.", ConvaiLogger.LogCategory.UI);
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}
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}
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/// <summary>
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/// Formats the speaker's name with the color tag.
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/// </summary>
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/// <param name="speakerName">The name of the speaker.</param>
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/// <param name="color">The color associated with the speaker.</param>
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/// <returns>The formatted speaker name</returns>
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private string FormatSpeakerName(string speakerName, Color color)
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{
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// Convert the color to a hex string for HTML color formatting.
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string colorHex = ColorUtility.ToHtmlStringRGB(color);
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// Return the formatted text with the speaker's name and color.
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return $"<color=#{colorHex}>{speakerName}</color>: ";
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}
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}
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}
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