首页 > 解决方案 > Unity中的NPC对话系统

问题描述

在过去的几天里,我一直在努力让对话系统正常工作,但我遇到了一些问题。第一个问题是我需要在输入文本时按下按钮才能在进入下一个句子之前立即完成,当我尝试它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 NPC 并更改第二个 NPC 的对话时,他们都只是说第一个 NPC 的对话设置为什么。

目前,我在玩家的侧面有一个碰撞器,当玩家的侧面碰撞器在按下空格键的同时接触到 NPC 时,它会触发对话。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);
    }
}

这是我的对话管理器:

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);
    }

}

我对编码很陌生,如果我能得到一些帮助,那就太好了!如果您对我的问题有任何疑问,请随时提问。

标签: c#unity3ddialog

解决方案


你没有改变你的NPCPrototype参考

你在哪里设置 NPCPrototype 的值?– Draco18s

@Draco18s 在检查员中 – Ultra Gamer

因为您将它设置在检查器中(而不是其他任何地方),所以它永远不会改变。如果您希望对话来自特定 NPC,则需要在“我在附近吗?”时从该 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>();
    }
}

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