adding in some needed packages

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reisenlol 2026-01-02 01:31:54 -08:00
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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputSystem;
namespace Bremsengine
{
#region Dialogue Editor Custom Inspector
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.InputSystem;
[CustomEditor(typeof(TestDialogue))]
public partial class DialogueInspectorEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Start Dialogue") && Application.isPlaying && target is Dialogue d and not null)
{
d.StartDialogue();
}
}
}
#endif
#endregion
#region Dialogue Internal Coroutines
public partial class Dialogue
{
Dictionary<string, Coroutine> activeRoutines = new();
public bool TryGetSubroutine(string key, out Coroutine c)
{
c = null;
if (activeRoutines.ContainsKey(key))
{
c = activeRoutines[key];
return true;
}
return false;
}
public void TryEndSubroutine(string key)
{
if (TryGetSubroutine(key, out Coroutine c))
{
if (c != null)
StopCoroutine(c);
}
}
public void StartSubroutine(string key, IEnumerator coroutine)
{
TryEndSubroutine(key);
activeRoutines[key] = StartCoroutine(coroutine);
}
}
#endregion
#region Dialogue Event Busses
public partial class Dialogue
{
public void TriggerEvent(string key)
{
DialogueEventBus.TriggerEvent(key);
}
}
public static class DialogueEventBus
{
static Dictionary<string, System.Action> EventBusCache;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void ReInitializeEventBus()
{
EventBusCache = new Dictionary<string, System.Action>();
}
public static void BindEvent(string eventID, System.Action action)
{
if (!EventBusCache.ContainsKey(eventID) || EventBusCache[eventID] == null)
{
EventBusCache[eventID] = action;
return;
}
EventBusCache[eventID] += action;
}
public static void ReleaseEvent(string eventID, System.Action action)
{
if (EventBusCache.ContainsKey(eventID) && EventBusCache[eventID] != null)
{
EventBusCache[eventID] -= action;
}
}
public static void TriggerEvent(string eventID)
{
if (EventBusCache.ContainsKey(eventID) && EventBusCache[eventID] != null)
{
EventBusCache[eventID]?.Invoke();
}
}
}
#endregion
#region Dialogue Buttons
public abstract partial class Dialogue
{
#region Dialogue Button Entries Class
[System.Serializable]
public class DialogueButton
{
int continueProgress = -999;
#region Button Actions
public DialogueButton SetText(string s)
{
ButtonText.text = s;
return this;
}
public DialogueButton SetVisible(bool state)
{
IsVisible = state;
ButtonReference.gameObject.SetActive(state);
return this;
}
public DialogueButton SetProgressWhenPressed(int progress = -999)
{
continueProgress = progress;
return this;
}
public DialogueButton ContinueWhenPressed()
{
continueProgress = Progress + 2;
return this;
}
private void PressContinueButton()
{
Debug.Log(continueProgress);
OnContinuePressed = null;
if (continueProgress != -999)
{
OnContinuePressed += Dialogue.SetProgress;
}
OnContinuePressed?.Invoke(continueProgress);
}
public DialogueButton SetForceEndWhenPressed()
{
void ButtonEndDialogue()
{
if (Dialogue.ActiveDialogue == null)
return;
Dialogue.ActiveDialogue.ForceEndDialogue();
}
OnPressedAction += ButtonEndDialogue;
return this;
}
private TMP_Text FindAndCacheTextComponent(Button b)
{
if (b == null)
{
Debug.Log("Bad Button Reference");
return null;
}
if (ButtonReference.gameObject.GetComponentInChildren<TMP_Text>() is TMP_Text t and not null)
{
storedButtonText = t;
return t;
}
Debug.Log("Found Nothing, maybe bad");
return null;
}
public DialogueButton PressButton()
{
OnPressedAction?.Invoke();
PressContinueButton();
return this;
}
#endregion
public int ButtonIndex = 0;
bool IsVisible;
public Button ButtonReference;
TMP_Text storedButtonText;
public System.Action OnPressedAction;
public System.Action<int> OnContinuePressed;
public bool ContinueDialogueWhenPressed { get; private set; }
public TMP_Text ButtonText => storedButtonText == null ? FindAndCacheTextComponent(ButtonReference) : storedButtonText;
}
#endregion
#region Cache Reset
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
//Unity Engine Runs this on Run Game.
//It's manual resetting of static objects for a setting i use that turns off static resetting for faster loads.
private static void ResetCache()
{
buttonCache = null;
}
#endregion
static Dictionary<int, DialogueButton> buttonCache;
private static void Initialize(List<DialogueButton> b)
{
if (buttonCache == null)
{
buttonCache = new Dictionary<int, DialogueButton>();
}
buttonCache.Clear();
foreach (var item in b)
{
buttonCache.Add(item.ButtonIndex, item);
}
}
private static bool TryGetCachedButton(int buttonIndex, out DialogueButton b)
{
Initialize(DialogueRunner.GetButtons());
if (buttonCache != null && buttonCache.ContainsKey(buttonIndex))
{
b = buttonCache[buttonIndex];
return true;
}
Debug.LogWarning("Bad Button id");
b = null;
return false;
}
public static void ClearButtonContents()
{
Initialize(DialogueRunner.GetButtons());
DialogueButton iteration;
foreach (var item in buttonCache)
{
if (item.Value == null)
{
Debug.LogWarning("Bad");
continue;
}
iteration = item.Value;
iteration.OnPressedAction = null;
iteration.OnContinuePressed = null;
iteration.SetVisible(false);
}
}
public static DialogueButton SetButton(int buttonIndex, string buttonText, Action a = null)
{
if (TryGetCachedButton(buttonIndex, out DialogueButton b))
{
b.SetVisible(true);
b.SetText(buttonText);
b.SetProgressWhenPressed(-999 /* -999 means no continue when pressed*/);
if (a != null)
{
b.OnPressedAction = a;
}
return b;
}
return null;
}
public static void PressButton(int buttonIndex)
{
if (TryGetCachedButton(buttonIndex, out DialogueButton b))
{
b.PressButton();
}
}
}
#endregion
#region Dialogue Text
[System.Serializable]
public class DialogueText
{
static TMP_Text textRenderer;
public delegate void TextEvent(DialogueText t);
public static TextEvent OnDisplayText;
public static TextEvent OnFinishDisplayText;
public string text { get; private set; }
public static void SetDialogueTextRenderer(TMP_Text t)
{
textRenderer = t;
}
public void DisplayText(string s)
{
text = s;
ReDrawText();
OnDisplayText?.Invoke(this);
OnFinishDisplayText?.Invoke(this); //For now it will just display everything instantly so onfinished will go here
}
private void ReDrawText()
{
textRenderer.text = text;
}
public void AddText(string s)
{
text += s;
ReDrawText();
}
public void AddText(char c)
{
text += c;
ReDrawText();
}
}
public abstract partial class Dialogue
{
protected static DialogueText activeText;
protected DialogueText text => activeText;
public static void BindDialogueText(DialogueText d)
{
activeText = d;
}
protected void DrawDialogue(string text)
{
DialogueRunner.BoxVisibility(true);
ClearButtonContents();
activeText.DisplayText(text);
}
protected void UnDrawDialogue()
{
DialogueRunner.BoxVisibility(false);
}
}
#endregion
#region Continue Shortcut Input
public partial class Dialogue
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Reinitialize()
{
}
}
#endregion
#region Dialogue Shortcuts
public abstract partial class Dialogue
{
protected void ContinueButton(int index) => SetButton(index, "Continue").SetProgressWhenPressed(Progress + 2);
protected int NextContinueProgress => Progress + 2;
protected void ActionButton(int index, Action<bool> buttonAction, bool state)
{
buttonAction?.Invoke(state);
}
protected static int Progress = 0;
public static void SetProgress(int p) => Progress = p;
public WaitUntil WaitForProgressAbove(int progress) => new WaitUntil(() => Progress >= progress);
protected void CharacterSelect(int index) => DialogueRunner.SetCharacterFocus(index);
}
#endregion
#region Character Sprites
public partial class Dialogue
{
[SerializeField] List<Sprite> characterSprites = new List<Sprite>();
}
#endregion
public abstract partial class Dialogue : MonoBehaviour
{
public static Dialogue activeDialogueCollection { get; protected set; }
protected static DialogueRunner runnerInstance;
protected abstract IEnumerator DialogueContents(int progress = 0);
public delegate void DialogueEvent(Dialogue dialogue);
public static DialogueEvent TriggerContinue;
static Coroutine activeDialogueRoutine;
static Dialogue ActiveDialogue;
public static bool IsDialogueRunning => ActiveDialogue != null;
protected abstract void WhenStartDialogue(int progress);
protected abstract void WhenEndDialogue(int dialogueEnding);
public static void BindRunner(DialogueRunner runner)
{
runnerInstance = runner;
}
[ContextMenu("Start Dialogue")]
public void StartDialogue(int progress = 0)
{
Progress = progress;
if (activeDialogueRoutine != null && runnerInstance == null)
{
Debug.Log("Really bad");
}
if (activeDialogueRoutine != null && runnerInstance != null)
{
runnerInstance.StopCoroutine(activeDialogueRoutine);
}
ActiveDialogue = this;
DialogueRunner.SetDialogueVisibility(true);
int spriteIndex = 0;
foreach (var item in DialogueRunner.AllCharacterSprites)
{
item.sprite = null;
}
foreach (var item in characterSprites)
{
DialogueRunner.SetCharacterSprite(spriteIndex, item);
spriteIndex++;
}
activeDialogueRoutine = runnerInstance.StartCoroutine(DialogueContents(progress));
WhenStartDialogue(progress);
}
public void ForceEndDialogue(int ending = 0)
{
WhenEndDialogue(ending);
if (activeDialogueRoutine != null)
{
runnerInstance.StopCoroutine(activeDialogueRoutine);
activeDialogueRoutine = null;
}
DialogueRunner.SetDialogueVisibility(false);
ActiveDialogue = null;
}
}
}

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using UnityEngine;
namespace Bremsengine
{
public partial class Dialogue
{
public static partial class EventKeys
{
private const string SkeletronKey = "Skeletron";
public static string Skeletron => SkeletronKey;
}
}
}

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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using Core.Extensions;
using UnityEngine.UI;
using System;
using UnityEngine.InputSystem;
namespace Bremsengine
{
[DefaultExecutionOrder(5)]
public class DialogueRunner : MonoBehaviour
{
static DialogueRunner Instance;
[SerializeField] List<Dialogue.DialogueButton> dialogueButtons;
[SerializeField] DialogueText dialogueText;
[SerializeField] TMP_Text dialogueTextComponent;
[SerializeField] GameObject dialogueContainer;
[SerializeField] List<Image> characterSprites = new();
public static List<Dialogue.DialogueButton> GetButtons() => Instance.dialogueButtons.ToList(); //lazy it should just copy this as a new list. it is to not affect the original (idk maybe doesnt matter).
private void Awake()
{
Instance = this;
Dialogue.BindDialogueText(dialogueText);
Dialogue.BindRunner(this);
DialogueText.SetDialogueTextRenderer(dialogueTextComponent);
dialogueContainer.SetActive(false);
}
public static void SetDialogueVisibility(bool state)
{
Instance.dialogueContainer.SetActive(state);
foreach (var item in Instance.characterSprites)
{
item.sprite = null;
}
}
public static DialogueRunner BoxVisibility(bool state)
{
Instance.dialogueContainer.SetActive(state);
return Instance;
}
public static List<Image> AllCharacterSprites => Instance.characterSprites;
public static DialogueRunner SetCharacterSprite(int index, Sprite s)
{
Image selection = Instance.characterSprites[index];
if (s != null && selection != null)
{
selection.color = new(255f, 255f, 255f, 255f);
}
else
{
selection.color = new(0, 0, 0, 0);
}
selection.sprite = s;
return Instance;
}
public static DialogueRunner SetCharacterFocus(int index)
{
foreach (var item in Instance.characterSprites)
{
if (item.sprite == null)
{
item.color = item.color.Opacity(0);
continue;
}
item.color = item.color.Opacity(170);
}
Image selection = Instance.characterSprites[index];
if (Instance.characterSprites[index].sprite == null)
{
return Instance;
}
selection.color = selection.color.Opacity(255);
return Instance;
}
public void PressButton(int index)
{
Dialogue.PressButton(index);
}
private void Start()
{
}
private void ContinueInput()
{
}
private void OnDestroy()
{
}
}
}

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using Core.Extensions;
using System.Collections;
using System.Diagnostics;
using UnityEngine;
namespace Bremsengine
{
public class TestDialogue : Dialogue
{
protected override IEnumerator DialogueContents(int progress = 0)
{/*
DrawDialogue("Test Text");
SetButton(0, "Yes", TestFeature).SetProgressWhenPressed();
yield return new WaitForSeconds(0.15f);
yield return Wait;
DrawDialogue("Mewo mewo");
SetButton(0, "Yes").SetProgressWhenPressed();
SetButton(1, "+100 money", TestFeature);
SetButton(2, "NOOO", SpawnBoss).SetForceEndWhenPressed();
yield return new WaitForSeconds(0.15f);
yield return Wait;
DrawDialogue("yooo");
SetButton(2, "Bro").SetProgressWhenPressed();
StartSubroutine("Test Range", TestRange());
yield return new WaitForSeconds(0.15f);
yield return Wait;
TryEndSubroutine("Test Range");
DrawDialogue("jao");
SetButton(2, "Close", SpawnBoss).SetProgressWhenPressed();
yield return new WaitForSeconds(0.15f);
yield return Wait;
*/
yield return new WaitForSeconds(1f);
ForceEndDialogue();
}
private void SpawnBoss()
{
DialogueEventBus.TriggerEvent(EventKeys.Skeletron);
}
private IEnumerator TestRange()
{
string add = " ";
foreach (var item in 30f.StepFromTo(-100f, 360f))
{
add += item + " ";
}
foreach (char item in add.StringChop())
{
activeText.AddText(item);
yield return Helper.GetWaitForSeconds(1f / 30f);
}
}
protected override void WhenStartDialogue(int progress)
{
}
protected override void WhenEndDialogue(int dialogueEnding)
{
}
private void TestFeature()
{
activeText.AddText(" 100 money :)");
UnityEngine.Debug.Log("100 moneys fortnite burger");
}
}
}

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