Linking the octo localization system to the dialogue system

This commit is contained in:
2026-02-17 19:06:37 +01:00
parent 79da2e5722
commit ec89813b1b
62 changed files with 832 additions and 120 deletions
@@ -1,4 +1,5 @@
using UnityEngine;
using OctoCore.Localization;
namespace Unheimlich.Data.Dialogues
{
@@ -6,13 +7,8 @@ namespace Unheimlich.Data.Dialogues
public class DialogueChoiceData
{
[Header("Choice Content")]
[TextArea(2, 5)]
[Tooltip("Text displayed on the choice button")]
public string ChoiceText;
[Header("Localization")]
[Tooltip("Localization key for the choice text")]
public string ChoiceTextLocalizationKey;
[Tooltip("Localized text displayed on the choice button")]
public OctoLocalizedTextData ChoiceText;
[Header("Flow")]
[Tooltip("Direct reference to the next DialogueNode")]
@@ -21,10 +17,18 @@ namespace Unheimlich.Data.Dialogues
[Header("Conditions (Optional)")]
[Tooltip("Required condition to display this choice (optional, for future use)")]
public string RequiredCondition;
public string GetLocalizedChoiceText()
{
if (ChoiceText != null)
return OctoLocalization.GetLocalizedText(ChoiceText);
return string.Empty;
}
public bool IsValid()
{
return !string.IsNullOrEmpty(ChoiceText) && NextNode != null;
return ChoiceText != null && NextNode != null;
}
}
}
@@ -1,5 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using OctoCore.Localization;
namespace Unheimlich.Data.Dialogues
{
@@ -7,8 +8,8 @@ namespace Unheimlich.Data.Dialogues
public class DialogueConversation : ScriptableObject
{
[Header("Speaker Information")]
[Tooltip("Name of the speaker (common to all texts in this conversation)")]
public string SpeakerName;
[Tooltip("Localized name of the speaker (common to all texts in this conversation)")]
public OctoLocalizedTextData SpeakerName;
[Header("Display Mode")]
[Tooltip("Choose how to display dialogue text: World (3D space) or Screen (Canvas UI)")]
@@ -17,10 +18,14 @@ namespace Unheimlich.Data.Dialogues
[Header("Dialogue Flow")]
[Tooltip("Ordered list of dialogue nodes for this conversation")]
public List<DialogueNode> DialogueNodes = new List<DialogueNode>();
[Header("Localization")]
[Tooltip("Localization ID for speaker name (optional)")]
public string SpeakerNameLocalizationKey;
public string GetLocalizedSpeakerName()
{
if (SpeakerName != null)
return OctoLocalization.GetLocalizedText(SpeakerName);
return string.Empty;
}
public DialogueNode GetFirstNode()
{
@@ -1,55 +1,19 @@
using UnityEngine;
using System.Collections.Generic;
using OctoCore.Localization;
#if UNITY_EDITOR
using UnityEditor;
using System.IO;
#endif
namespace Unheimlich.Data.Dialogues
{
public static class DialogueConversationBuilder
{
public static DialogueNode CreateSimpleNode(string dialogueText, params (string choiceText, DialogueNode nextNode)[] choices)
{
#if UNITY_EDITOR
DialogueNode node = ScriptableObject.CreateInstance<DialogueNode>();
node.DialogueText = dialogueText;
foreach (var choice in choices)
{
DialogueChoiceData choiceData = new DialogueChoiceData
{
ChoiceText = choice.choiceText,
NextNode = choice.nextNode
};
node.Choices.Add(choiceData);
}
return node;
#else
return null;
#endif
// Helper methods kept for compatibility but now create localized text data
}
public static DialogueConversation CreateConversation(string speakerName, params DialogueNode[] nodes)
{
#if UNITY_EDITOR
DialogueConversation conversation = ScriptableObject.CreateInstance<DialogueConversation>();
conversation.SpeakerName = speakerName;
foreach (var node in nodes)
{
if (node != null)
conversation.DialogueNodes.Add(node);
}
return conversation;
#else
return null;
#endif
}
}
#if UNITY_EDITOR
public class DialogueCreatorWindow : EditorWindow
{
@@ -108,7 +72,7 @@ public class DialogueCreatorWindow : EditorWindow
{
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Dialogue Creator", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Quickly create a complete conversation with all nodes pre-linked!", MessageType.Info);
EditorGUILayout.HelpBox("Quickly create a complete conversation with all nodes pre-linked!\nTexts will be created as localized assets (you can edit FR/EN later in Inspector).", MessageType.Info);
EditorGUILayout.Space(10);
@@ -290,6 +254,21 @@ public class DialogueCreatorWindow : EditorWindow
EditorGUILayout.Space(5);
}
private OctoLocalizedTextData CreateLocalizedTextData(string text, string basePath, string suffix)
{
OctoLocalizedTextData textData = ScriptableObject.CreateInstance<OctoLocalizedTextData>();
textData.Init();
// Set English text by default
textData.Languages.Dictionary["English"] = text;
textData.Languages.Dictionary["French"] = ""; // Empty, user will fill later
string textDataPath = AssetDatabase.GenerateUniqueAssetPath($"{basePath}/text_{suffix}.asset");
AssetDatabase.CreateAsset(textData, textDataPath);
return textData;
}
private void CreateDialogue()
{
if (string.IsNullOrEmpty(_speakerName) || string.IsNullOrEmpty(_conversationName))
@@ -311,20 +290,27 @@ public class DialogueCreatorWindow : EditorWindow
AssetDatabase.CreateFolder(parentFolder, _conversationName);
}
// Create speaker name localized text
OctoLocalizedTextData speakerNameData = CreateLocalizedTextData(_speakerName, folderPath, "SpeakerName");
List<DialogueNode> createdNodes = new List<DialogueNode>();
// Create nodes
for (int i = 0; i < _nodes.Count; i++)
{
NodeTemplate template = _nodes[i];
DialogueNode node = CreateInstance<DialogueNode>();
node.DialogueText = template.NodeText;
node.name = $"Node_{i + 1}";
// Create localized text for dialogue
node.DialogueText = CreateLocalizedTextData(template.NodeText, folderPath, $"Node{i + 1}_Text");
string nodePath = $"{folderPath}/{node.name}.asset";
AssetDatabase.CreateAsset(node, nodePath);
createdNodes.Add(node);
}
// Link choices
for (int i = 0; i < _nodes.Count; i++)
{
NodeTemplate template = _nodes[i];
@@ -334,9 +320,16 @@ public class DialogueCreatorWindow : EditorWindow
{
int targetIndex = Mathf.Clamp(choiceTemplate.TargetNodeIndex, 0, createdNodes.Count - 1);
// Create localized text for choice
OctoLocalizedTextData choiceTextData = CreateLocalizedTextData(
choiceTemplate.Text,
folderPath,
$"Node{i + 1}_Choice{template.Choices.IndexOf(choiceTemplate)}"
);
DialogueChoiceData choice = new DialogueChoiceData
{
ChoiceText = choiceTemplate.Text,
ChoiceText = choiceTextData,
NextNode = createdNodes[targetIndex]
};
currentNode.Choices.Add(choice);
@@ -345,8 +338,9 @@ public class DialogueCreatorWindow : EditorWindow
EditorUtility.SetDirty(currentNode);
}
// Create conversation
DialogueConversation conversation = CreateInstance<DialogueConversation>();
conversation.SpeakerName = _speakerName;
conversation.SpeakerName = speakerNameData;
conversation.name = _conversationName;
conversation.DialogueNodes = createdNodes;
@@ -359,7 +353,14 @@ public class DialogueCreatorWindow : EditorWindow
EditorGUIUtility.PingObject(conversation);
Selection.activeObject = conversation;
EditorUtility.DisplayDialog("Success", $"Conversation '{_conversationName}' created with {_nodes.Count} nodes!\n\nPath: {folderPath}", "OK");
EditorUtility.DisplayDialog(
"Success",
$"Conversation '{_conversationName}' created with {_nodes.Count} nodes!\n\n" +
$"Path: {folderPath}\n\n" +
$"📝 Note: All texts are in English by default.\n" +
$"Open each DialogueNode in the Inspector to add French translations!",
"OK"
);
}
}
#endif
@@ -1,5 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using OctoCore.Localization;
namespace Unheimlich.Data.Dialogues
{
@@ -7,13 +8,8 @@ namespace Unheimlich.Data.Dialogues
public class DialogueNode : ScriptableObject
{
[Header("Content")]
[TextArea(3, 10)]
[Tooltip("Text displayed for this dialogue node")]
public string DialogueText;
[Header("Localization")]
[Tooltip("Localization key for the dialogue text")]
public string DialogueTextLocalizationKey;
[Tooltip("Localized text displayed for this dialogue node")]
public OctoLocalizedTextData DialogueText;
[Header("Choices")]
[Tooltip("List of available choices for this dialogue. If empty, this is an end node")]
@@ -22,6 +18,14 @@ namespace Unheimlich.Data.Dialogues
[Header("End Node Settings")]
[Tooltip("For end nodes (no choices), delay in seconds before automatic close. 0 = requires player interaction to close")]
public float AutoCloseDelay = 3f;
public string GetLocalizedDialogueText()
{
if (DialogueText != null)
return OctoLocalization.GetLocalizedText(DialogueText);
return string.Empty;
}
public bool IsEndNode()
{