Linking the octo localization system to the dialogue system
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using OctoCore.Localization;
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namespace Unheimlich.Data.Dialogues
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{
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@@ -7,8 +8,8 @@ namespace Unheimlich.Data.Dialogues
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public class DialogueConversation : ScriptableObject
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{
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[Header("Speaker Information")]
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[Tooltip("Name of the speaker (common to all texts in this conversation)")]
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public string SpeakerName;
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[Tooltip("Localized name of the speaker (common to all texts in this conversation)")]
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public OctoLocalizedTextData SpeakerName;
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[Header("Display Mode")]
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[Tooltip("Choose how to display dialogue text: World (3D space) or Screen (Canvas UI)")]
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@@ -17,10 +18,14 @@ namespace Unheimlich.Data.Dialogues
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[Header("Dialogue Flow")]
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[Tooltip("Ordered list of dialogue nodes for this conversation")]
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public List<DialogueNode> DialogueNodes = new List<DialogueNode>();
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[Header("Localization")]
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[Tooltip("Localization ID for speaker name (optional)")]
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public string SpeakerNameLocalizationKey;
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public string GetLocalizedSpeakerName()
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{
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if (SpeakerName != null)
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return OctoLocalization.GetLocalizedText(SpeakerName);
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return string.Empty;
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}
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public DialogueNode GetFirstNode()
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{
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