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DialogTier.as
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DialogTier.as
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// Dialog Tier
// Displays dialog using subtitles and ends when dialog is complete.
import flash.filters.DropShadowFilter;
import com.GameInterface.Game.Camera;
import com.GameInterface.DistributedValue;
import com.GameInterface.Log;
import com.GameInterface.AccountManagement;
class DialogTier extends BaseTier
{
public var m_Dialog:Array;
public var m_CurrentLineNo;
public var m_WordsPerSec:Number;
public var m_Cinematic:Boolean;
public var m_Audio:AudioPlayer;
public var m_ContAudio;
public function DialogTier()
{
m_Dialog = new Array();
m_WordsPerSec = 3;
}
public function LoadXML(tierNode:XMLNode)
{
//ULog.Info("DialogTier.LoadXML()");
if (tierNode.attributes.speed) {
this.m_WordsPerSec = Number(tierNode.attributes.speed);
}
if (tierNode.attributes.contAudio) {
m_ContAudio = Boolean(tierNode.attributes.contAudio);
}
for (var i = 0; i < tierNode.childNodes.length; i++) {
var dialogNode:XMLNode = tierNode.childNodes[i];
if (dialogNode) {
var dialogFaction = dialogNode.attributes.faction;
var dialogGender = dialogNode.attributes.gender;
// Check faction and gender requirements
if ((dialogFaction == undefined || dialogFaction == "" || dialogFaction.toLowerCase() == m_Player.m_Faction.toLowerCase()) &&
(dialogGender == undefined || dialogGender == "" || dialogGender.toLowerCase() == m_Player.m_Gender.toLowerCase()))
{
var dialogLine;
if (dialogNode.attributes.type == "audio") {
dialogLine = "#audio#";
this.AddAudio(dialogNode.attributes.url, dialogNode.attributes.preload, Number(dialogNode.attributes.volume),
Boolean(dialogNode.attributes.loop), Boolean(dialogNode.attributes.stop), Boolean(dialogNode.attributes.muteMusic));
} else {
switch (dialogNode.attributes.type) {
case "fadeout" :
dialogLine = "#fadeout#";
break;
case "fadein" :
dialogLine = "#fadein#";
break;
case "dialog" :
dialogLine = dialogNode.attributes.line;
break;
}
this.AddLine(dialogLine, Number(dialogNode.attributes.duration));
}
}
}
}
}
// Add line of dialog and how long to display
// Specify duration to override default time
public function AddLine(dialogLine:String, duration:Number)
{
dialogLine = USUtils.TextMerge(dialogLine);
// If no duration specified, calculated default
if (!duration)
{
var numWords = dialogLine.split(" ").length;
duration = Math.max((numWords/m_WordsPerSec) + 1, 2); // calculate words per second, 2 second minimum
}
m_Dialog.push([dialogLine, duration]);
}
public function AddAudio(audioURL, preload, volume, loop, stop, muteMusic)
{
m_Dialog.push(["#audio#", audioURL, preload, volume, loop, stop, muteMusic]);
}
public function StartTier()
{
ULog.Info("DialogTier.StartTier()");
// Press Esc to exit dialog
// You have to use entire public path to abort function
//var abortFunction = "_root.untold\\untold.m_MissionListWindow.m_Content.m_CurrentMission.m_CurrentTier.AbortTier";
var abortFunction = "_root.untold\\untold.m_CurrentTier.AbortTier";
com.GameInterface.Input.RegisterHotkey(_global.Enums.InputCommand.e_InputCommand_ESC, abortFunction, _global.Enums.Hotkey.eHotkeyDown, 0);
m_TierEnded = false;
m_CurrentLineNo = -1;
this.ProcessDialog();
}
public function AbortTier()
{
ULog.Info("DialogTier.AbortTier()");
// Clear dialog array
//m_Dialog.splice(0);
//m_Dialog.push(["", 0]);
m_CurrentLineNo = m_Dialog.length;
//Show2DText("", 0, 0, 0.8, 3, "center", .5, .5);
_root.ugFade.SlotFadeScreen( true, 0);
this.EndTier();
}
public function EndTier()
{
// Make sure EndTier isn't called more than once, such as when aborted
if (m_TierEnded == false)
{
ULog.Info("DialogTier.EndTier()");
com.GameInterface.Input.RegisterHotkey(_global.Enums.InputCommand.e_InputCommand_ESC, "", _global.Enums.Hotkey.eHotkeyDown, 0);
ULog.Info("DialogTier.EndTier() m_ContAudio=" + m_ContAudio);
if (m_Audio and m_ContAudio != true) {
m_Audio.StopAudio();
}
super.EndTier();
}
}
public function ProcessDialog()
{
// End tier if logging out
if (AccountManagement.GetInstance().GetLoginState() <> _global.Enums.LoginState.e_LoginStateInPlay) {
this.EndTier();
return;
}
// var currentLine = m_Dialog.shift();
m_CurrentLineNo++;
var currentLine = m_Dialog[m_CurrentLineNo];
// End tier if you dialog is complete, or you zone or log out in the middle of dialog (menu is gone)
// if (currentLine && _root.mainmenuwindow) {
if (currentLine) {
var lineText = currentLine[0];
var lineDelay = currentLine[1];
var thisTier = this;
if (lineText == "#fadeout#"){
_root.ugFade.SlotFadeScreen( false, lineDelay );
_global.setTimeout(this, "ProcessDialog", (lineDelay * 1000) - 1000);
} else if (lineText == "#fadein#"){
_root.ugFade.SlotFadeScreen( true, lineDelay );
_global.setTimeout(this, "ProcessDialog", 500);
} else if (lineText == "#audio#"){
this.PlayAudio(currentLine[1], currentLine[2], currentLine[3], currentLine[4], currentLine[5], currentLine[6]);
} else {
Show2DText(lineText, lineDelay, 0, 0.8, 3, "center", .5, .5);
}
} else {
//this.MessageBox("Dialog complete.");
this.EndTier();
}
}
public function PlayAudio(audioURL, preload, volume, loop, stop, muteMusic)
{
if (m_Audio == undefined) {
m_Audio = _root["untold\\untold"].GetAudioPlayer();
}
if (preload == "wait") {
// Wait for audio to preload before processing next line
var thisTier = this;
m_Audio.onPreloadComplete = function () {
_global.setTimeout(thisTier, "ProcessDialog", 10);
}
}
m_Audio.PlayAudio(audioURL, preload, volume, loop, stop, muteMusic);
if (preload != "wait") {
_global.setTimeout(this, "ProcessDialog", 10);
}
}
public function ConvertToXML()
{
var tierXML:String = super.ConvertToXML(true);
if (m_TierType == "cinematic") {
return tierXML;
}
if (m_WordsPerSec <> 3) {
tierXML += 'speed="' + m_WordsPerSec.toString() + '" ';
}
tierXML += '>\n'
for (var i = 0; i < m_Dialog.length; i++) {
var currentLine = m_Dialog[i];
switch (currentLine[0]) {
case "#fadeout#" :
tierXML += '\t\t<dialog type="fadeout" duration="' + currentLine[1].toString() + '" />\n';
break;
case "#fadein#" :
tierXML += '\t\t<dialog type="fadein" duration="' + currentLine[1].toString() + '" />\n';
break;
default :
// Most lines don't have duration, so do manually after conversion
tierXML += '\t\t<dialog type="dialog" line="' + currentLine[0].split("\n").join("\\n") + '" ';
// If line is blank or credits, then add duration
if (currentLine[0] == "" || currentLine[0].indexOf("-") == 0) {
tierXML += 'duration="' + currentLine[1].toString() + '" ';
}
tierXML += '/>\n';
break;
}
}
tierXML += "\t</tier>\n"
return tierXML;
}
// A slightly modified version of ProjectUtils.Show2DText
// This function uses the FUNCOM User Interface Source Code License
/// Shows a text on the screen, behind the gui. It will show onscreen for the duration given.
/// A handle is returned so you can removed before the time is up via Remove2DText.
private function Show2DText( text:String, duration:Number, x:Number, y:Number, style:Number, align:String, fadeIn:Number, fadeOut:Number, transition:String ) : Number
{
var uid = _root.UID();
// SJ: Make padding larger so text wraps before going near edges
var padding:Number = 200;
//var padding:Number = 60;
var clipName = "Layer2DText_" + uid;
Log.Info2("", "Show2DText(clipName=" + clipName + ", x=" + x + ", y=" + y +")");
var visibleRect = Stage["visibleRect"];
var availableWidth = visibleRect.width - (padding * 2);
var letterbox = com.GameInterface.Game.Camera.m_CinematicStripHeight;
var clip:MovieClip = GUIFramework.SFClipLoader.CreateEmptyMovieClip(clipName, _global.Enums.ViewLayer.e_ViewLayerSplashScreenTop, 0 );
// Scale related to default screensize.
var s_ResolutionScaleMonitor = DistributedValue.Create( "GUIResolutionScale" );
var scale = s_ResolutionScaleMonitor.GetValue();
clip._xscale *= scale;
clip._yscale *= scale;
var language:String = DistributedValue.Create("Language").GetValue();
clip.createTextField("label", clip.getNextHighestDepth(), 0, 0, 0, 0);
// Set style and text.
var font:String = "_StandardFont";
var size:Number = 11;
var color:String = "#FFFFFF";
var bold:Boolean = false;
/*
* The following conditional improves the display of incidental subtitles
* in non english languages: http://jira.funcom.com/browse/TSW-98448
*
*/
var incidentalPadding:Number = 0;
if (language != "en" && style == 2)
{
style = 4;
incidentalPadding = 620;
}
/*
*
*/
switch( style )
{
case 1:
size = 44;
break;
case 2:
font = "_StandardFont";
bold = true;
size = 33;
color = "#DDDDDD";
break;
case 3: // cinematic subtitles
font = "_StandardFont";
bold = true;
size = 32;
break;
case 4: // ingame subtitles
y = letterbox == 0 ? 1.0 - (100 * scale / visibleRect.height) : 0.95;
font = "_StandardFont";
bold = true;
size = 22;
break;
}
text = "<p align='"+align+"'><font face='"+font+"' size='"+size+"' color='"+color+"' >" + text + "</font></p>";
var shadow:DropShadowFilter = new DropShadowFilter( 52, 70, 0x000000, 0.7, 2, 2, 2, 3, false, false, false );
clip.label.filters = [shadow];
clip.label.multiline = true;
clip.label.wordWrap = true;
clip.label.autoSize = align;
var clipX:Number = visibleRect.x + padding;
var labelWidth:Number = visibleRect.width - (padding * 2)
if (x > 0)
{
padding = 10; /// we just need a bit of padding, resetting it
if (align == "left")
{
clipX = visibleRect.width * x;
labelWidth = visibleRect.width - ((visibleRect.width * x) + padding);
}
else if (align == "right")
{
labelWidth = (visibleRect.width * x) -padding;
clipX = padding;
}
else if (align == "center")
{
var position:Number = (visibleRect.width * x);
clipX = padding;
if (x > 0.5)
{
position = visibleRect.width - (visibleRect.width * x);
}
labelWidth = ((position - 10 ) * 2) - incidentalPadding;
clipX = (visibleRect.width * x) - ((labelWidth - 10) * 0.5);
}
}
// don't eat mouse input
clip.label.selectable = false;
// label stuff
labelWidth *= (1 / scale);
clip.label._width = labelWidth;
clip._x = clipX
clip.label.html = true;
clip.label.htmlText = text;
clip._y = letterbox + (y*(visibleRect.height-letterbox*2)) + visibleRect.y;
clip.startTime = getTimer();
// draw above origo, so multiple lines are moved up instead of down into the black cinematic bars
clip.label._y = -clip.label._height;
// Start the fade in transition and setup fade out timer.
duration *= 1000;
fadeIn *= 1000;
fadeOut *= 1000;
if( true /*transition == "Fade"*/ )
{
clip._alpha = 0;
// SJ: Add reference to this object so event handler can call back
var thisTier = this;
clip.onEnterFrame = function()
{
var time = getTimer();
if( time > this.startTime + duration )
{
// Done.
this.UnloadClip();
//SJ: Process next line
thisTier.ProcessDialog();
}
else if ( _root["untold\\untold"].m_HideSubtitles == true)
{
//SJ: Hide subtitles
this._alpha = 0;
}
else if( time < this.startTime + fadeIn )
{
// Fade in.
this._alpha = 100*(time - this.startTime)/fadeIn;
}
else if( time > this.startTime + duration - fadeOut )
{
// Fade out.
this._alpha = 100*(fadeOut-(time - (this.startTime + duration - fadeOut)))/fadeOut;
}
else
{
this._alpha = 100;
}
}
/* */
}
return uid;
}
}