C# 如何在对话上方的顶层添加对话?

C# 如何在对话上方的顶层添加对话?,c#,unity3d,C#,Unity3d,在对话触发器脚本顶部,我添加了一个新的列表类型字符串: using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; public class DialogueTrigger : MonoBehaviour { public List<string> conversation = new List<st

在对话触发器脚本顶部,我添加了一个新的列表类型字符串:

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;

public class DialogueTrigger : MonoBehaviour
{
    public List<string> conversation = new List<string>();
    public List<Dialogue> dialogue = new List<Dialogue>();

    [HideInInspector]
    public int dialogueNum = 0;

    private bool triggered = false;
    private List<Dialogue> oldDialogue;

    private void Start()
    {
        //oldDialogue = dialogue.ToList();
    }

    public void TriggerDialogue()
    {
        if (triggered == false)
        {
            if (FindObjectOfType<DialogueManager>() != null)
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                dialogueNum += 1;
            }
            triggered = true;
        }
    }

    private void Update()
    {
        if (DialogueManager.dialogueEnded == true)
        {
            if (dialogueNum == dialogue.Count)
            {
                return;
            }
            else
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                DialogueManager.dialogueEnded = false;
                dialogueNum += 1;
            }
        }
    }
}

类似的东西。

你应该有一个合适的课程

[Serializable]
public class Conversation
{
    public string Id;
    public List<Dialogue> Dialogues = new List<Dialogue>();
}
相应地,一个循环更类似于您已经尝试过的。。差不多

[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
    private SerializedProperty _dialogues;
    private SerializedProperty _conversations;

    private void OnEnable()
    {
        _conversations = serializedObject.FindProperty("conversation");
    }

    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        serializedObject.Update();

        _conversations.arraySize = EditorGUILayout.IntField("Conversation Size", _conversations.arraySize);

        for (int x = 0; x < _conversations.arraySize; x++)
        {
            var conversation = _conversations.GetArrayElementAtIndex(x);

            var id = conversation.FindPropertyRelative("I'd");

            EditorGUI.indentLevel ++;
            EditorGUILayout.PropertyField(Id);

            var dialogues = conversation.FindPropertyRelative("Dialogues");

            dialogues.arraySize = EditorGUILayout.IntField("Dialogues size", dialogues.arraySize);

            for (int i = 0; i < dialogues.arraySize; i++)
            {
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);

                EditorGUI.indentLevel--;
            }

            EditorGUI.indentLevel--;
        }

        serializedObject.ApplyModifiedProperties();
    }
}
但这不会打印“对话1、对话2”等


再次,我强烈建议你看看,你会看到它是可怕的,一旦你得到它的工作



在我的智能手机上输入,因此没有保修

这几乎可以像我想要的那样工作。这个想法是可行的,但每个对话的对话都不在对话之下。我在链接中做了一个截图,你可以看到Id的大小不小于对话的大小。我认为它们都应该在对话大小之下,然后你可以看到,每个conv 1和conv 2的对话都不在conv的下面。conv1的对话应该是conv1的childs,conv2和conv3的对话应该是childs,以此类推。当然,您指的是缩进,您可以使用
EditorGUI.indentLevel
控制缩进。我在我认为需要的地方添加了;)
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;

public class DialogueTrigger : MonoBehaviour
{
    public List<Conversation> conversations = new List<Conversation>();
    public List<Dialogue> dialogue = new List<Dialogue>();

    [HideInInspector]
    public int dialogueNum = 0;

    private bool triggered = false;
    private List<Dialogue> oldDialogue;

    private void Start()
    {
        //oldDialogue = dialogue.ToList();
    }

    public void TriggerDialogue()
    {
        if (triggered == false)
        {
            if (FindObjectOfType<DialogueManager>() != null)
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                dialogueNum += 1;
            }
            triggered = true;
        }
    }

    private void Update()
    {
        if (DialogueManager.dialogueEnded == true)
        {
            if (dialogueNum == dialogue.Count)
            {
                return;
            }
            else
            {
                FindObjectOfType<DialogueManager>().StartDialogue(dialogue[dialogueNum]);
                DialogueManager.dialogueEnded = false;
                dialogueNum += 1;
            }
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;

[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
    private SerializedProperty _dialogues;
    private SerializedProperty _conversations;

    private void OnEnable()
    {
        _conversations = serializedObject.FindProperty("conversations");
    }

    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        serializedObject.Update();

        _conversations.arraySize = EditorGUILayout.IntField("Conversations Size", _conversations.arraySize);

        for (int x = 0; x < _conversations.arraySize; x++)
        {
            var conversation = _conversations.GetArrayElementAtIndex(x);

            var Id = conversation.FindPropertyRelative("Id");
            EditorGUILayout.PropertyField(Id);

            _dialogues = conversation.FindPropertyRelative("Dialogues");

            _dialogues.arraySize = EditorGUILayout.IntField("Dialogues size", _dialogues.arraySize);

            for (int i = 0; i < _dialogues.arraySize; i++)
            {
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);
            }
        }

        serializedObject.ApplyModifiedProperties();
    }
}
Conversation Size
   Id 1
    Dialogues Size
      Dialogue 1
        Name
        Sentences
      Dialogue 2
[Serializable]
public class Conversation
{
    public string Id;
    public List<Dialogue> Dialogues = new List<Dialogue>();
}
public DialogueTrigget : MonoBehaviour
{
    public List<Conversation> Conversations = new List<Conversation> ();
    ...
}
_conversations = serializedObject.FindProperty("Conversations");
[CustomEditor(typeof(DialogueTrigger))]
public class DialogueTriggerEditor : Editor
{
    private SerializedProperty _dialogues;
    private SerializedProperty _conversations;

    private void OnEnable()
    {
        _conversations = serializedObject.FindProperty("conversation");
    }

    public override void OnInspectorGUI()
    {
        //base.OnInspectorGUI();

        serializedObject.Update();

        _conversations.arraySize = EditorGUILayout.IntField("Conversation Size", _conversations.arraySize);

        for (int x = 0; x < _conversations.arraySize; x++)
        {
            var conversation = _conversations.GetArrayElementAtIndex(x);

            var id = conversation.FindPropertyRelative("I'd");

            EditorGUI.indentLevel ++;
            EditorGUILayout.PropertyField(Id);

            var dialogues = conversation.FindPropertyRelative("Dialogues");

            dialogues.arraySize = EditorGUILayout.IntField("Dialogues size", dialogues.arraySize);

            for (int i = 0; i < dialogues.arraySize; i++)
            {
                var dialogue = _dialogues.GetArrayElementAtIndex(i);
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(dialogue, new GUIContent("Dialogue " + i), true);

                EditorGUI.indentLevel--;
            }

            EditorGUI.indentLevel--;
        }

        serializedObject.ApplyModifiedProperties();
    }
}
EditorGUILayout.PropertyField(_conversations, new GUIContent ("Conversations"), true);