Re-organize all projects (#4166)
This commit is contained in:
646
Content.Client/Chat/Managers/ChatManager.cs
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646
Content.Client/Chat/Managers/ChatManager.cs
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@@ -0,0 +1,646 @@
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using System;
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using System.Collections.Generic;
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using Content.Client.Administration.Managers;
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using Content.Client.Chat.UI;
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using Content.Client.Ghost;
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using Content.Shared.Administration;
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using Content.Shared.Chat;
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using Robust.Client.Console;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Chat.Managers
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{
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internal sealed class ChatManager : IChatManager, IPostInjectInit
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{
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private struct SpeechBubbleData
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{
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public string Message;
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public SpeechBubble.SpeechType Type;
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}
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/// <summary>
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/// The max amount of chars allowed to fit in a single speech bubble.
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/// </summary>
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private const int SingleBubbleCharLimit = 100;
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/// <summary>
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/// Base queue delay each speech bubble has.
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/// </summary>
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private const float BubbleDelayBase = 0.2f;
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/// <summary>
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/// Factor multiplied by speech bubble char length to add to delay.
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/// </summary>
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private const float BubbleDelayFactor = 0.8f / SingleBubbleCharLimit;
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/// <summary>
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/// The max amount of speech bubbles over a single entity at once.
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/// </summary>
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private const int SpeechBubbleCap = 4;
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/// <summary>
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/// The max amount of characters an entity can send in one message
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/// </summary>
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private int _maxMessageLength = 1000;
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public const char ConCmdSlash = '/';
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public const char OOCAlias = '[';
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public const char MeAlias = '@';
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public const char AdminChatAlias = ']';
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public const char RadioAlias = ';';
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private readonly List<StoredChatMessage> _filteredHistory = new();
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// currently enabled channel filters set by the user. If an entry is not in this
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// list it has not been explicitly set yet, thus will default to enabled when it first
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// becomes filterable (added to _filterableChannels)
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// Note that these are persisted here, at the manager,
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// rather than the chatbox so that these settings persist between instances of different
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// chatboxes.
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public readonly Dictionary<ChatChannel, bool> _channelFilters = new();
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// Maintains which channels a client should be able to filter (for showing in the chatbox)
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// and select (for attempting to send on).
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// This may not always actually match with what the server will actually allow them to
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// send / receive on, it is only what the user can select in the UI. For example,
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// if a user is silenced from speaking for some reason this may still contain ChatChannel.Local, it is left up
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// to the server to handle invalid attempts to use particular channels and not send messages for
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// channels the user shouldn't be able to hear.
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//
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// Note that Command is an available selection in the chatbox channel selector,
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// which is not actually a chat channel but is always available.
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private readonly HashSet<ChatChannel> _filterableChannels = new();
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private readonly List<ChatChannel> _selectableChannels = new();
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// Flag Enums for holding filtered channels
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private ChatChannel _filteredChannels;
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/// <summary>
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/// For currently disabled chat filters,
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/// unread messages (messages received since the channel has been filtered
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/// out). Never goes above 10 (9+ should be shown when at 10)
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/// </summary>
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private readonly Dictionary<ChatChannel, byte> _unreadMessages = new();
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IClientNetManager _netManager = default!;
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[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
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[Dependency] private readonly IClientAdminManager _adminMgr = default!;
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/// <summary>
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/// Current chat box control. This can be modified, so do not depend on saving a reference to this.
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/// </summary>
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public ChatBox? CurrentChatBox { get; private set; }
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/// <summary>
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/// Invoked when CurrentChatBox is resized (including after setting initial default size)
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/// </summary>
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public event Action<ChatResizedEventArgs>? OnChatBoxResized;
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private Control _speechBubbleRoot = null!;
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/// <summary>
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/// Speech bubbles that are currently visible on screen.
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/// We track them to push them up when new ones get added.
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/// </summary>
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private readonly Dictionary<EntityUid, List<SpeechBubble>> _activeSpeechBubbles =
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new();
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/// <summary>
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/// Speech bubbles that are to-be-sent because of the "rate limit" they have.
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/// </summary>
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private readonly Dictionary<EntityUid, SpeechBubbleQueueData> _queuedSpeechBubbles
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= new();
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public void Initialize()
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{
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_netManager.RegisterNetMessage<MsgChatMessage>(MsgChatMessage.NAME, OnChatMessage);
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_netManager.RegisterNetMessage<ChatMaxMsgLengthMessage>(ChatMaxMsgLengthMessage.NAME, OnMaxLengthReceived);
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_speechBubbleRoot = new LayoutContainer();
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LayoutContainer.SetAnchorPreset(_speechBubbleRoot, LayoutContainer.LayoutPreset.Wide);
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_userInterfaceManager.StateRoot.AddChild(_speechBubbleRoot);
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_speechBubbleRoot.SetPositionFirst();
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// When connexion is achieved, request the max chat message length
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_netManager.Connected += RequestMaxLength;
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}
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public void PostInject()
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{
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_adminMgr.AdminStatusUpdated += UpdateChannelPermissions;
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_playerManager.LocalPlayerChanged += OnLocalPlayerChanged;
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OnLocalPlayerChanged(new LocalPlayerChangedEventArgs(null, _playerManager.LocalPlayer));
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}
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private void OnLocalPlayerChanged(LocalPlayerChangedEventArgs obj)
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{
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if (obj.OldPlayer != null)
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{
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obj.OldPlayer.EntityAttached -= OnLocalPlayerEntityAttached;
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obj.OldPlayer.EntityDetached -= OnLocalPlayerEntityDetached;
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}
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if (obj.NewPlayer != null)
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{
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obj.NewPlayer.EntityAttached += OnLocalPlayerEntityAttached;
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obj.NewPlayer.EntityDetached += OnLocalPlayerEntityDetached;
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}
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UpdateChannelPermissions();
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}
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private void OnLocalPlayerEntityAttached(EntityAttachedEventArgs obj)
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{
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UpdateChannelPermissions();
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}
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private void OnLocalPlayerEntityDetached(EntityDetachedEventArgs obj)
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{
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UpdateChannelPermissions();
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}
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// go through all of the various channels and update filter / select permissions
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// appropriately, also enabling them if our enabledChannels dict doesn't have an entry
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// for any newly-granted channels
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private void UpdateChannelPermissions()
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{
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// can always send/recieve OOC
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if (!_selectableChannels.Contains(ChatChannel.OOC))
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{
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_selectableChannels.Add(ChatChannel.OOC);
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}
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AddFilterableChannel(ChatChannel.OOC);
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// can always hear server (nobody can actually send server messages).
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AddFilterableChannel(ChatChannel.Server);
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// can always hear local / radio / emote
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AddFilterableChannel(ChatChannel.Local);
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AddFilterableChannel(ChatChannel.Radio);
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AddFilterableChannel(ChatChannel.Emotes);
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// Can only send local / radio / emote when attached to a non-ghost entity.
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// TODO: this logic is iffy (checking if controlling something that's NOT a ghost), is there a better way to check this?
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if (!_playerManager.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? false)
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{
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_selectableChannels.Add(ChatChannel.Local);
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_selectableChannels.Add(ChatChannel.Radio);
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_selectableChannels.Add(ChatChannel.Emotes);
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}
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else
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{
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_selectableChannels.Remove(ChatChannel.Local);
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_selectableChannels.Remove(ChatChannel.Radio);
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_selectableChannels.Remove(ChatChannel.Emotes);
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}
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// Only ghosts and admins can send / see deadchat.
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// TODO: Should spectators also be able to see deadchat?
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if (_adminMgr.HasFlag(AdminFlags.Admin) ||
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(_playerManager?.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? false))
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{
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AddFilterableChannel(ChatChannel.Dead);
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if (!_selectableChannels.Contains(ChatChannel.Dead))
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{
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_selectableChannels.Add(ChatChannel.Dead);
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}
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}
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else
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{
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_filterableChannels.Remove(ChatChannel.Dead);
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_selectableChannels.Remove(ChatChannel.Dead);
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}
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// only admins can see / filter asay
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if (_adminMgr.HasFlag(AdminFlags.Admin))
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{
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AddFilterableChannel(ChatChannel.AdminChat);
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if (!_selectableChannels.Contains(ChatChannel.AdminChat))
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{
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_selectableChannels.Add(ChatChannel.AdminChat);
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}
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}
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else
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{
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_selectableChannels.Remove(ChatChannel.AdminChat);
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_filterableChannels.Remove(ChatChannel.AdminChat);
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}
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// let our chatbox know all the new settings
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CurrentChatBox?.SetChannelPermissions(_selectableChannels, _filterableChannels, _channelFilters, _unreadMessages, true);
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}
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/// <summary>
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/// Adds the channel to the set of filterable channels, defaulting it as enabled
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/// if it doesn't currently have an explicit enable/disable setting
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/// </summary>
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private void AddFilterableChannel(ChatChannel channel)
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{
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if (!_channelFilters.ContainsKey(channel))
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_channelFilters[channel] = true;
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_filterableChannels.Add(channel);
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}
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public void FrameUpdate(FrameEventArgs delta)
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{
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// Update queued speech bubbles.
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if (_queuedSpeechBubbles.Count == 0)
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{
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return;
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}
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foreach (var (entityUid, queueData) in _queuedSpeechBubbles.ShallowClone())
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{
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if (!_entityManager.TryGetEntity(entityUid, out var entity))
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{
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_queuedSpeechBubbles.Remove(entityUid);
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continue;
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}
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queueData.TimeLeft -= delta.DeltaSeconds;
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if (queueData.TimeLeft > 0)
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{
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continue;
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}
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if (queueData.MessageQueue.Count == 0)
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{
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_queuedSpeechBubbles.Remove(entityUid);
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continue;
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}
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var msg = queueData.MessageQueue.Dequeue();
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queueData.TimeLeft += BubbleDelayBase + msg.Message.Length * BubbleDelayFactor;
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// We keep the queue around while it has 0 items. This allows us to keep the timer.
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// When the timer hits 0 and there's no messages left, THEN we can clear it up.
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CreateSpeechBubble(entity, msg);
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}
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}
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public void SetChatBox(ChatBox chatBox)
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{
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if (CurrentChatBox != null)
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{
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CurrentChatBox.TextSubmitted -= OnChatBoxTextSubmitted;
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CurrentChatBox.FilterToggled -= OnFilterButtonToggled;
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CurrentChatBox.OnResized -= ChatBoxOnResized;
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}
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CurrentChatBox = chatBox;
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if (CurrentChatBox != null)
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{
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CurrentChatBox.TextSubmitted += OnChatBoxTextSubmitted;
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CurrentChatBox.FilterToggled += OnFilterButtonToggled;
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CurrentChatBox.OnResized += ChatBoxOnResized;
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CurrentChatBox.SetChannelPermissions(_selectableChannels, _filterableChannels, _channelFilters, _unreadMessages, false);
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}
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RepopulateChat(_filteredHistory);
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}
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private void ChatBoxOnResized(ChatResizedEventArgs chatResizedEventArgs)
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{
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OnChatBoxResized?.Invoke(chatResizedEventArgs);
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}
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public void RemoveSpeechBubble(EntityUid entityUid, SpeechBubble bubble)
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{
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bubble.Dispose();
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var list = _activeSpeechBubbles[entityUid];
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list.Remove(bubble);
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if (list.Count == 0)
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{
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_activeSpeechBubbles.Remove(entityUid);
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}
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}
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private void WriteChatMessage(StoredChatMessage message)
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{
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Logger.Debug($"{message.Channel}: {message.Message}");
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if (IsFiltered(message.Channel))
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{
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Logger.Debug($"Message filtered: {message.Channel}: {message.Message}");
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// accumulate unread
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if (message.Read) return;
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if (!_unreadMessages.TryGetValue(message.Channel, out var count))
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{
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count = 0;
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}
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count = (byte) Math.Min(count + 1, 10);
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_unreadMessages[message.Channel] = count;
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CurrentChatBox?.UpdateUnreadMessageCounts(_unreadMessages);
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return;
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}
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var color = Color.DarkGray;
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var messageText = FormattedMessage.EscapeText(message.Message);
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if (!string.IsNullOrEmpty(message.MessageWrap))
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{
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messageText = string.Format(message.MessageWrap, messageText);
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}
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if (message.MessageColorOverride != Color.Transparent)
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{
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color = message.MessageColorOverride;
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}
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else
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{
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color = ChatHelper.ChatColor(message.Channel);
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}
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if (CurrentChatBox == null) return;
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CurrentChatBox.AddLine(messageText, message.Channel, color);
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// TODO: Can make this "smarter" later by only setting it false when the message has been scrolled to
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message.Read = true;
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}
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private void OnChatBoxTextSubmitted(ChatBox chatBox, string text)
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{
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DebugTools.Assert(chatBox == CurrentChatBox);
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if (string.IsNullOrWhiteSpace(text))
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return;
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// Check if message is longer than the character limit
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if (text.Length > _maxMessageLength)
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{
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if (CurrentChatBox != null)
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{
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string locWarning = Loc.GetString("chat-manager-max-message-length",
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("maxMessageLength", _maxMessageLength));
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CurrentChatBox.AddLine(locWarning, ChatChannel.Server, Color.Orange);
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CurrentChatBox.ClearOnEnter = false; // The text shouldn't be cleared if it hasn't been sent
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}
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return;
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}
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switch (text[0])
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{
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case ConCmdSlash:
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{
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// run locally
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var conInput = text.Substring(1);
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_consoleHost.ExecuteCommand(conInput);
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break;
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}
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case OOCAlias:
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{
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var conInput = text.Substring(1);
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if (string.IsNullOrWhiteSpace(conInput))
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return;
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_consoleHost.ExecuteCommand($"ooc \"{CommandParsing.Escape(conInput)}\"");
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break;
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}
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case AdminChatAlias:
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{
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var conInput = text.Substring(1);
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if (string.IsNullOrWhiteSpace(conInput))
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return;
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if (_adminMgr.HasFlag(AdminFlags.Admin))
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{
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_consoleHost.ExecuteCommand($"asay \"{CommandParsing.Escape(conInput)}\"");
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}
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else
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{
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_consoleHost.ExecuteCommand($"ooc \"{CommandParsing.Escape(conInput)}\"");
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}
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break;
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}
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case MeAlias:
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{
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var conInput = text.Substring(1);
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if (string.IsNullOrWhiteSpace(conInput))
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return;
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_consoleHost.ExecuteCommand($"me \"{CommandParsing.Escape(conInput)}\"");
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break;
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}
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default:
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{
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var conInput = CurrentChatBox?.DefaultChatFormat != null
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? string.Format(CurrentChatBox.DefaultChatFormat, CommandParsing.Escape(text))
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: text;
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_consoleHost.ExecuteCommand(conInput);
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break;
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}
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}
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}
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private void OnFilterButtonToggled(ChatChannel channel, bool enabled)
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{
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if (enabled)
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{
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_channelFilters[channel] = true;
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_filteredChannels &= ~channel;
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_unreadMessages.Remove(channel);
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CurrentChatBox?.UpdateUnreadMessageCounts(_unreadMessages);
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}
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else
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{
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_channelFilters[channel] = false;
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_filteredChannels |= channel;
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}
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RepopulateChat(_filteredHistory);
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}
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private void RepopulateChat(IEnumerable<StoredChatMessage> filteredMessages)
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{
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if (CurrentChatBox == null)
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{
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return;
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}
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CurrentChatBox.Contents.Clear();
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foreach (var msg in filteredMessages)
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{
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WriteChatMessage(msg);
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}
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}
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private void OnChatMessage(MsgChatMessage msg)
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{
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// Log all incoming chat to repopulate when filter is un-toggled
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var storedMessage = new StoredChatMessage(msg);
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_filteredHistory.Add(storedMessage);
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WriteChatMessage(storedMessage);
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|
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// Local messages that have an entity attached get a speech bubble.
|
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if (msg.SenderEntity == default)
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return;
|
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|
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switch (msg.Channel)
|
||||
{
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||||
case ChatChannel.Local:
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AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
|
||||
break;
|
||||
|
||||
case ChatChannel.Dead:
|
||||
if (!_playerManager.LocalPlayer?.ControlledEntity?.HasComponent<GhostComponent>() ?? true)
|
||||
break;
|
||||
|
||||
AddSpeechBubble(msg, SpeechBubble.SpeechType.Say);
|
||||
break;
|
||||
|
||||
case ChatChannel.Emotes:
|
||||
AddSpeechBubble(msg, SpeechBubble.SpeechType.Emote);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMaxLengthReceived(ChatMaxMsgLengthMessage msg)
|
||||
{
|
||||
_maxMessageLength = msg.MaxMessageLength;
|
||||
}
|
||||
|
||||
private void RequestMaxLength(object? sender, NetChannelArgs args)
|
||||
{
|
||||
ChatMaxMsgLengthMessage msg = _netManager.CreateNetMessage<ChatMaxMsgLengthMessage>();
|
||||
_netManager.ClientSendMessage(msg);
|
||||
}
|
||||
|
||||
private void AddSpeechBubble(MsgChatMessage msg, SpeechBubble.SpeechType speechType)
|
||||
{
|
||||
if (!_entityManager.TryGetEntity(msg.SenderEntity, out var entity))
|
||||
{
|
||||
Logger.WarningS("chat", "Got local chat message with invalid sender entity: {0}", msg.SenderEntity);
|
||||
return;
|
||||
}
|
||||
|
||||
var messages = SplitMessage(FormattedMessage.RemoveMarkup(msg.Message));
|
||||
|
||||
foreach (var message in messages)
|
||||
{
|
||||
EnqueueSpeechBubble(entity, message, speechType);
|
||||
}
|
||||
}
|
||||
|
||||
private List<string> SplitMessage(string msg)
|
||||
{
|
||||
// Split message into words separated by spaces.
|
||||
var words = msg.Split(' ');
|
||||
var messages = new List<string>();
|
||||
var currentBuffer = new List<string>();
|
||||
|
||||
// Really shoddy way to approximate word length.
|
||||
// Yes, I am aware of all the crimes here.
|
||||
// TODO: Improve this to use actual glyph width etc..
|
||||
var currentWordLength = 0;
|
||||
foreach (var word in words)
|
||||
{
|
||||
// +1 for the space.
|
||||
currentWordLength += word.Length + 1;
|
||||
|
||||
if (currentWordLength > SingleBubbleCharLimit)
|
||||
{
|
||||
// Too long for the current speech bubble, flush it.
|
||||
messages.Add(string.Join(" ", currentBuffer));
|
||||
currentBuffer.Clear();
|
||||
|
||||
currentWordLength = word.Length;
|
||||
|
||||
if (currentWordLength > SingleBubbleCharLimit)
|
||||
{
|
||||
// Word is STILL too long.
|
||||
// Truncate it with an ellipse.
|
||||
messages.Add($"{word.Substring(0, SingleBubbleCharLimit - 3)}...");
|
||||
currentWordLength = 0;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
currentBuffer.Add(word);
|
||||
}
|
||||
|
||||
if (currentBuffer.Count != 0)
|
||||
{
|
||||
// Don't forget the last bubble.
|
||||
messages.Add(string.Join(" ", currentBuffer));
|
||||
}
|
||||
|
||||
return messages;
|
||||
}
|
||||
|
||||
private void EnqueueSpeechBubble(IEntity entity, string contents, SpeechBubble.SpeechType speechType)
|
||||
{
|
||||
if (!_queuedSpeechBubbles.TryGetValue(entity.Uid, out var queueData))
|
||||
{
|
||||
queueData = new SpeechBubbleQueueData();
|
||||
_queuedSpeechBubbles.Add(entity.Uid, queueData);
|
||||
}
|
||||
|
||||
queueData.MessageQueue.Enqueue(new SpeechBubbleData
|
||||
{
|
||||
Message = contents,
|
||||
Type = speechType,
|
||||
});
|
||||
}
|
||||
|
||||
private void CreateSpeechBubble(IEntity entity, SpeechBubbleData speechData)
|
||||
{
|
||||
var bubble =
|
||||
SpeechBubble.CreateSpeechBubble(speechData.Type, speechData.Message, entity, _eyeManager, this);
|
||||
|
||||
if (_activeSpeechBubbles.TryGetValue(entity.Uid, out var existing))
|
||||
{
|
||||
// Push up existing bubbles above the mob's head.
|
||||
foreach (var existingBubble in existing)
|
||||
{
|
||||
existingBubble.VerticalOffset += bubble.ContentHeight;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
existing = new List<SpeechBubble>();
|
||||
_activeSpeechBubbles.Add(entity.Uid, existing);
|
||||
}
|
||||
|
||||
existing.Add(bubble);
|
||||
_speechBubbleRoot.AddChild(bubble);
|
||||
|
||||
if (existing.Count > SpeechBubbleCap)
|
||||
{
|
||||
// Get the oldest to start fading fast.
|
||||
var last = existing[0];
|
||||
last.FadeNow();
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsFiltered(ChatChannel channel)
|
||||
{
|
||||
return _filteredChannels.HasFlag(channel);
|
||||
}
|
||||
|
||||
private sealed class SpeechBubbleQueueData
|
||||
{
|
||||
/// <summary>
|
||||
/// Time left until the next speech bubble can appear.
|
||||
/// </summary>
|
||||
public float TimeLeft { get; set; }
|
||||
|
||||
public Queue<SpeechBubbleData> MessageQueue { get; } = new();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user