using Newtonsoft.Json;
using RhythmBase.Components.RichText;
namespace RhythmBase.Events
{
///
/// Represents an event to show a dialogue in the game.
///
public class ShowDialogue : BaseEvent
{
private RDDialogueExchange dialogueList = [];
private string text = "";
///
/// Initializes a new instance of the class.
///
public ShowDialogue()
{
Speed = 1;
Type = EventType.ShowDialogue;
Tab = Tabs.Actions;
}
///
/// Gets or sets the text of the dialogue.
///
public string Text
{
get => text; set
{
text = value;
dialogueList = RDDialogueExchange.Deserialize(value);
}
}
///
/// Gets or sets the dialogue list. When set, the Text property is updated with the serialized value of the dialogue list.
///
/// The dialogue list.
[JsonIgnore]
public RDDialogueExchange DialogueList
{
get => dialogueList; set
{
dialogueList = value;
text = dialogueList.Serialize();
}
}
///
/// Gets or sets the side of the panel where the dialogue will be shown.
///
public Sides PanelSide { get; set; }
///
/// Gets or sets the side of the portrait in the dialogue.
///
public PortraitSides PortraitSide { get; set; }
///
/// Gets or sets the speed of the dialogue display.
///
public int Speed { get; set; }
///
/// Gets or sets a value indicating whether text sounds should be played.
///
public bool PlayTextSounds { get; set; }
///
/// Gets the type of the event.
///
public override EventType Type { get; }
///
/// Gets the tab where the event is categorized.
///
public override Tabs Tab { get; }
///
/// Returns a string that represents the current object.
///
/// A string that represents the current object.
public override string ToString() => base.ToString() + string.Format(" {0}", Text);
///
/// Specifies the sides where the dialogue panel can be shown.
///
public enum Sides
{
///
/// The bottom side.
///
Bottom,
///
/// The top side.
///
Top
}
///
/// Specifies the sides where the portrait can be shown.
///
public enum PortraitSides
{
///
/// The left side.
///
Left,
///
/// The right side.
///
Right
}
}
}