Added Mod config, scrape npc dialogue and TVs.
See todo list. Next is shops.
This commit is contained in:
parent
1497980aea
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@ -17,23 +17,39 @@ namespace Vocalization.Framework
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public string name;
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/// <summary>
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/// The name of the dialogue file to scrape for inputting values into the dictionary of dialogueCues.
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/// The name of the dialogue file to scrape from Content/Characters/Dialogue for inputting values into the dictionary of dialogueCues.
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/// </summary>
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public string dialogueFileName;
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public List<string> dialogueFileNames;
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/// <summary>
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/// The name of the files in Content/Strings to scrape for dialogue.
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/// </summary>
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public List<string> stringsFileNames;
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/// <summary>
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/// The names of the files in Content/Data to scrape for dialogue.
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/// </summary>
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public List<string> dataFileNames;
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/// <summary>
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/// A dictionary of dialogue strings that correspond to audio files.
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/// </summary>
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public Dictionary<string, string> dialogueCues;
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public string path;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="name">The name of the NPC.</param>
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public CharacterVoiceCue(string name)
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public CharacterVoiceCue(string name,string path)
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{
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this.name = name;
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this.dialogueCues = new Dictionary<string, string>();
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this.stringsFileNames = new List<string>();
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this.dialogueFileNames = new List<string>();
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this.dataFileNames = new List<string>();
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this.path = path;
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}
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/// <summary>
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@ -0,0 +1,23 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Vocalization
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{
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public class ModConfig
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{
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public List<string> translations;
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public string currentTranslation;
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public ModConfig()
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{
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translations = new List<string>();
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translations.Add("English");
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currentTranslation = "English";
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}
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}
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}
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@ -11,6 +11,42 @@ using Vocalization.Framework;
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namespace Vocalization
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{
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/*
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* Things to sanitize/load in
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*
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* NPC Dialogue(sanitized, not loaded);
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* Rainy Dialogue(sanitized, not loaded);
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* Marriage dialogue(sanitized?,not loaded);
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* Engagement dialogue(sanitized, not loaded);
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*
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* TV shows
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* -cooking (sanitized, not loaded)
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* -interview(sanitized, not loaded)
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* -tip(sanitized, not loaded)
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* -oracle(sanitized, not loaded)
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* -weather(sanitized, not loaded)
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*
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*
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* Shops
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* Extra dialogue
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* Letters
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* Events
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*
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*
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* Strings/Characters.yaml
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* Strings/Events.yaml
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* Strings/Locations.yaml
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* Strings/Notes.yaml
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* Strings/Objects.yaml
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* Strings/StringsFromCSFiles.yaml
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* -npc
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* -events
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* -tv shows
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* -utility
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* Strings/StringsFromMaps.yaml
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*/
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/// <summary>
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/// TODO:
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///
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@ -41,19 +77,24 @@ namespace Vocalization
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///
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///Add in sanitization for Dialogue Commands(see the wiki) (done)
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///
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/// !!!!!!!!!Add in dialogue for npcs into their respective VoiceCue files for events!
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///
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/// !!!!!!!Add support for different kinds of menus. TV, shops, etc.
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/// -All of these strings are stored in StringsFromCS and TV/file.yaml
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///
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/// !!!!!!!Add support for MarriageDialogue strings.
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/// !!!!!!!Add support for EngagementDialogue strings.
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/// !!!!!!!Add support for ExtraDialogue.yaml file
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///
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///
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/// !!!!!!!Add support for mail dialogue
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/// -split using ^ to get the sender's name as the last element in the split list. Then sanitize the % information out by splitting across % and getting the first element.
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///
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///
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/// !!!!!!!Add support for Extra dialogue via StringsFromCSFiles
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/// -tv
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/// -events
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/// -above stuff
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/// -NPC.cs
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/// -Utility.csmmn
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/// -Utility.cs
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///
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/// !!!!!!!!!Make moddable to support other languages, portuguese, russian, etc (Needs testing)
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/// -make mod config have a list of supported languages and a variable that is the currently selected language.
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@ -82,6 +123,8 @@ namespace Vocalization
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public static ReplacementStrings replacementStrings;
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public static ModConfig config;
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/// <summary>
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/// A dictionary that keeps track of all of the npcs whom have voice acting for their dialogue.
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@ -102,7 +145,9 @@ namespace Vocalization
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previousDialogue = "";
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soundManager = new SimpleSoundManager.Framework.SoundManager();
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config = new ModConfig();
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ModHelper.ReadConfig<ModConfig>();
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}
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/// <summary>
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@ -112,8 +157,9 @@ namespace Vocalization
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/// <param name="e"></param>
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private void MenuEvents_MenuClosed(object sender, StardewModdingAPI.Events.EventArgsClickableMenuClosed e)
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{
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//Clean out my previous dialogue when I close any sort of menu.
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//Clean out my previous dialogue swhen I close any sort of menu.
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previousDialogue = "";
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soundManager.stopPreviousSound();
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}
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/// <summary>
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@ -163,10 +209,137 @@ namespace Vocalization
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{
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ModMonitor.Log("New unregistered dialogue detected for NPC: "+speakerName+" saying: "+currentDialogue,LogLevel.Alert);
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ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!",LogLevel.Alert);
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voice.addDialogue(currentDialogue, "");
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ModHelper.WriteJsonFile<CharacterVoiceCue>(voice.path, voice); //If the dialogue was overlooked somehow, just add it to the player's dialogue lines.
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}
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}
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}
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}
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else
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{
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//Support for TV
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if (Game1.activeClickableMenu.GetType() == typeof(StardewValley.Menus.DialogueBox))
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{
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StardewValley.Menus.DialogueBox dialogueBox = (DialogueBox)Game1.activeClickableMenu;
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string currentDialogue = dialogueBox.getCurrentString();
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if (previousDialogue != currentDialogue)
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{
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previousDialogue = currentDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
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ModMonitor.Log(currentDialogue); //Print out my dialogue.
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//Add in support for TV Shows
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CharacterVoiceCue voice;
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DialogueCues.TryGetValue("TV", out voice);
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currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
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if (voice.dialogueCues.ContainsKey(currentDialogue))
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{
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//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
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voice.speak(currentDialogue);
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}
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else
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{
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ModMonitor.Log("New unregistered dialogue detected saying: " + currentDialogue, LogLevel.Alert);
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ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!", LogLevel.Alert);
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voice.addDialogue(currentDialogue, "");
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ModHelper.WriteJsonFile<CharacterVoiceCue>(voice.path, voice); //If the dialogue was overlooked somehow, just add it to the player's dialogue lines.
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}
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}
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}
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//Support for Letters
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if (Game1.activeClickableMenu.GetType() == typeof(StardewValley.Menus.LetterViewerMenu))
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{
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//Use reflection to get original text back.
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var menu = (StardewValley.Menus.LetterViewerMenu)Game1.activeClickableMenu;
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//mail dialogue text will probably need to be sanitized as well....
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List<string> mailText=(List<string>)ModHelper.Reflection.GetField<List<string>>(menu, "mailMessage", true);
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string currentDialogue = "";
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foreach(var v in mailText)
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{
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currentDialogue += mailText;
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}
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previousDialogue = currentDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
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ModMonitor.Log(currentDialogue); //Print out my dialogue.
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//Add in support for TV Shows
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CharacterVoiceCue voice;
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DialogueCues.TryGetValue("Mail", out voice);
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currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
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if (voice.dialogueCues.ContainsKey(currentDialogue))
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{
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//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
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voice.speak(currentDialogue);
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}
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else
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{
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ModMonitor.Log("New unregistered Mail dialogue detected saying: " + currentDialogue, LogLevel.Alert);
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ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!", LogLevel.Alert);
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voice.addDialogue(currentDialogue, "");
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ModHelper.WriteJsonFile<CharacterVoiceCue>(voice.path, voice);
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}
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}
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//Support for shops
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if (Game1.activeClickableMenu.GetType() == typeof(StardewValley.Menus.ShopMenu))
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{
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var menu = (StardewValley.Menus.ShopMenu)Game1.activeClickableMenu;
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string currentDialogue = menu.potraitPersonDialogue; //Check this string to the dict of voice cues
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NPC npc = menu.portraitPerson;
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previousDialogue = currentDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
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ModMonitor.Log(currentDialogue); //Print out my dialogue.
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//Add in support for Shops
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CharacterVoiceCue voice=new CharacterVoiceCue("","");
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try
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{
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//character shops
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bool f=DialogueCues.TryGetValue(Path.Combine("Shops", npc.Name), out voice);
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if (f == false)
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{
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ModMonitor.Log("Can't find the dialogue for the shop: " + npc.Name);
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}
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}
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catch(Exception err)
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{
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try
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{
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//non npc shops
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bool f=DialogueCues.TryGetValue(Path.Combine("Shops", "Misc"), out voice);
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if (f == false)
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{
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ModMonitor.Log("Can't find the dialogue in the misc shop file.");
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}
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}
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catch(Exception errr)
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{
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ModMonitor.Log("A really big problem happened when trying to load dialogue from shops. Uhh ohh. Make sure the Shops folder exists.");
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return;
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}
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}
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currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
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if (voice.dialogueCues.ContainsKey(currentDialogue))
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{
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//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
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voice.speak(currentDialogue);
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}
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else
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{
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ModMonitor.Log("New unregistered dialogue detected saying: " + currentDialogue, LogLevel.Alert);
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ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!", LogLevel.Alert);
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voice.addDialogue(currentDialogue, "");
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ModHelper.WriteJsonFile<CharacterVoiceCue>(voice.path, voice);
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}
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}
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}
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}
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/// <summary>
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@ -202,6 +375,30 @@ namespace Vocalization
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}
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}
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//Add in folder for TV Shows
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foreach (var translation in translationFolders)
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{
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string TVPath = Path.Combine(translation, "TV");
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characterDialoguePaths.Add(TVPath);
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}
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//Add in folder for shop support
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foreach (var translation in translationFolders)
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{
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string shop = Path.Combine(translation, "Shops"); //Used to hold NPC Shops
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characterDialoguePaths.Add(shop);
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string shop2 = Path.Combine(translation, "Shops","Misc"); //Used to hold Misc shops such as traveling merchants and boats.
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characterDialoguePaths.Add(shop2);
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}
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//Add in folder for Mail support.
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foreach (var translation in translationFolders)
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{
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string mail = Path.Combine(translation, "Mail");
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characterDialoguePaths.Add(mail);
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}
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if (!Directory.Exists(contentPath)) Directory.CreateDirectory(contentPath);
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if (!Directory.Exists(audioPath)) Directory.CreateDirectory(audioPath);
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if (!Directory.Exists(voicePath)) Directory.CreateDirectory(voicePath);
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@ -252,61 +449,252 @@ namespace Vocalization
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//If a file was not found, create one and add it to the list of character voice cues.
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if (!File.Exists(voiceCueFile))
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{
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CharacterVoiceCue cue = new CharacterVoiceCue(characterName);
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var dialoguePath = Path.Combine("Characters", "Dialogue");
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//basically this will never run but can be used below to also add in dialogue.
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if (!String.IsNullOrEmpty(cue.dialogueFileName))
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{
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dialoguePath = Path.Combine(dialoguePath, cue.dialogueFileName);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath, ContentSource.GameContent);
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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string rawDialogue = pair.Value;
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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ModHelper.WriteJsonFile<CharacterVoiceCue>(Path.Combine(dir, "VoiceCues.json"), cue);
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DialogueCues.Add(characterName, cue);
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CharacterVoiceCue cue = new CharacterVoiceCue(characterName, Path.Combine(dir, "VoiceCues.json"));
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scrapeDictionaries(cue);
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}
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else
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{
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CharacterVoiceCue cue = ModHelper.ReadJsonFile<CharacterVoiceCue>(voiceCueFile);
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var dialoguePath = Path.Combine("Characters", "Dialogue");
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//Add in all dialogue.
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if (!String.IsNullOrEmpty(cue.dialogueFileName))
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{
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dialoguePath = Path.Combine(dialoguePath, cue.dialogueFileName);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath, ContentSource.GameContent);
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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string rawDialogue = pair.Value;
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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ModHelper.WriteJsonFile<CharacterVoiceCue>(Path.Combine(dir, "VoiceCues.json"), cue);
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DialogueCues.Add(characterName, cue);
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scrapeDictionaries(cue);
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}
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}
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}
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}
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public void scrapeDictionaries(CharacterVoiceCue cue)
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{
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var dialoguePath = Path.Combine("Characters", "Dialogue");
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var stringsPath = Path.Combine("Strings"); //Used for all sorts of extra strings and stuff for like StringsFromCS
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var dataPath = Path.Combine("Data"); //Used for engagement dialogue strings, and ExtraDialogue, Notes, Secret Notes, Mail
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//If the "character"'s name is TV which means I'm watching tv, scrape the data from the TV shows.
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if (cue.name == "TV")
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{
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foreach (var fileName in cue.dialogueFileNames)
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{
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//basically this will never run but can be used below to also add in dialogue.
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if (!String.IsNullOrEmpty(fileName))
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{
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string dialoguePath2 = Path.Combine(dialoguePath, fileName);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
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//Scraping the CookingChannel dialogue
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if (fileName.Contains("CookingChannel"))
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{
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//Scrape the whole dictionary looking for the character's name.
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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//Get the key in the dictionary
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string key = pair.Key;
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string rawDialogue = pair.Value;
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List<string> splitDialogues = new List<string>();
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splitDialogues = rawDialogue.Split('/').ToList();
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string cookingDialogue = splitDialogues.ElementAt(1);
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//If the key contains the character's name.
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if (key.Contains(cue.name))
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{
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(cookingDialogue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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continue;
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}
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//Interview Show
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if (fileName.Contains("InterviewShow"))
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{
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//Scrape the whole dictionary looking for the character's name.
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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//Get the key in the dictionary
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string key = pair.Key;
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string rawDialogue = pair.Value;
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if (key != "intro") continue;
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//If the key contains the character's name.
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if (key.Contains(cue.name))
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{
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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continue;
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}
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//Tip channel
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if (fileName.Contains("TipChannel"))
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{
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//Scrape the whole dictionary looking for the character's name.
|
||||
foreach (KeyValuePair<string, string> pair in DialogueDict)
|
||||
{
|
||||
//Get the key in the dictionary
|
||||
string key = pair.Key;
|
||||
string rawDialogue = pair.Value;
|
||||
//If the key contains the character's name.
|
||||
if (key.Contains(cue.name))
|
||||
{
|
||||
List<string> cleanDialogues = new List<string>();
|
||||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (fileName.Contains("StringsFromCSFiles"))
|
||||
{
|
||||
//Scrape the whole dictionary looking for the character's name.
|
||||
foreach (KeyValuePair<string, string> pair in DialogueDict)
|
||||
{
|
||||
//Get the key in the dictionary
|
||||
string key = pair.Key;
|
||||
string rawDialogue = pair.Value;
|
||||
if (!key.Contains("TV")) continue;
|
||||
//If the key contains the character's name.
|
||||
if (key.Contains(cue.name))
|
||||
{
|
||||
List<string> cleanDialogues = new List<string>();
|
||||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var fileName in cue.dialogueFileNames)
|
||||
{
|
||||
//basically this will never run but can be used below to also add in dialogue.
|
||||
if (!String.IsNullOrEmpty(fileName))
|
||||
{
|
||||
string dialoguePath2 = Path.Combine(dialoguePath, fileName);
|
||||
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
|
||||
|
||||
//Scraping the rainy dialogue file.
|
||||
if (fileName.Contains("rainy"))
|
||||
{
|
||||
//Scrape the whole dictionary looking for the character's name.
|
||||
foreach (KeyValuePair<string, string> pair in DialogueDict)
|
||||
{
|
||||
//Get the key in the dictionary
|
||||
string key = pair.Key;
|
||||
string rawDialogue = pair.Value;
|
||||
//If the key contains the character's name.
|
||||
if (key.Contains(cue.name))
|
||||
{
|
||||
List<string> cleanDialogues = new List<string>();
|
||||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (fileName.Contains("MarriageDialogue"))
|
||||
{
|
||||
//Scrape the whole dictionary looking for other character's names to ignore.
|
||||
|
||||
foreach (KeyValuePair<string, string> pair in DialogueDict)
|
||||
{
|
||||
//Get the key in the dictionary
|
||||
string key = pair.Key;
|
||||
string rawDialogue = pair.Value;
|
||||
|
||||
//get my current charcter's name
|
||||
//check the current key
|
||||
//if my key contains a different spouse's name continue the loop
|
||||
//else sanitize it and add it to my list
|
||||
foreach (var spouse in replacementStrings.spouseNames)
|
||||
{
|
||||
if (key.Contains(spouse) && spouse != cue.name)
|
||||
{
|
||||
//If the key contains a spouse name and it is not my character's name...
|
||||
continue;
|
||||
}
|
||||
//If the key contains the character's name or is generic dialogue.
|
||||
if (key.Contains(cue.name))
|
||||
{
|
||||
List<string> cleanDialogues = new List<string>();
|
||||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
foreach (KeyValuePair<string, string> pair in DialogueDict)
|
||||
{
|
||||
string rawDialogue = pair.Value;
|
||||
List<string> cleanDialogues = new List<string>();
|
||||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (var fileName in cue.dataFileNames)
|
||||
{
|
||||
string dialoguePath2 = Path.Combine(dialoguePath, fileName);
|
||||
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
|
||||
|
||||
//Load in engagement dialogue for this npc.
|
||||
if (fileName.Contains("EngagementDialogue"))
|
||||
{
|
||||
//Scrape the whole dictionary looking for the character's name.
|
||||
foreach (KeyValuePair<string, string> pair in DialogueDict)
|
||||
{
|
||||
//Get the key in the dictionary
|
||||
string key = pair.Key;
|
||||
string rawDialogue = pair.Value;
|
||||
//If the key contains the character's name.
|
||||
if (key.Contains(cue.name))
|
||||
{
|
||||
List<string> cleanDialogues = new List<string>();
|
||||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ModHelper.WriteJsonFile<CharacterVoiceCue>(cue.path, cue);
|
||||
DialogueCues.Add(cue.name, cue);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a lot of variables that would be hard to voice act from dkialogue strings such as player's name, pet names, farm names, etc.
|
||||
/// </summary>
|
||||
|
|
|
@ -1 +1 @@
|
|||
080c6a8807c043af2887ea474b0027cde5781876
|
||||
48fee857a186c1f9f735aa5f673493ef10fe066c
|
||||
|
|
Binary file not shown.
Loading…
Reference in New Issue