Added the system from trail
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68
Runtime/DialogLineLibrary.cs
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68
Runtime/DialogLineLibrary.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Jovian.EncounterSystem {
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/// <summary>One dialog line — an id/text pair in a <see cref="DialogLineLibrary"/>.</summary>
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[Serializable]
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public class DialogLine {
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/// <summary>Stable key referenced by <see cref="DialogLineRef"/> (e.g. "common.farewell").</summary>
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public string id;
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/// <summary>The actual text shown to the player.</summary>
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[TextArea(2, 6)]
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public string text;
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}
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/// <summary>
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/// Single-asset registry of reusable dialog lines. One library file holds many lines; dialog
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/// options reference them by id via <see cref="DialogLineRef"/>. Split into multiple libraries
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/// (e.g. CommonLines, TownDialogue) only when a single file becomes unwieldy.
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/// </summary>
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[CreateAssetMenu(fileName = "DialogLineLibrary", menuName = "Jovian/Encounter System/Dialog Line Library", order = 4)]
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public class DialogLineLibrary : ScriptableObject {
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/// <summary>All lines in the library.</summary>
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public List<DialogLine> lines = new();
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private Dictionary<string, string> cache;
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/// <summary>Return the text for <paramref name="id"/>, or <c>null</c> if not found.</summary>
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public string Resolve(string id) {
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if(string.IsNullOrEmpty(id)) {
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return null;
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}
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EnsureCache();
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return cache.TryGetValue(id, out var text) ? text : null;
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}
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/// <summary>Force the next <see cref="Resolve"/> call to rebuild the id → text cache.
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/// Called automatically from <c>OnValidate</c> after inspector edits.</summary>
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public void InvalidateCache() {
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cache = null;
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}
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private void EnsureCache() {
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if(cache != null) {
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return;
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}
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cache = new Dictionary<string, string>();
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if(lines == null) {
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return;
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}
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foreach(var line in lines) {
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if(line != null && !string.IsNullOrEmpty(line.id)) {
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cache[line.id] = line.text;
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}
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}
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}
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#if UNITY_EDITOR
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private void OnValidate() {
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InvalidateCache();
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}
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#endif
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}
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}
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