Scriptum/Assets/Scripts/REFACTORING/Application/NPC/NpcDialogueManager.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
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[RequireComponent(typeof(NPC))]
public class NpcDialogueManager : DialogueManager
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{
public override void Start()
{
//base.Start();
CanBeOpened = false;
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OpenInDefaultWay = false;
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if (languageDetector.InstanceTemplates.Count() > 0)
{
// create and config dailogue
CreateInstanceBasedOnLanguage();
Dialogue.BuildCurrentDialogue();
}
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// UPDATE DIALOGUE
// search in scene manager list
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if (Dialogue != null)
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{
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var machedDialogueData = ((MultiDialogueDataManager)MultiDialogueDataManager.Instance).GetDialogue(Dialogue);
if (machedDialogueData != null)
{
UpdateDialogueState(machedDialogueData);
}
else
{
UpdateProggres();
}
}
}
public override void Update()
{
if (Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
{
// Refrsh dialogue language and proggres after each opening trial
if (languageDetector.InstanceTemplates.Count() > 0)
{
// create and config dailogue
CreateInstanceBasedOnLanguage();
Dialogue.BuildCurrentDialogue();
}
// UPDATE DIALOGUE
// search in scene manager list
if (Dialogue != null)
{
var machedDialogueData = ((MultiDialogueDataManager)MultiDialogueDataManager.Instance).GetDialogue(Dialogue);
if (machedDialogueData != null)
{
UpdateDialogueState(machedDialogueData);
}
else
{
UpdateProggres();
}
}
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OpenDialoguePanel();
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}
}
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#region Open Panel API
public override bool OpenPanelCondition()
{
/*
* Conditions:
* - npc bust me in Talking mode
* - player is in collision range
* - panel assigned to next sentence in dialogue must be closed
*/
return gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking && base.OpenPanelCondition();
}
protected virtual bool ColliderTypeCondition()
{
return !gameObject.GetComponent<NpcDialogueManager>().enabled;
}
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#endregion
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public override void CreateInstanceBasedOnLanguage()
{
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// DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
Dialogue = languageDetector.DetectInstanceBasedOnLanguage();
Dialogue.ResetDialogue();
/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
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Dialogue.Dialogues.Clear();
foreach (var dial in cloneDialogues)
{
Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
}*/
Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
// Bind setted actions
BindEndActionsToDialogues();
// update dial state - sync in order to prepare to save
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(UpdateProggres));
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}
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public void UpdateDialogueState(MultiDialogueData dialogueData)
{
// 1 Rule - speaker name shouldnt change !!! its our 'key'
Dialogue.CurrentDialogue = dialogueData.CurrentDialogue;
foreach(var singleDialogue in dialogueData.DialogueStepModelDataList)
{
Dialogue.Dialogues
.Where(dial => dial.Key == singleDialogue.Key)
.Select(dial => dial.Value)
.ToList()
.ForEach(dial => dial.UpdateDialogueState(singleDialogue.Value) );
}
}
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/// <summary>
/// Function to sync local dialogue state with remote one
/// Handled in Scene Manager
/// </summary>
public void UpdateProggres()
{
((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(Dialogue);
}
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#region Dialogue actions API
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/// <summary>
/// Function to invoke actions declared in manager on object from scene not onto asset
///
/// Used in Dialogue ScriptableObject Template
/// </summary>
/// <param name="dialogueIndex"></param>
public void DialogueEndAction(int dialogueIndex)
{
GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeDialogueEndAction(dialogueIndex);
}
/// <summary>
/// Function to invoke actions declared in manager (on current object)
///
/// Use this to invoke actions which we want to occured after specific Dialogue
/// </summary>
/// <param name="dialogueIndex"></param>
protected void InvokeDialogueEndAction(int dialogueIndex)
{
EndactionEventList.Where(el => el.Key.Key == dialogueIndex).ToList().ForEach(el => el.Value.Invoke());
}
/// <summary>
/// Function to invoke actions declared in manager on object from scene not onto asset
///
/// Used in Dialogue ScriptableObject Template
/// </summary>
public void StepEndAction()
{
GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeStepEndAction();
}
/// <summary>
/// Function to invoke actions declared in manager (on current object)
///
/// Use this to invoke actions which we want to occured after specific Dialogue Step
/// </summary>
protected void InvokeStepEndAction()
{
var dialogueProgress = Dialogue.DialogueStepStatus();
EndactionEventList.Where(el => el.Key.Key == dialogueProgress.Item1 & el.Key.Value == dialogueProgress.Item2).ToList().ForEach(el => el.Value.Invoke());
}
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#endregion
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}