Scriptum/Assets/Scripts/REFACTORING/Application/Dialogue/Manager/DialogueManager.cs

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6.4 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
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[RequireComponent(typeof(NPC))]
public class DialogueManager : MonoBehaviour
{
[SerializeField]
public string SpeakerName;
[SerializeField]
public LanguageDetector<MultiDialogue> languageDetector;
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
[SerializeField]
public MultiDialogue Dialogue;
// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
[SerializeField] public KeyCode keyToOpen = KeyCode.E;
public bool CanBeOpened = true;
/// <summary>
/// This flag tell that manager will open dialogue automatically after
/// - beeing in collision range
/// - when dialogue is closed
/// - when Player press KeyToOpen button
///
/// Change var status in other sctipt if you want to use other triggers to open dialogue
/// </summary>
public bool OpenInDefaultWay = true;
public virtual void Start()
{
if (languageDetector.InstanceTemplates.Count() > 0)
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{
// create and config dailogue
CreateInstanceBasedOnLanguage();
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Dialogue.BuildCurrentDialogue();
}
}
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public virtual void Update()
{
if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
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{
if (languageDetector.InstanceTemplates.Count() > 0)
{
// create and config dailogue
CreateInstanceBasedOnLanguage();
Dialogue.BuildCurrentDialogue();
}
OpenDialoguePanel();
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}
}
public virtual void OnTriggerEnter2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition())
return;
if (collision.gameObject.tag == "Player")
{
CanBeOpened = true;
}
}
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public virtual void OnTriggerExit2D(Collider2D collision)
{
// don't listen when component is disabled
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if (ComponentEnabledCondition())
return;
if (collision.gameObject.tag == "Player")
{
CanBeOpened = false;
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// Shop dont have dialoge in this script but in its own one
// TODO change - pass eachd ialogue to this script and use conditions from child class
if (Dialogue != null && GetCurrentDialoguePanelStatus())
{
Dialogue.BreakDialogueStep();
}
}
}
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public virtual 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);
Dialogue.Dialogues.Clear();
foreach (var dial in cloneDialogues)
{
Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
}*/
if(gameObject.GetComponent<NPC>().Name != null && gameObject.GetComponent<NPC>().Name != "")
{
Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
}
else
{
Dialogue.SetSpeakerName(PlayerPrefs.GetString("name"));
}
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// Bind setted actions
BindEndActionsToDialogues();
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// Add one more action - to reset proggress
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
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}
#region Open Panel API
public void OpenDialoguePanel()
{
if(OpenPanelCondition())
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{
gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
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}
}
public virtual bool OpenPanelCondition()
{
/*
* Conditions:
* - player is in collision range
* - panel assigned to next sentence in dialogue must be closed
*/
return IsInRangeCondition() && !GetCurrentDialoguePanelStatus();
}
public bool IsInRangeCondition()
{
return CanBeOpened;
}
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protected virtual bool ComponentEnabledCondition()
{
return !gameObject.GetComponent<DialogueManager>().enabled;
}
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#endregion
/// <summary>
/// Opened = 1
/// Closed = 0
/// </summary>
/// <returns></returns>
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public virtual bool GetCurrentDialoguePanelStatus()
{
var multiDialStatius = Dialogue.DialogueStepStatus();
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// parse result (dialoge no, step no)
// dialogue not exist - finished
// dialoge exists & step no > steps sum - finished
// dialoge no exists && step no exists - not finished - check panel status
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if(!Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).Any())
return false;
var fixedDialogue = Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).First().Value;
if (fixedDialogue.CurrentStep >= fixedDialogue.DialogueSteps.Count())
return false;
// CONTINUE dont increment counter - only mark checkboxes
if (fixedDialogue
.DialogueSteps
.Where(step => step.WasDisplayed == false)
.ToArray()
.Count() == 0)
return false;
// when we are here we can be sure given points are correct
return Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
.First()
.Value
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.DialogueSteps
.ElementAtOrDefault(multiDialStatius.Item2)
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.DialogueController.CurrentPanel != null;
}
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public void BindEndActionsToDialogues()
{
foreach(var finalAction in EndactionEventList)
{
// finalAction.Key.Key | .Value/
Dialogue
.Dialogues
.Where(dial => dial.Key == finalAction.Key.Key)
.FirstOrDefault()
.Value
.DialogueSteps
.ElementAtOrDefault(finalAction.Key.Value)
.SetActionAfterDialogueStep(finalAction.Value)
;
}
}
}