2022-12-04 18:42:34 +01:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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2022-12-27 15:16:59 +01:00
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using System.Linq;
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2022-12-04 18:42:34 +01:00
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using UnityEngine;
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//[Serializable]
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2022-12-27 15:16:59 +01:00
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2022-12-04 18:42:34 +01:00
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//[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]
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2022-12-27 15:16:59 +01:00
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public class NpcMissionManager : DialogueManager // ScriptableObject
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2022-12-04 18:42:34 +01:00
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{
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2022-12-27 15:16:59 +01:00
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[SerializeField]
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public Mission MissionTemplate;
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/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
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[SerializeField]
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public Mission Mission;
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2023-01-06 21:54:50 +01:00
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public bool OpenMissionInDefaultWay = true;
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2022-12-27 15:16:59 +01:00
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[SerializeField]
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public DialogueStepModel FreeDialogue;
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// List<Key<mission No, mission step No>, Value : UnityEvent>
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2023-01-01 17:03:35 +01:00
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//public List<IndexValuePair<IndexValuePair<int, int>, MissionCondition>> EndactionEventList;
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private void Awake()
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{
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CanBeOpened = false;
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OpenInDefaultWay = false;
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}
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public override void Start()
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{
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//base.Start();
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2023-01-05 15:47:02 +01:00
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CreateInstanceBasedOnLanguage();
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2023-01-03 22:44:24 +01:00
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// UPDATE DIALOGUE
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// search in scene manager list
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if (Mission != null)
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{
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var machedDialogueData = ((MissionDataManager)MissionDataManager.Instance).GetMission(Mission);
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if (machedDialogueData != null)
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{
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UpdateMissionState(machedDialogueData);
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}
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else
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{
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Debug.Log("Start - UpdateProggres");
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UpdateProggres();
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}
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}
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Mission.BuildMission();
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if (FreeDialogue != null)
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FreeDialogue.Build();
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}
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2023-01-12 15:22:49 +01:00
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public override void Update()
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{
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if (!OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
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{
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if (languageDetector.InstanceTemplates.Count() > 0)
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{
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// create and config dailogue
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CreateInstanceBasedOnLanguage();
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Mission.BuildMission();
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}
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Mission.StartDialogue();
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}
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}
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public override void OnTriggerEnter2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (ComponentEnabledCondition() || collision.tag != "Player")
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return;
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Debug.Log("OnTriggerEnter2D");
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if (collision.gameObject.tag == "Player" && !GetCurrentDialoguePanelStatus())
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{
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CanBeOpened = true;
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2023-01-05 15:47:02 +01:00
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CreateInstanceBasedOnLanguage();
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// UPDATE DIALOGUE
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// search in scene manager list
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if (Mission != null)
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{
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var machedDialogueData = ((MissionDataManager)MissionDataManager.Instance).GetMission(Mission);
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if (machedDialogueData != null)
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{
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UpdateMissionState(machedDialogueData);
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}
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else
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{
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UpdateProggres();
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}
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}
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Mission.BuildMission();
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if (!OpenInDefaultWay)
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return;
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Mission.StartDialogue();
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}
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}
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public override void OnTriggerExit2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (ComponentEnabledCondition())
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = false;
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2022-12-04 18:42:34 +01:00
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2023-01-12 15:22:49 +01:00
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// dont depend on OpenInDefaultWay flag - colse alway if were opened and player move foward
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if (Mission != null && GetCurrentDialoguePanelStatus())
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{
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Debug.Log("BreakDialogueStep");
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Mission.BreakDialogueStep();
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}
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}
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}
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2022-12-27 15:16:59 +01:00
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2023-01-03 22:44:24 +01:00
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public override void CreateInstanceBasedOnLanguage()
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{
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// DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
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Mission = MissionTemplate;
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Mission.ResetMission();
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/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
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Dialogue.Dialogues.Clear();
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foreach (var dial in cloneDialogues)
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{
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Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
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}*/
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Mission.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
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// update dial state - sync in order to prepare to save
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Mission.MissionStepsList.ForEach(dial => dial.DialogueStep.SetActionAfterEachDialogueStep(UpdateProggres));
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// Add one more action - to reset proggress
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//Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
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}
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public void UpdateMissionState(MissionData missionState)
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{
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// 1 Rule - speaker name shouldnt change !!! its our 'key'
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Mission.UpdateMissionState(missionState);
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}
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/// <summary>
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/// Function to sync local dialogue state with remote one
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/// Handled in Scene Manager
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/// </summary>
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public void UpdateProggres()
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{
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((MissionDataManager)MissionDataManager.Instance).RegisterMission(Mission);
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}
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protected override bool ComponentEnabledCondition()
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{
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return !gameObject.GetComponent<NpcMissionManager>().enabled;
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}
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public override bool GetCurrentDialoguePanelStatus()
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{
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if (Mission.CurrentStep >= Mission.MissionStepsList.Count())
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return false;
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return Mission
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.GetCurrentStep()
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.DialogueStep
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.GetCurrentStep()
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?.DialogueController
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.CurrentPanel != null;
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}
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}
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