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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using System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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2022-12-20 03:30:37 +01:00
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[RequireComponent(typeof(NPC))]
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2022-12-23 16:02:04 +01:00
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public class NpcDialogueManager : DialogueManager
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2022-12-04 18:42:34 +01:00
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{
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public override void Start()
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2022-12-20 15:23:09 +01:00
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{
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2023-01-06 21:54:50 +01:00
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//base.Start();
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2022-12-20 15:23:09 +01:00
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2022-12-23 16:02:04 +01:00
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CanBeOpened = false;
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2022-12-24 20:16:41 +01:00
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OpenInDefaultWay = false;
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2023-01-01 17:03:35 +01:00
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2023-01-05 15:47:02 +01:00
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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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Dialogue.BuildCurrentDialogue();
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}
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// UPDATE DIALOGUE
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// 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);
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if (machedDialogueData != null)
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{
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UpdateDialogueState(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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}
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public override void Update()
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{
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if (Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
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{
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// Refrsh dialogue language and proggres after each opening trial
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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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Dialogue.BuildCurrentDialogue();
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}
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// UPDATE DIALOGUE
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// 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);
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if (machedDialogueData != null)
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{
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UpdateDialogueState(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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OpenDialoguePanel();
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}
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}
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#region Open Panel API
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public override bool OpenPanelCondition()
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{
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/*
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* Conditions:
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* - npc bust me in Talking mode
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* - player is in collision range
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* - panel assigned to next sentence in dialogue must be closed
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*/
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return gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking && base.OpenPanelCondition();
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}
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protected virtual bool ColliderTypeCondition()
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{
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return !gameObject.GetComponent<NpcDialogueManager>().enabled;
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}
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#endregion
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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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Dialogue = languageDetector.DetectInstanceBasedOnLanguage();
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Dialogue.ResetDialogue();
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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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Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
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// Bind setted actions
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BindEndActionsToDialogues();
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// update dial state - sync in order to prepare to save
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Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(UpdateProggres));
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}
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public void UpdateDialogueState(MultiDialogueData dialogueData)
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{
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// 1 Rule - speaker name shouldnt change !!! its our 'key'
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Dialogue.CurrentDialogue = dialogueData.CurrentDialogue;
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foreach(var singleDialogue in dialogueData.DialogueStepModelDataList)
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{
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Dialogue.Dialogues
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.Where(dial => dial.Key == singleDialogue.Key)
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.Select(dial => dial.Value)
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.ToList()
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.ForEach(dial => dial.UpdateDialogueState(singleDialogue.Value) );
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}
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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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((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(Dialogue);
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}
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#region Dialogue actions API
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/// <summary>
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/// Function to invoke actions declared in manager on object from scene not onto asset
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///
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/// Used in Dialogue ScriptableObject Template
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/// </summary>
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/// <param name="dialogueIndex"></param>
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public void DialogueEndAction(int dialogueIndex)
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{
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GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeDialogueEndAction(dialogueIndex);
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}
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/// <summary>
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/// Function to invoke actions declared in manager (on current object)
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///
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/// Use this to invoke actions which we want to occured after specific Dialogue
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/// </summary>
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/// <param name="dialogueIndex"></param>
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protected void InvokeDialogueEndAction(int dialogueIndex)
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{
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EndactionEventList.Where(el => el.Key.Key == dialogueIndex).ToList().ForEach(el => el.Value.Invoke());
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}
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/// <summary>
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/// Function to invoke actions declared in manager on object from scene not onto asset
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///
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/// Used in Dialogue ScriptableObject Template
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/// </summary>
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public void StepEndAction()
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{
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GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeStepEndAction();
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}
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/// <summary>
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/// Function to invoke actions declared in manager (on current object)
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///
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/// Use this to invoke actions which we want to occured after specific Dialogue Step
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/// </summary>
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protected void InvokeStepEndAction()
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{
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var dialogueProgress = Dialogue.DialogueStepStatus();
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EndactionEventList.Where(el => el.Key.Key == dialogueProgress.Item1 & el.Key.Value == dialogueProgress.Item2).ToList().ForEach(el => el.Value.Invoke());
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}
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#endregion
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}
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