Scriptum/Assets/Scripts/Domain/NpcDialogueManager.cs

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C#
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2022-10-16 19:40:44 +02:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class NpcDialogueManager : MonoBehaviour
{
[SerializeField]
public List<DialogueStepModel> DialogueStepsList;
public void Start()
{
/* CODE DIALOGUE DECLARATION EXAMPLE
DialogueController DialogueStep = new DialogueController();
DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
*//* di.AddSentence(new QuestionDialogueModel("tolore dolore?",
new List<Tuple<string, Action>> {
new Tuple<string, Action>("AcceptButton", CustomPanel),
new Tuple<string, Action>("RejectButton", QuestionPanel)
}));*//*
DialogueStep.SetActionAfterDialogueEnds(() => { });
DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
*/
BuildDialogue();
}
/// <summary>
/// Function to begin dialogue - will be invoked after user reaction from other script :)
/// </summary>
public void ShowStep()
{
// 1. Find first yet undisplayed for player anbd show
foreach(var DialogueStep in DialogueStepsList)
{
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if(!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
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{
DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue());
break;
}
}
}
/// <summary>
/// Build each step of dialogue
/// </summary>
private void BuildDialogue()
{
foreach(var dialogueStep in DialogueStepsList)
{
dialogueStep.Build();
}
}
}