Scriptum/Assets/Scripts/REFACTORING/Application/Dialogue/MissionDialogue.cs

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2022-12-27 15:16:59 +01:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
[CreateAssetMenu(fileName = "New Mission Dialogue", menuName = "Dialogue/New Mission Dialogue")]
public class MissionDialogue : Dialogue
{
[NonSerialized]
private MissionStepModel Parent;
public void BindParent(MissionStepModel parent)
{
Parent = parent;
}
#region Mission API for button actions
/// <summary>
/// Api for mission allowing to bind action to button
/// </summary>
public void AcceptMission()
{
Parent.GetOriginMission().Accept();
// show next panel if exists
ShowNextPanel();
}
/// <summary>
/// Api for mission allowing to bind action to button
/// </summary>
public void RejectMission()
{
Parent.GetOriginMission().Reject();
Parent.Status = MissionStepStatusEnum.Finished;
GetCurrentStep().DialogueController.CloseCurrentPanel();
}
/// <summary>
/// Function to bind checking condition method from associated Mission (parent)
/// to specifi button in dialogue step structure
/// </summary>
public void HandleCondition()
{
Debug.Log("Handle Conditoion");
var result = Parent.HanldeMissionStepCondition();
Debug.Log(CurrentStep);
if (result) GoToNextSentence();
else BreakDialogueStep();
}
public void GiveReward()
{
Debug.Log("Give reward");
Parent.GetOriginMission().GiveReward();
}
public void FinishMission()
{
Parent.GetOriginMission().FinishMission();
}
#endregion
}