Scriptum/Assets/Scripts/REFACTORING/Application/Mission/Mission.cs

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using System;
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
using UnityEngine;
[Serializable]
[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]
public class Mission : ScriptableObject
{
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[SerializeField]
public string MissionName;
[SerializeField]
public Task PlayerTask;
[SerializeField]
public string SpeakerName;
/* [SerializeField]
public MissionTypeEnum Type;*/
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[SerializeField]
public MissionStatusEnum Status = MissionStatusEnum.None;
[SerializeField]
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public int CurrentStep = 0;
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[SerializeField]
public List<MissionStepModel> MissionStepsList;
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/*
[SerializeField]
public MissionProcess missionProcess = null;*/
[SerializeField]
public MissionReward Reward;
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//ConditionController . check condition
//private ConditionFactory factory = new ConditionFactory();
/*
public void AssignMissionProcessToStep(int stepNumber)
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{
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MissionStepsList[stepNumber].SetStepProcess(missionProcess);
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}
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*/
/* public void SetMissionCondition(string name)
{
//factory.CreateCondition(Type); //, name)
}*/
// Set by hand as mission condition as final astion specyfic step
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public void CheckMissionRequirements()
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{
}
public void SetSpeakerName(string speakerName) { SpeakerName = speakerName; }
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public void Accept()
{
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Debug.Log("Accepting mission");
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Status = MissionStatusEnum.Accepted;
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// ADD CONDITION LISTENING TO SPECIFY MISSION MANAGER missions list
// 2. Add mission to Player Panel :D
TaskUIManager.Instance.Add(PlayerTask);
// 3. Save Player Quest Panel status & (somehow) mission status in game
var saveController = GameObject.FindObjectOfType<SaveController>();
if (saveController == null)
throw new Exception($"There is no SaveController component on scene!!!");
saveController.GetComponent<SaveController>().SavePlayerQuests();
//// TODO ! ! !
///saveController.SaveMissions();
///
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}
public void Reject()
{
Status = MissionStatusEnum.Rejected;
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ConditionManager.Instance.RemoveCondition(MissionName);
// 3. Save Mission status in game
//// TODO ! ! !
}
// Assign geting reward as Model End Action
// Bind by hand to specyfic mission step action
public void GiveReward()
{
// TODO status is overwritten during building
//if (Status != MissionStatusEnum.Accepted)
// return;
var Player = GameObject.FindGameObjectWithTag("Player");
if (!Player)
Debug.LogError("MissionStepModel::GetReward - There is no player on scene!!!");
Player.GetComponent<PlayerActions>().GetReward(Reward);
}
public void FinishMission()
{
Debug.Log("FinishMission");
Status = MissionStatusEnum.Finished;
// 3. remove quest from player list
var task = TaskUIManager.Instance.FindTaskByName(PlayerTask.Title);
if (task.Count == 0)
Debug.LogError($"Task '{PlayerTask.Title}' not found");
else
TaskUIManager.Instance.RemoveByName(PlayerTask.Title);
}
public bool CheckStepFinalCondition()
{
if (MissionStepsList[CurrentStep].CheckCondition())
{
//MissionStepsList[CurrentStep].GiveReward();
MissionStepsList[CurrentStep].Status = MissionStepStatusEnum.Finished;
}
else
{
// Show dialoge with sentence like "you dont compleeted requirements"
Debug.Log("Soprry you dont meet the criteria yet...");
return false;
}
return true;
}
// dialogue components
public void StartDialogue()
{
// 1. Build
BuildMission(MissionStepsList);
// 2. Show first step
ShowStep();
}
public void BreakDialogueStep()
{
foreach (var MissionStep in MissionStepsList)
{
// NIKE TYLKO ACTIVE !!
if ((MissionStep.Status == MissionStepStatusEnum.Active || MissionStep.Status == MissionStepStatusEnum.AfterCondition) && MissionStep.DialogueStep.GetCurrentStep().DialogueController.CurrentPanel != null)
{
MissionStep.DialogueStep.GetCurrentStep().DialogueController.CloseCurrentPanel(); // close panel
break;
}
}
}
public void ShowStep()
{
foreach (var MissionStep in MissionStepsList)
{
// jesli krok jest aktywny & ma niewypowiedziane zdania
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if ((MissionStep.Status == MissionStepStatusEnum.Active || MissionStep.Status == MissionStepStatusEnum.AfterCondition) && MissionStep.DialogueStep.GetCurrentStep()?.DialogueController.listOfDialogue.Count != 0)
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{
MissionStep.DialogueStep.StartDialogue();
break;
}
/*
// jesli stan jest oczekujacy && dialog nie został w całości przegadany
// jesli warnek jest zpeniony - idz dalej - nie, czeksaj
if (MissionStep.Status == MissionStepStatusEnum.Pending && MissionStep.DialogueStep.GetCurrentStep().DialogueController.listOfDialogue.Count != 0)
{
// Check or register condition.....
// 1. Register condition
//ConditionManager.Instance.RegisterCondition(MissionName, MissionStep.MissionConditions);
// 2. register next step action
// TODO
// 3. Open panel (dialogue) ???
MissionStep.DialogueStep.StartDialogue(); // create panel
break;
}*/
}
}
public void GoToNextStep()
{
foreach (var MissionStep in MissionStepsList)
{
// Case I: Do nothing sepciaj just get first Step which wasn't invoked yet
if(MissionStep.Status == MissionStepStatusEnum.Pending)
{
/// var nextSentence = MissionStep.DialogueStep.DialogueController.ShowNextPanel(
// MissionStep.DialogueStep.DialogueController
//);
//If there is no sentence in Step - go to next one
/* if (!nextSentence)
{
MissionStep.Status = MissionStepStatusEnum.Finished;
ShowStep();
}
*/
break;
}
// Case II: Before go foward we must check final condition
if (MissionStep.Status == MissionStepStatusEnum.Active)
{
// po co to ? ? ? - obecnie warunek misji jest sprawdazany nankoncu podanego stepu dialogu
// po spełnieniu step misji oznaczany jest jako ukończony
var conditionResult = CheckStepFinalCondition();
if(conditionResult)
ShowStep();
break;
}
}
}
public void BuildMission()
{
BuildMission(MissionStepsList);
}
private void BuildMission(List<MissionStepModel> Mission)
{
// Obligatory
if (Status == MissionStatusEnum.None)
Status = MissionStatusEnum.Available;
foreach (var missionStep in Mission)
{
missionStep.SetSpeakerName(SpeakerName);
missionStep.Build(this);
}
// Additionaly set first step as active
Debug.Log("BuildMission - Activate step");
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MissionStepsList[CurrentStep].ActivateStep();
}
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#region Dialogue Status API
/// <summary>
/// Function to reset rememebered dialogue status
///
/// (Scriptable objects clones are overwritten during clone modification)
/// </summary>
public void ResetMission()
{
Status = MissionStatusEnum.None;
CurrentStep = 0;
MissionStepsList.ForEach(step => step.ResetMissionStep());
}
public void UpdateMissionState(MissionData missionData)
{
// 1 Rule - speaker name shouldnt change !!! its our 'key'
Status = missionData.Status;
CurrentStep = missionData.CurrentStep;
for (int i = 0; i < missionData.MissionStepsDataList.Count; i++)
{
MissionStepsList[i].UpdateMissionStepState(missionData.MissionStepsDataList[i]);
}
}
#endregion
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public MissionStepModel GetCurrentStep()
{
return MissionStepsList[CurrentStep];
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}
}