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

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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
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public class Dialogue : ScriptableObject, IDialogue
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{
[SerializeField]
public string SpeakerName;
[SerializeField]
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int CurrentStep = 0;
[SerializeField]
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public List<DialogueStepModel> DialogueSteps;
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public void SetSpeakerName(string speakerName)
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{
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SpeakerName = speakerName;
DialogueSteps.ForEach(step => step.Header = speakerName);
}
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#region finish action api
public void SetActionAfterDialogueStep(int dialogueStepNo, UnityEvent _endOfDialogueStepAction)
{
if(DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_endOfDialogueStepAction);
}
public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
{
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Debug.Log(dialogueStepNo);
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if (DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
}
#endregion
#region dialogue displaying api
public void StartDialogue()
{
// 1. Build
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BuildDialogue(DialogueSteps);
// 2. Show first step
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ShowDialogueStepPanel();
}
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public void BreakDialogueStep()
{
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foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.CurrentPanel != null)
{
DialogueStep.DialogueController.CloseCurrentPanel(); // close panel
break;
}
}
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}
/// <summary>
/// Dialogue API
///
/// MAIN bunction to begin dialogue
/// Create new panel instance on scene by force with sentence from queue
///
/// The best way is to invoked its after player reaction from other script (by event - collision) :)
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/// </summary>
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public void ShowDialogueStepPanel()
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{
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foreach (var DialogueStep in DialogueSteps)
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{
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if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
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{
DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue()); // create panel
break;
}
}
}
/// <summary>
/// Dialogue API
///
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/// Function to automaticly go to next dialgue sentence (in this or next step eg after pressing button on panel
/// It provide that dialogue not braking after finishing current step
///
/// The dialogue follows the order of the lists ! !
///
/// It's default function to get next sentence if dialogue is currently started
/// It is responsible for detecting
/// 1) if there is any dialogue panel already created before displaying next sentence
/// 2) if its last panel sentence and invoiking 'end dialogue' action
///
/// Whats more, if there was no more sentences in 'step', althroughr closing panel go to next step automatiiccally
/// </summary>
public void GoToNextSentence()
{
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foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
{
var nextSentence = DialogueStep.DialogueController.ShowNextPanel(DialogueStep.DialogueController);
if (!nextSentence)
{
DialogueStep.WasDisplayed = true;
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ShowDialogueStepPanel();
}
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break;
}
}
}
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#endregion
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/// <summary>
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/// Function to build each step of dialogue
/// </summary>
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public void BuildDialogue(List<DialogueStepModel> Dialogue)
{
foreach (var dialogueStep in Dialogue)
{
dialogueStep.Header = SpeakerName;
dialogueStep.Build();
}
}
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public void BuildDialogue()
{
BuildDialogue(DialogueSteps);
}
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/// <summary>
/// Function to reset rememebered dialogue status
///
/// (Scriptable objects clones are overwritten during clone modification)
/// </summary>
public void ResetDialogue()
{
DialogueSteps.ForEach(step => step.WasDisplayed = false);
}
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}