55 lines
1.5 KiB
C#
55 lines
1.5 KiB
C#
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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 UnityEngine;
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using UnityEngine.Events;
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// change to "mission step" model in future
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[Serializable]
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public class DialogueStepModel
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{
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[SerializeField] // this flag tell whatewer dialoge ware already display to user
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public bool WasDisplayed = false;
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[SerializeField] // list to map to queue in DialogueController
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public List<DialogueModel> ListOfSentences = new List<DialogueModel>();
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[SerializeField]
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public List<GameObject> Rewards;
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[SerializeField]
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public UnityEvent EndOfDialogueStepAction = new UnityEvent();
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// for displaying set of sentences in one display
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public DialogueController DialogueController { get; protected set; }
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public DialogueStepModel() { }
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public DialogueStepModel(DialogueController _dialogueController)
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{
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DialogueController = _dialogueController;
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}
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/// <summary>
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/// Just convert list to queue structure :D
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/// </summary>
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public virtual void Build()
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{
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// 1. Clear previous setups
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// 2. Map first structur into second
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DialogueController = new DialogueController();
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foreach (DialogueModel DialogueModel in ListOfSentences)
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{
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// Pass data to builded panel (name, sentence, buttons)
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DialogueController.AddSentence(DialogueModel);
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}
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// 3. Bind finishing action
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DialogueController.SetActionAfterDialogueEnds(EndOfDialogueStepAction);
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}
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}
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