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

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using System;
using System.Collections;
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
//[Serializable]
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//[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]
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public class NpcMissionManager : DialogueManager // ScriptableObject
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{
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[SerializeField]
public Mission MissionTemplate;
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
[SerializeField]
public Mission Mission;
public bool OpenMissionInDefaultWay = true;
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[SerializeField]
public DialogueStepModel FreeDialogue;
// List<Key<mission No, mission step No>, Value : UnityEvent>
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//public List<IndexValuePair<IndexValuePair<int, int>, MissionCondition>> EndactionEventList;
private void Awake()
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{
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CanBeOpened = false;
OpenInDefaultWay = false;
}
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public override void Start()
{
//base.Start();
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CreateInstanceBasedOnLanguage();
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// UPDATE DIALOGUE
// search in scene manager list
if (Mission != null)
{
var machedDialogueData = ((MissionDataManager)MissionDataManager.Instance).GetMission(Mission);
if (machedDialogueData != null)
{
UpdateMissionState(machedDialogueData);
}
else
{
Debug.Log("Start - UpdateProggres");
UpdateProggres();
}
}
Mission.BuildMission();
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if (FreeDialogue != null)
FreeDialogue.Build();
}
public override void Update() { }
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public override void OnTriggerEnter2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition() || collision.tag != "Player")
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return;
if (collision.gameObject.tag == "Player" && !GetCurrentDialoguePanelStatus())
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{
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CanBeOpened = true;
CreateInstanceBasedOnLanguage();
// UPDATE DIALOGUE
// search in scene manager list
if (Mission != null)
{
var machedDialogueData = ((MissionDataManager)MissionDataManager.Instance).GetMission(Mission);
if (machedDialogueData != null)
{
UpdateMissionState(machedDialogueData);
}
else
{
Debug.Log("Start - UpdateProggres");
UpdateProggres();
}
}
Mission.BuildMission();
if (!OpenInDefaultWay)
return;
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Mission.StartDialogue();
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}
}
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public override void OnTriggerExit2D(Collider2D collision)
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{
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// don't listen when component is disabled
if (ComponentEnabledCondition())
return;
if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = false;
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if (OpenInDefaultWay && Mission != null && GetCurrentDialoguePanelStatus())
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{
Debug.Log("BreakDialogueStep");
Mission.BreakDialogueStep();
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}
}
}
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public override void CreateInstanceBasedOnLanguage()
{
// DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
Mission = MissionTemplate;
Mission.ResetMission();
/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
Dialogue.Dialogues.Clear();
foreach (var dial in cloneDialogues)
{
Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
}*/
Mission.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
// update dial state - sync in order to prepare to save
Mission.MissionStepsList.ForEach(dial => dial.DialogueStep.SetActionAfterEachDialogueStep(UpdateProggres));
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// Add one more action - to reset proggress
//Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
}
public void UpdateMissionState(MissionData missionState)
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{
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// 1 Rule - speaker name shouldnt change !!! its our 'key'
Mission.UpdateMissionState(missionState);
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}
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/// <summary>
/// Function to sync local dialogue state with remote one
/// Handled in Scene Manager
/// </summary>
public void UpdateProggres()
{
((MissionDataManager)MissionDataManager.Instance).RegisterMission(Mission);
}
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protected override bool ComponentEnabledCondition()
{
return !gameObject.GetComponent<NpcMissionManager>().enabled;
}
public override bool GetCurrentDialoguePanelStatus()
{
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if (Mission.CurrentStep >= Mission.MissionStepsList.Count())
return false;
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return Mission
.GetCurrentStep()
.DialogueStep
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.GetCurrentStep()
?.DialogueController
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.CurrentPanel != null;
}
}