2022-12-04 18:42:34 +01:00
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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 System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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public class NpcDialogueManager : MonoBehaviour
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{
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2022-12-06 03:10:36 +01:00
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[SerializeField]
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public string SpeakerName;
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2022-12-04 18:42:34 +01:00
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[SerializeField]
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2022-12-06 21:35:17 +01:00
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public MultiDialogue DialogueTemplate;
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2022-12-04 18:42:34 +01:00
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/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
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[SerializeField]
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2022-12-06 21:35:17 +01:00
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public MultiDialogue Dialogue;
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2022-12-04 18:42:34 +01:00
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// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
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public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
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public void Start()
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{
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Dialogue = Instantiate(DialogueTemplate);
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2022-12-06 21:35:17 +01:00
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Dialogue.SetSpeakerName(SpeakerName);
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2022-12-04 18:42:34 +01:00
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}
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public void Update() { }
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/// <summary>
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/// Function to invoke actions declared in manager on object from scene not onto asset
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///
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/// Used in Dialogue ScriptableObject Template
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/// </summary>
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/// <param name="dialogueIndex"></param>
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public void DialogueEndAction(int dialogueIndex)
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{
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GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeDialogueEndAction(dialogueIndex);
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}
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/// <summary>
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/// Function to invoke actions declared in manager (on current object)
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///
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/// Use this to invoke actions which we want to occured after specific Dialogue
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/// </summary>
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/// <param name="dialogueIndex"></param>
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protected void InvokeDialogueEndAction(int dialogueIndex)
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{
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EndactionEventList.Where(el => el.Key.Key == dialogueIndex).ToList().ForEach(el => el.Value.Invoke());
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}
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/// <summary>
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/// Function to invoke actions declared in manager on object from scene not onto asset
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///
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/// Used in Dialogue ScriptableObject Template
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/// </summary>
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public void StepEndAction()
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{
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GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeStepEndAction();
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}
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/// <summary>
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/// Function to invoke actions declared in manager (on current object)
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///
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/// Use this to invoke actions which we want to occured after specific Dialogue Step
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/// </summary>
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protected void InvokeStepEndAction()
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{
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var dialogueProgress = Dialogue.DialogueStepStatus();
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EndactionEventList.Where(el => el.Key.Key == dialogueProgress.Item1 & el.Key.Value == dialogueProgress.Item2).ToList().ForEach(el => el.Value.Invoke());
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}
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}
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