Fix dialogue modifications
This commit is contained in:
parent
fb692e1bb8
commit
20f5ebe048
39
Assets/Resources/Dialogue/BossThugDialPl.asset
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39
Assets/Resources/Dialogue/BossThugDialPl.asset
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@ -0,0 +1,39 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Name: BossThugDialPl
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m_EditorClassIdentifier:
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CurrentDialogue: 0
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MultiWayDialogue:
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- Key: 0
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Value:
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||||||
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- WasDisplayed: 0
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||||||
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ListOfSentences:
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||||||
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- Sentence: Who are you? Hod did you get past my guards?!
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Buttons: []
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- Sentence: Don't answer. I don't care anyway. You're dead to me/.
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Buttons: []
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||||||
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EndOfDialogueStepAction:
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||||||
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m_PersistentCalls:
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||||||
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m_Calls:
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- m_Target: {fileID: 5064228440392526989, guid: df6c42c9616028a4badca81953f003ab, type: 3}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: DialogueEndAction
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m_Mode: 3
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m_Arguments:
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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8
Assets/Resources/Dialogue/BossThugDialPl.asset.meta
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8
Assets/Resources/Dialogue/BossThugDialPl.asset.meta
Normal file
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assetBundleVariant:
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folderAsset: yes
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folderAsset: yes
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DefaultImporter:
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DefaultImporter:
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externalObjects: {}
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externalObjects: {}
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@ -13,7 +13,7 @@ GameObject:
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- component: {fileID: 482428332992622010}
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- component: {fileID: 482428332992622010}
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- component: {fileID: 482428332992622011}
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- component: {fileID: 482428332992622011}
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- component: {fileID: 482428332992622007}
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- component: {fileID: -4365747932373452915}
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@ -35,6 +35,7 @@ Transform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: -2.5, y: 75, z: 10}
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m_LocalPosition: {x: -2.5, y: 75, z: 10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -50,6 +51,7 @@ SpriteRenderer:
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m_CastShadows: 0
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_ReceiveShadows: 0
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m_DynamicOccludee: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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m_MotionVectors: 1
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_ReflectionProbeUsage: 1
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@ -153,7 +155,7 @@ CircleCollider2D:
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m_Offset: {x: 0, y: -0.5}
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m_Offset: {x: 0, y: -0.5}
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@ -162,24 +164,22 @@ MonoBehaviour:
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m_GameObject: {fileID: 482428332992622009}
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m_GameObject: {fileID: 482428332992622009}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: f5e03e1acc0dd994786778db1f72ce69, type: 3}
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m_Script: {fileID: 11500000, guid: 2bd5e7fa2661ee649861ce0b80373740, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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DialogueStepsList:
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DialogueTemplate: {fileID: 11400000, guid: b47b2441f5e5f9e4ab687bf2a2fddbfa, type: 2}
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- WasDisplayed: 0
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Dialogue: {fileID: 0}
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ListOfSentences:
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EndactionEventList:
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- Sentence: Who are you? How did you get past my guards?!
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- Key:
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Buttons: []
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Key: 0
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- Sentence: Don't answer, I don't care anyway. You're dead to me.
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Value: 0
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Buttons: []
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Value:
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Rewards: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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m_PersistentCalls:
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m_Calls:
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m_Calls:
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- m_Target: {fileID: 482428332992622001}
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- m_Target: {fileID: 4267060477434669900}
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m_TargetAssemblyTypeName: BossThug, Assembly-CSharp
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: ChanegStatusToAttack
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m_MethodName: DialogueEndAction
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m_Mode: 1
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m_Mode: 3
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m_Arguments:
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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@ -188,141 +188,6 @@ MonoBehaviour:
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m_StringArgument:
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m_StringArgument:
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m_BoolArgument: 0
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m_BoolArgument: 0
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||||||
m_CallState: 2
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m_CallState: 2
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CurrentDialogue: 0
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MultiWayDialogue:
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- Key: 0
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Value:
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- WasDisplayed: 0
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ListOfSentences:
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- Sentence: test
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Buttons: []
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- Sentence: test 1.1
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Buttons:
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- ButtonName: Ok
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Type: 1
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ButtonActions:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 5064228440392526989}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: GoToNextSentence
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m_Mode: 1
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m_Arguments:
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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Rewards: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 5064228440392526989}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: TestEndAction
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- WasDisplayed: 0
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ListOfSentences:
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- Sentence: test 1.2
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Buttons: []
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- Sentence: test 1.2.3
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Buttons:
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- ButtonName: way 1.2
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Type: 1
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ButtonActions:
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m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 5064228440392526989}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: SetNextDialogue
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m_Mode: 3
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 1
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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Rewards: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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m_Calls:
|
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- m_Target: {fileID: 482428332992622001}
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m_TargetAssemblyTypeName: BossThug, Assembly-CSharp
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m_MethodName: BreakConversation
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m_Mode: 1
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m_Arguments:
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||||||
m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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||||||
m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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- Key: 1
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Value:
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- WasDisplayed: 0
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ListOfSentences:
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- Sentence: test 2
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Buttons:
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- ButtonName: test 2.1 ans
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Type: 1
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ButtonActions:
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m_PersistentCalls:
|
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m_Calls:
|
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||||||
- m_Target: {fileID: 5064228440392526989}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: GoToNextSentence
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m_Mode: 1
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m_Arguments:
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||||||
m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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||||||
m_StringArgument:
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||||||
m_BoolArgument: 0
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m_CallState: 2
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- Sentence: test 2.1
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Buttons: []
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Rewards: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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m_Calls:
|
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- m_Target: {fileID: 482428332992622001}
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m_TargetAssemblyTypeName: BossThug, Assembly-CSharp
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m_MethodName: ChanegStatusToAttack
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m_Mode: 1
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m_Arguments:
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||||||
m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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||||||
m_StringArgument:
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||||||
m_BoolArgument: 0
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||||||
m_CallState: 2
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- m_Target: {fileID: 482428332992622001}
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m_TargetAssemblyTypeName: BossThug, Assembly-CSharp
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m_MethodName: SetEndConversation
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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||||||
m_BoolArgument: 0
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||||||
m_CallState: 2
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||||||
--- !u!114 &482428332992622006
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--- !u!114 &482428332992622006
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -381,10 +246,10 @@ MonoBehaviour:
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|||||||
newController: {fileID: 0}
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newController: {fileID: 0}
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||||||
isAfterConversation: 0
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isAfterConversation: 0
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||||||
isDuringConversation: 0
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isDuringConversation: 0
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||||||
state: 1
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state: 0
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||||||
--- !u!95 &-4365747932373452915
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--- !u!95 &-4365747932373452915
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Animator:
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Animator:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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@ -397,6 +262,7 @@ Animator:
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m_UpdateMode: 0
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m_UpdateMode: 0
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m_ApplyRootMotion: 0
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m_ApplyRootMotion: 0
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m_LinearVelocityBlending: 0
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fileFormatVersion: 2
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folderAsset: yes
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folderAsset: yes
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DefaultImporter:
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DefaultImporter:
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externalObjects: {}
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externalObjects: {}
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@ -194,7 +194,7 @@ RectTransform:
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|||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchoredPosition: {x: 0, y: 75}
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m_AnchoredPosition: {x: 0, y: 81.5}
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m_SizeDelta: {x: 800, y: 665}
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m_SizeDelta: {x: 800, y: 665}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2835830911057077562
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--- !u!222 &2835830911057077562
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@ -4,7 +4,7 @@ using UnityEngine;
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[System.Serializable]
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[System.Serializable]
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public class Dialogue
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public class DialogueNpcTest
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{
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{
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public string name;
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public string name;
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public string[] sentences;
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public string[] sentences;
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: c476500c7ecfac541965f502f56b3df1
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,19 +0,0 @@
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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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/*public class NPCDialogue : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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*/
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: f061cf69f5299d0479086e9e07c3152b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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||||||
defaultReferences: []
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|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f5e03e1acc0dd994786778db1f72ce69
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,61 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
public class PanelTest : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] bool Custom = true;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CustomPanel()
|
|
||||||
{
|
|
||||||
Debug.Log("Accept press");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void QuestionPanel()
|
|
||||||
{
|
|
||||||
Debug.Log("Reject press");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void EndDialogue()
|
|
||||||
{
|
|
||||||
Debug.Log("End dialogue :D");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public class NPCDialogue2 : MonoBehaviour
|
|
||||||
{
|
|
||||||
/* List<DialogueStepModel> DialogueStepsList;
|
|
||||||
public void Start()
|
|
||||||
{
|
|
||||||
DialogueController DialogueStep = new DialogueController();
|
|
||||||
DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
|
|
||||||
*//* DialogueStep.AddSentence(new QuestionDialogueModel("tolore dolore?",
|
|
||||||
new List<Tuple<string, Action>> {
|
|
||||||
new Tuple<string, Action>("AcceptButton", CustomPanel),
|
|
||||||
new Tuple<string, Action>("RejectButton", QuestionPanel)
|
|
||||||
}));*//*
|
|
||||||
DialogueStep.SetActionAfterDialogueEnds(() => { });
|
|
||||||
|
|
||||||
DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
|
|
||||||
|
|
||||||
DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ShowStep()
|
|
||||||
{
|
|
||||||
DialogueStepsList[0].DialogueController.Show(DialogueStepsList[0].DialogueController.listOfDialogue.Dequeue());
|
|
||||||
}*/
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 994cbfd834e92c5409d3e3df4664e86e
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -35,15 +35,15 @@ public class DoorBehaviour : MonoBehaviour
|
|||||||
PlayerPrefs.SetFloat("gateway.respawnCoords.z", gateway.respawnCoords.z);
|
PlayerPrefs.SetFloat("gateway.respawnCoords.z", gateway.respawnCoords.z);
|
||||||
|
|
||||||
// 1. Save all before change scene
|
// 1. Save all before change scene
|
||||||
SaveController.GetComponent<SaveController>().SaveItems();
|
SaveController.GetComponent<SaveController>().SavePlayerEquipmentItems();
|
||||||
SaveController.GetComponent<SaveController>().SaveQuests();
|
SaveController.GetComponent<SaveController>().SavePlayerQuests();
|
||||||
SaveController.GetComponent<SaveController>().SaveInventory();
|
SaveController.GetComponent<SaveController>().SavePlayerInventory();
|
||||||
SaveController.GetComponent<SaveController>().SaveHealth();
|
SaveController.GetComponent<SaveController>().SaveHealth();
|
||||||
|
|
||||||
// 1. Save all befor change scene
|
// 1. Save all befor change scene
|
||||||
// SaveController.GetComponent<SaveController>().SaveItems();
|
// SaveController.GetComponent<SaveController>().SavePlayerEquipmentItems();
|
||||||
SaveController.GetComponent<SaveController>().SaveQuests();
|
SaveController.GetComponent<SaveController>().SavePlayerQuests();
|
||||||
// SaveController.GetComponent<SaveController>().SaveInventory();
|
// SaveController.GetComponent<SaveController>().SavePlayerInventory();
|
||||||
|
|
||||||
// 2. Change scene
|
// 2. Change scene
|
||||||
SceneManager.LoadScene(gateway.nextMapName);
|
SceneManager.LoadScene(gateway.nextMapName);
|
||||||
|
@ -92,6 +92,10 @@ public class BossThug : MonoBehaviour
|
|||||||
|
|
||||||
public void ChanegStatusToAttack()
|
public void ChanegStatusToAttack()
|
||||||
{
|
{
|
||||||
|
BreakConversation();
|
||||||
|
|
||||||
|
SetEndConversation();
|
||||||
|
|
||||||
state = BossThugEnum.Attacking;
|
state = BossThugEnum.Attacking;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -100,40 +104,38 @@ public class BossThug : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
|
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
|
||||||
{
|
{
|
||||||
|
Debug.Log("OnTriggerEnter2D");
|
||||||
//gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
//gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
||||||
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
||||||
|
|
||||||
isDuringConversation = true;
|
isDuringConversation = true;
|
||||||
|
|
||||||
gameObject.GetComponent<NpcDialogueManager>().StartDialogue();
|
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnTriggerStay2D(Collider2D other)
|
/*public void OnTriggerStay2D(Collider2D other)
|
||||||
{
|
{
|
||||||
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
|
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
|
||||||
{
|
{
|
||||||
isDuringConversation = true;
|
isDuringConversation = true;
|
||||||
|
|
||||||
gameObject.GetComponent<NpcDialogueManager>().StartDialogue();
|
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
||||||
}
|
}
|
||||||
}
|
}*/
|
||||||
|
|
||||||
public void OnTriggerExit2D(Collider2D other)
|
public void OnTriggerExit2D(Collider2D other)
|
||||||
{
|
{
|
||||||
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && isDuringConversation)
|
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && isDuringConversation)
|
||||||
{
|
{
|
||||||
Debug.Log("break dialogue");
|
|
||||||
|
|
||||||
//gameObject.GetComponent<CircleCollider2D>().enabled = true;
|
//gameObject.GetComponent<CircleCollider2D>().enabled = true;
|
||||||
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
||||||
|
|
||||||
|
|
||||||
isDuringConversation = false;
|
isDuringConversation = false;
|
||||||
|
|
||||||
gameObject.GetComponent<NpcDialogueManager>().BreakDialogue();
|
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogue();
|
||||||
|
|
||||||
//TODO break dialogue after leaving collider range!!!
|
//TODO break dialogue after leaving collider range!!!
|
||||||
}
|
}
|
||||||
@ -147,6 +149,9 @@ public class BossThug : MonoBehaviour
|
|||||||
isDuringConversation = false;
|
isDuringConversation = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Mark conversation as finished
|
||||||
|
/// </summary>
|
||||||
public void SetEndConversation()
|
public void SetEndConversation()
|
||||||
{
|
{
|
||||||
isAfterConversation = true;
|
isAfterConversation = true;
|
||||||
|
@ -11,17 +11,17 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
public Text nameText2;
|
public Text nameText2;
|
||||||
public Text dialogueText;
|
public Text dialogueText;
|
||||||
//first dialogue
|
//first dialogue
|
||||||
public Dialogue dialogue;
|
public DialogueNpcTest dialogue;
|
||||||
//dialogue during quest
|
//dialogue during quest
|
||||||
public Dialogue dialogueWQuest;
|
public DialogueNpcTest dialogueWQuest;
|
||||||
//dialotgue after quest
|
//dialotgue after quest
|
||||||
public Dialogue dialogueAQuest;
|
public DialogueNpcTest dialogueAQuest;
|
||||||
//first dialogue
|
//first dialogue
|
||||||
public Dialogue dialoguePolish;
|
public DialogueNpcTest dialoguePolish;
|
||||||
//dialogue during quest
|
//dialogue during quest
|
||||||
public Dialogue dialogueWQuestPolish;
|
public DialogueNpcTest dialogueWQuestPolish;
|
||||||
//dialotgue after quest
|
//dialotgue after quest
|
||||||
public Dialogue dialogueAQuestPolish;
|
public DialogueNpcTest dialogueAQuestPolish;
|
||||||
|
|
||||||
private string language;
|
private string language;
|
||||||
|
|
||||||
@ -218,7 +218,7 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void StartDialogue(Dialogue dialogue)
|
public void StartDialogue(DialogueNpcTest dialogue)
|
||||||
{
|
{
|
||||||
nameText.text = dialogue.name;
|
nameText.text = dialogue.name;
|
||||||
nameText1.text = dialogue.name;
|
nameText1.text = dialogue.name;
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEditor.Build.Content;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class Node
|
public class Node
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 3f046684cddc2ca4c8d476952e4f48cf
|
guid: 9d8ad5f0a8e5a4341b7122164fdcfe6f
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
@ -1,16 +1,12 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
public class NpcDialogueManager : MonoBehaviour
|
[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
|
||||||
|
public class Dialogue : ScriptableObject
|
||||||
{
|
{
|
||||||
[SerializeField]
|
|
||||||
public List<DialogueStepModel> DialogueStepsList;
|
|
||||||
|
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
int CurrentDialogue = 0;
|
int CurrentDialogue = 0;
|
||||||
|
|
||||||
@ -32,23 +28,23 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
/* CODE DIALOGUE DECLARATION EXAMPLE
|
/* CODE DIALOGUE DECLARATION EXAMPLE
|
||||||
|
|
||||||
DialogueController DialogueStep = new DialogueController();
|
DialogueController DialogueStep = new DialogueController();
|
||||||
DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
|
DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
|
||||||
*//* di.AddSentence(new QuestionDialogueModel("tolore dolore?",
|
*//* di.AddSentence(new QuestionDialogueModel("tolore dolore?",
|
||||||
new List<Tuple<string, Action>> {
|
new List<Tuple<string, Action>> {
|
||||||
new Tuple<string, Action>("AcceptButton", CustomPanel),
|
new Tuple<string, Action>("AcceptButton", CustomPanel),
|
||||||
new Tuple<string, Action>("RejectButton", QuestionPanel)
|
new Tuple<string, Action>("RejectButton", QuestionPanel)
|
||||||
}));*//*
|
}));*//*
|
||||||
DialogueStep.SetActionAfterDialogueEnds(() => { });
|
DialogueStep.SetActionAfterDialogueEnds(() => { });
|
||||||
|
|
||||||
DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
|
DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
|
||||||
|
|
||||||
DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
|
DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
|
||||||
*/
|
*/
|
||||||
if(MultiWayDialogue.Count > 0)
|
/*if (MultiWayDialogue.Count > 0)
|
||||||
BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);
|
BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);*/
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartDialogue()
|
public void StartDialogue()
|
||||||
@ -64,16 +60,19 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// 1. Find first yet undisplayed for player anbd show
|
// 1. Find first yet undisplayed for player anbd show
|
||||||
|
|
||||||
DialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
|
var dialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
|
||||||
|
|
||||||
foreach (var DialogueStep in DialogueStepsList)
|
foreach (var DialogueStep in dialogueStepsList)
|
||||||
{
|
{
|
||||||
|
Debug.Log($"List of dialogue count: {DialogueStep.DialogueController.listOfDialogue.Count}");
|
||||||
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
|
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
|
||||||
{
|
{
|
||||||
|
Debug.Log("Break Dialogue - close panel");
|
||||||
DialogueStep.DialogueController.CloseCurrentPanel(); // close panel
|
DialogueStep.DialogueController.CloseCurrentPanel(); // close panel
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
Debug.Log("a");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -89,11 +88,11 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// 1. Find first yet undisplayed for player anbd show
|
// 1. Find first yet undisplayed for player anbd show
|
||||||
|
|
||||||
DialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
|
var dialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
|
||||||
|
|
||||||
foreach (var DialogueStep in DialogueStepsList)
|
foreach (var DialogueStep in dialogueStepsList)
|
||||||
{
|
{
|
||||||
if(!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
|
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
|
||||||
{
|
{
|
||||||
DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue()); // create panel
|
DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue()); // create panel
|
||||||
|
|
||||||
@ -116,9 +115,9 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
// 1. Find first yet undisplayed for player anbd show
|
// 1. Find first yet undisplayed for player anbd show
|
||||||
|
|
||||||
DialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
|
var dialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
|
||||||
|
|
||||||
foreach (var DialogueStep in DialogueStepsList)
|
foreach (var DialogueStep in dialogueStepsList)
|
||||||
{
|
{
|
||||||
if (!DialogueStep.WasDisplayed)
|
if (!DialogueStep.WasDisplayed)
|
||||||
{
|
{
|
||||||
@ -176,17 +175,6 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
ShowStep();
|
ShowStep();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Build each step of dialogue
|
|
||||||
/// </summary>
|
|
||||||
private void BuildDialogue()
|
|
||||||
{
|
|
||||||
foreach(var dialogueStep in DialogueStepsList)
|
|
||||||
{
|
|
||||||
dialogueStep.Build();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Build each step of dialogue
|
/// Build each step of dialogue
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -198,8 +186,17 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TestEndAction()
|
public (int, int) DialogueStepStatus()
|
||||||
{
|
{
|
||||||
Debug.Log("hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh");
|
var currentDialogueStepIndex = MultiWayDialogue
|
||||||
|
.Where(el => el.Key == CurrentDialogue)
|
||||||
|
.Select(el => el.Value)
|
||||||
|
.First()
|
||||||
|
.Where(step => step.WasDisplayed == true)
|
||||||
|
.ToArray()
|
||||||
|
.Count()
|
||||||
|
;
|
||||||
|
|
||||||
|
return(CurrentDialogue, currentDialogueStepIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 45b41589283138641ba006c2243b0637
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -68,7 +68,7 @@ public class DialogueController
|
|||||||
if (listOfDialogue.Count == 0)
|
if (listOfDialogue.Count == 0)
|
||||||
{
|
{
|
||||||
CloseCurrentPanel(parentDialController);
|
CloseCurrentPanel(parentDialController);
|
||||||
FinishDialogue();
|
FinishDialoguStep();
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@ -91,12 +91,13 @@ public class DialogueController
|
|||||||
|
|
||||||
public void CloseCurrentPanel()
|
public void CloseCurrentPanel()
|
||||||
{
|
{
|
||||||
|
Debug.Log(CurrentPanel);
|
||||||
MonoBehaviour.Destroy(CurrentPanel);
|
MonoBehaviour.Destroy(CurrentPanel);
|
||||||
}
|
}
|
||||||
|
|
||||||
// if palyer click last dialogue panel's "continue" button then ShowNextPanel
|
// if palyer click last dialogue panel's "continue" button then ShowNextPanel
|
||||||
// function invoke this method whioch contain external action :D - MAGIC
|
// function invoke this method whioch contain external action :D - MAGIC
|
||||||
public void FinishDialogue()
|
public void FinishDialoguStep()
|
||||||
{
|
{
|
||||||
// set uoe everything whats is needed to change after finish dialogue
|
// set uoe everything whats is needed to change after finish dialogue
|
||||||
// eg.
|
// eg.
|
@ -14,9 +14,6 @@ public class DialogueStepModel
|
|||||||
[SerializeField] // list to map to queue in DialogueController
|
[SerializeField] // list to map to queue in DialogueController
|
||||||
public List<DialogueModel> ListOfSentences = new List<DialogueModel>();
|
public List<DialogueModel> ListOfSentences = new List<DialogueModel>();
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
public List<GameObject> Rewards;
|
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
public UnityEvent EndOfDialogueStepAction = new UnityEvent();
|
public UnityEvent EndOfDialogueStepAction = new UnityEvent();
|
||||||
|
|
||||||
@ -50,6 +47,11 @@ public class DialogueStepModel
|
|||||||
}
|
}
|
||||||
|
|
||||||
// 3. Bind finishing action
|
// 3. Bind finishing action
|
||||||
|
|
||||||
|
// 3.1 Add marked step as displayed action
|
||||||
|
EndOfDialogueStepAction.AddListener(() => WasDisplayed = true);
|
||||||
|
|
||||||
|
// 3.2 Bind actions
|
||||||
DialogueController.SetActionAfterDialogueEnds(EndOfDialogueStepAction);
|
DialogueController.SetActionAfterDialogueEnds(EndOfDialogueStepAction);
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e4639c29041f29a4884b02fd01acf48f
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: a977b11a47df30d4d8eaf12b6b2c5841
|
guid: bc9eb520a472ac94a936fca330546191
|
||||||
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|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 278e9b2867c25a34a83c1ee671b92ff2
|
guid: b7c3ffe7db8284f44a7fdff82b15299b
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 800b3a20b12cb1344be0f4be6737c5d5
|
guid: 098377c3594ac364d87eac3b64e34340
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 9580a39674501e74cb88f9f62e5fbbcf
|
guid: 8b8e1058c2b92f44485fdaae1fd02248
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: fbfba9fa41a482749a828a0dd7f8dee0
|
guid: 0329f79b337290544b14678405bb5894
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
@ -4,7 +4,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
public static class DialoguePanelsPrefabsList
|
public static class DialoguePanelsPrefabsList
|
||||||
{
|
{
|
||||||
private static string SourcePath = "Dialogue/";
|
private static string SourcePath = "UiPanels/Dialogue/";
|
||||||
public static GameObject GetPanel()
|
public static GameObject GetPanel()
|
||||||
{
|
{
|
||||||
return Resources.Load<GameObject>(SourcePath + "DialoguePanel");
|
return Resources.Load<GameObject>(SourcePath + "DialoguePanel");
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 4e51f6b74b445b749b8c3fd09e73e243
|
guid: 0dcf380149f6f2345872b529e1d7c5e3
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: c8ee24f14ee70a947a098b04569c5ecc
|
guid: 29ac04dbf1f8dfe49a0e1cc77cf3403a
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 6c2b7cdb65cfa2a4795b404433a2b1d8
|
guid: e9ca731c930aca040930cc708f416db0
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
8
Assets/Scripts/REFACTORING/Application/Mission.meta
Normal file
8
Assets/Scripts/REFACTORING/Application/Mission.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ea5a5d0b0eb26a444bf56ff4a28c2c29
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
35
Assets/Scripts/REFACTORING/Application/Mission/Mission.cs
Normal file
35
Assets/Scripts/REFACTORING/Application/Mission/Mission.cs
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]
|
||||||
|
|
||||||
|
public class Mission : ScriptableObject
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
public MissionStatusEnum Status = MissionStatusEnum.None;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
int CurrentStep = 0;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public List<MissionStepModel> MissionStepsList;
|
||||||
|
|
||||||
|
public void CheckIfComplete()
|
||||||
|
{
|
||||||
|
Debug.Log("Checkl if complete");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Accept()
|
||||||
|
{
|
||||||
|
Status = MissionStatusEnum.Accepted;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reject()
|
||||||
|
{
|
||||||
|
Status = MissionStatusEnum.Rejected;
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0a3bcdd1e2dba0c4791bcb151c0df6c1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,40 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class MissionReward
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
public List<EquippableItem> Items = new List<EquippableItem>();
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public int Cash = 0;
|
||||||
|
|
||||||
|
public MissionReward() { }
|
||||||
|
|
||||||
|
public MissionReward(List<EquippableItem> _items, int _cash)
|
||||||
|
{
|
||||||
|
Items = _items;
|
||||||
|
Cash = _cash;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCash(int newValue)
|
||||||
|
{
|
||||||
|
Cash = newValue;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void IncreaseCash(int amountToAdd)
|
||||||
|
{
|
||||||
|
Cash += amountToAdd;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddItemToRewards(Item _item)
|
||||||
|
{
|
||||||
|
Items.Add((EquippableItem)_item);
|
||||||
|
}
|
||||||
|
public void AddItemToRewards(EquippableItem _item)
|
||||||
|
{
|
||||||
|
Items.Add(_item);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e35a0f698c14dea40966c6593bcd9837
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4e699112181b4f8458f6a6bcbce888f0
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,46 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class MissionStepModel
|
||||||
|
{
|
||||||
|
[SerializeField] // this flag tell whatewer dialoge ware already display to user
|
||||||
|
public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public DialogueStepModel DialogueStep;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
public MissionReward Reward;
|
||||||
|
|
||||||
|
|
||||||
|
public MissionStepModel() { }
|
||||||
|
|
||||||
|
|
||||||
|
// Copied from DialogueStepModel
|
||||||
|
public virtual void Build()
|
||||||
|
{
|
||||||
|
DialogueStep.EndOfDialogueStepAction.AddListener(GiveReward);
|
||||||
|
|
||||||
|
DialogueStep.Build();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Assign geting reward as Model End Action
|
||||||
|
public void GiveReward()
|
||||||
|
{
|
||||||
|
var Player = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
|
||||||
|
if (!Player)
|
||||||
|
Debug.LogError("MissionStepModel::GetReward - There is no player on scene!!!");
|
||||||
|
|
||||||
|
Player.GetComponent<PlayerActions>().GetReward(Reward);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO
|
||||||
|
// zapobieganie zniuknieciu itemow po otrzymaniu nagrody z poanelu gracza - WYKONANIE SAVE PO ZAKOŃCZENIU STEPU:
|
||||||
|
// -- zapisanie postępu misji w pliku z misjami
|
||||||
|
// -- zapisanie statusu panelu gracza (lista misji / content ekwipunku / magazynu)
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 30a5cd2238c18504bb14e855774f87a2
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,33 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
//[Serializable]
|
||||||
|
//[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]
|
||||||
|
public class NpcMissionManager : ScriptableObject
|
||||||
|
{
|
||||||
|
public Mission mission = null;
|
||||||
|
|
||||||
|
private void BuildMission()
|
||||||
|
{
|
||||||
|
//mission.Status = MissionStatusEnum.Available;
|
||||||
|
foreach(var missionStep in mission.MissionStepsList)
|
||||||
|
{
|
||||||
|
missionStep.Build();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ShowStep()
|
||||||
|
{
|
||||||
|
foreach (var MissionStep in mission.MissionStepsList)
|
||||||
|
{
|
||||||
|
if (MissionStep.Status != MissionStepStatusEnum.Finished && MissionStep.DialogueStep.ListOfSentences.Count != 0)
|
||||||
|
{
|
||||||
|
MissionStep.DialogueStep.DialogueController.Show(MissionStep.DialogueStep.DialogueController.listOfDialogue.Dequeue()); // create panel
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 39fff781183ce9c4c8b22d77e405596f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/Scripts/REFACTORING/Application/NPC.meta
Normal file
8
Assets/Scripts/REFACTORING/Application/NPC.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 831de04b47054494c8d0af0f6427c146
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,71 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class NpcDialogueManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
public Dialogue DialogueTemplate;
|
||||||
|
|
||||||
|
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
|
||||||
|
[SerializeField]
|
||||||
|
public Dialogue Dialogue;
|
||||||
|
|
||||||
|
// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
|
||||||
|
public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
|
||||||
|
|
||||||
|
public void Start()
|
||||||
|
{
|
||||||
|
Dialogue = Instantiate(DialogueTemplate);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update() { }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Function to invoke actions declared in manager on object from scene not onto asset
|
||||||
|
///
|
||||||
|
/// Used in Dialogue ScriptableObject Template
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="dialogueIndex"></param>
|
||||||
|
public void DialogueEndAction(int dialogueIndex)
|
||||||
|
{
|
||||||
|
GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeDialogueEndAction(dialogueIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Function to invoke actions declared in manager (on current object)
|
||||||
|
///
|
||||||
|
/// Use this to invoke actions which we want to occured after specific Dialogue
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="dialogueIndex"></param>
|
||||||
|
protected void InvokeDialogueEndAction(int dialogueIndex)
|
||||||
|
{
|
||||||
|
EndactionEventList.Where(el => el.Key.Key == dialogueIndex).ToList().ForEach(el => el.Value.Invoke());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Function to invoke actions declared in manager on object from scene not onto asset
|
||||||
|
///
|
||||||
|
/// Used in Dialogue ScriptableObject Template
|
||||||
|
/// </summary>
|
||||||
|
public void StepEndAction()
|
||||||
|
{
|
||||||
|
GameObject.FindObjectsOfType<NpcDialogueManager>().Where(obj => obj.name == gameObject.name).First().GetComponent<NpcDialogueManager>().InvokeStepEndAction();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Function to invoke actions declared in manager (on current object)
|
||||||
|
///
|
||||||
|
/// Use this to invoke actions which we want to occured after specific Dialogue Step
|
||||||
|
/// </summary>
|
||||||
|
protected void InvokeStepEndAction()
|
||||||
|
{
|
||||||
|
var dialogueProgress = Dialogue.DialogueStepStatus();
|
||||||
|
|
||||||
|
EndactionEventList.Where(el => el.Key.Key == dialogueProgress.Item1 & el.Key.Value == dialogueProgress.Item2).ToList().ForEach(el => el.Value.Invoke());
|
||||||
|
}
|
||||||
|
}
|
8
Assets/Scripts/REFACTORING/Application/Player.meta
Normal file
8
Assets/Scripts/REFACTORING/Application/Player.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f1cb992f960963c43b7a857b977c281a
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,34 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
public class PlayerActions : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GetReward(MissionReward reward)
|
||||||
|
{
|
||||||
|
// 1. Add items to equipment
|
||||||
|
foreach(var item in reward.Items)
|
||||||
|
{
|
||||||
|
InventoryUIManager.Instance.Add(item);
|
||||||
|
}
|
||||||
|
GameObject.FindObjectOfType<SaveController>().SavePlayerEquipmentItems();
|
||||||
|
GameObject.FindObjectOfType<SaveController>().SavePlayerInventory();
|
||||||
|
|
||||||
|
// 2. Add cach
|
||||||
|
//cash += reward.Cash;
|
||||||
|
//GameObject.FindObjectOfType<SaveController>().SavePlayerBankAccount();
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b706d33712b371949b5623cdf98fc4a4
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/Scripts/REFACTORING/Application/Quest.meta
Normal file
8
Assets/Scripts/REFACTORING/Application/Quest.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: acc5048ecadde0b429d7a951a88be15b
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
39
Assets/Scripts/REFACTORING/Domain/Enum/MissionStatusEnum.cs
Normal file
39
Assets/Scripts/REFACTORING/Domain/Enum/MissionStatusEnum.cs
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public enum MissionStatusEnum
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Available,
|
||||||
|
Rejected,
|
||||||
|
Accepted,
|
||||||
|
InProggress,
|
||||||
|
Finished
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* None - raw status
|
||||||
|
* mostly as deffault value for models saved in assets or in files
|
||||||
|
* also for code class constructors (deffault value is required to pass new instanes and save object in binnary files - not sure last one heh)
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Available - mission is avaiable for player
|
||||||
|
* system is waiting on player decision, he must reject or accept tast offered by NPC
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Rejected - mission has been rejected by Player
|
||||||
|
* Player dont want to participate in this adventure :(
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Accepted - player want to do the job
|
||||||
|
* change status to 'InProggress'
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* InProggress - player is carrying out the task
|
||||||
|
* this status will be persist to complete all quest (mission)
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Finished - mission has been compleeted by player
|
||||||
|
* most importantly finish action were invoked!!
|
||||||
|
*/
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8d1920d282403b24487be27311492292
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,30 @@
|
|||||||
|
[System.Serializable]
|
||||||
|
public enum MissionStepStatusEnum
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Pending,
|
||||||
|
Active,
|
||||||
|
Finished
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* None - raw status
|
||||||
|
* mostly as deffault value for models saved in assets or in files
|
||||||
|
* also for code class constructors (deffault value is required to pass new instanes and save object in binnary files - not sure last one heh)
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Pending - mission is loaded
|
||||||
|
* step has not been started
|
||||||
|
* just loaded, step is still waiting in queue on its turn
|
||||||
|
*
|
||||||
|
* change status from None -> Pending during building step!!!
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Active - step is currently in proggress
|
||||||
|
* when status is pending we are interesten in dikalogue step model list and status each of step inside
|
||||||
|
*
|
||||||
|
*
|
||||||
|
* Finished - step was finished
|
||||||
|
* (most important finish action were invoked)
|
||||||
|
* we can freely iterate through (skip) step and go forward to next one
|
||||||
|
*/
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 61ca24d1b5f7786479bf70a674872f4e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -16,6 +16,11 @@ public struct IndexValuePair<T>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Alias for ValueTouple class, pure touple (V, T) and also KeyValuePair
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="V"></typeparam>
|
||||||
|
/// <typeparam name="T"></typeparam>
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public struct IndexValuePair<V, T>
|
public struct IndexValuePair<V, T>
|
||||||
{
|
{
|
||||||
|
@ -25,19 +25,19 @@ public class SaveController : MonoBehaviour
|
|||||||
player.GetComponent<Player>().SaveCheckpoint();
|
player.GetComponent<Player>().SaveCheckpoint();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
||||||
{
|
{
|
||||||
EquipmentDataManager.Instance.SaveDynamicData();
|
EquipmentDataManager.Instance.SaveDynamicData();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveQuests()
|
public void SavePlayerQuests()
|
||||||
{
|
{
|
||||||
SceneTaskDataManager.Instance.SaveDynamicData();
|
SceneTaskDataManager.Instance.SaveDynamicData();
|
||||||
|
|
||||||
// right now, we dont need to save dynamic list :D
|
// right now, we dont need to save dynamic list :D
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SaveInventory()
|
public void SavePlayerInventory()
|
||||||
{
|
{
|
||||||
SceneInventoryDataManager.Instance.SaveDynamicData();
|
SceneInventoryDataManager.Instance.SaveDynamicData();
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user