Fix dialogue modifications
This commit is contained in:
parent
fb692e1bb8
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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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- Sentence: Who are you? Hod did you get past my guards?!
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- Sentence: Don't answer. I don't care anyway. You're dead to me/.
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8
Assets/Resources/Dialogue/BossThugDialPl.asset.meta
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@ -35,6 +35,7 @@ Transform:
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@ -153,7 +155,7 @@ CircleCollider2D:
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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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Rewards: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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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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Value:
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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_MethodName: GoToNextSentence
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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_Target: {fileID: 5064228440392526989}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: SetNextDialogue
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m_MethodName: DialogueEndAction
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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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- Key: 1
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Value:
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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_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_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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@ -381,10 +246,10 @@ MonoBehaviour:
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newController: {fileID: 0}
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isAfterConversation: 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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Animator:
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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_ApplyRootMotion: 0
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m_LinearVelocityBlending: 0
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m_StabilizeFeet: 0
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m_WarningMessage:
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folderAsset: yes
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DefaultImporter:
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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_AnchorMin: {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_Pivot: {x: 0.5, y: 0.5}
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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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public class Dialogue
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public class DialogueNpcTest
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{
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public string name;
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public string[] sentences;
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@ -1,8 +0,0 @@
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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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@ -1,61 +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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using System;
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public class PanelTest : MonoBehaviour
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{
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[SerializeField] bool Custom = true;
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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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private void CustomPanel()
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{
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Debug.Log("Accept press");
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}
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private void QuestionPanel()
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{
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Debug.Log("Reject press");
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}
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private void EndDialogue()
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{
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Debug.Log("End dialogue :D");
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}
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}
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public class NPCDialogue2 : MonoBehaviour
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{
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/* List<DialogueStepModel> DialogueStepsList;
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public void Start()
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{
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DialogueController DialogueStep = new DialogueController();
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DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
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*//* DialogueStep.AddSentence(new QuestionDialogueModel("tolore dolore?",
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new List<Tuple<string, Action>> {
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new Tuple<string, Action>("AcceptButton", CustomPanel),
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new Tuple<string, Action>("RejectButton", QuestionPanel)
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}));*//*
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DialogueStep.SetActionAfterDialogueEnds(() => { });
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DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
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DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
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}
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public void ShowStep()
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{
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DialogueStepsList[0].DialogueController.Show(DialogueStepsList[0].DialogueController.listOfDialogue.Dequeue());
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}*/
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}
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@ -1,11 +0,0 @@
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icon: {instanceID: 0}
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userData:
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@ -35,15 +35,15 @@ public class DoorBehaviour : MonoBehaviour
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PlayerPrefs.SetFloat("gateway.respawnCoords.z", gateway.respawnCoords.z);
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// 1. Save all before change scene
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SaveController.GetComponent<SaveController>().SaveItems();
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SaveController.GetComponent<SaveController>().SaveQuests();
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SaveController.GetComponent<SaveController>().SaveInventory();
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SaveController.GetComponent<SaveController>().SavePlayerEquipmentItems();
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SaveController.GetComponent<SaveController>().SavePlayerQuests();
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SaveController.GetComponent<SaveController>().SavePlayerInventory();
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SaveController.GetComponent<SaveController>().SaveHealth();
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// 1. Save all befor change scene
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// SaveController.GetComponent<SaveController>().SaveItems();
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SaveController.GetComponent<SaveController>().SaveQuests();
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// SaveController.GetComponent<SaveController>().SaveInventory();
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// SaveController.GetComponent<SaveController>().SavePlayerEquipmentItems();
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SaveController.GetComponent<SaveController>().SavePlayerQuests();
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// SaveController.GetComponent<SaveController>().SavePlayerInventory();
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// 2. Change scene
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SceneManager.LoadScene(gateway.nextMapName);
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@ -92,6 +92,10 @@ public class BossThug : MonoBehaviour
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public void ChanegStatusToAttack()
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{
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BreakConversation();
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SetEndConversation();
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state = BossThugEnum.Attacking;
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}
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@ -100,40 +104,38 @@ public class BossThug : MonoBehaviour
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{
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if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
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{
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Debug.Log("OnTriggerEnter2D");
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//gameObject.GetComponent<CircleCollider2D>().enabled = false;
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//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
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isDuringConversation = true;
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|
||||
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)
|
||||
{
|
||||
isDuringConversation = true;
|
||||
|
||||
gameObject.GetComponent<NpcDialogueManager>().StartDialogue();
|
||||
}
|
||||
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
||||
}
|
||||
}*/
|
||||
|
||||
public void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && isDuringConversation)
|
||||
{
|
||||
Debug.Log("break dialogue");
|
||||
|
||||
//gameObject.GetComponent<CircleCollider2D>().enabled = true;
|
||||
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
||||
|
||||
|
||||
isDuringConversation = false;
|
||||
|
||||
gameObject.GetComponent<NpcDialogueManager>().BreakDialogue();
|
||||
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogue();
|
||||
|
||||
//TODO break dialogue after leaving collider range!!!
|
||||
}
|
||||
@ -147,6 +149,9 @@ public class BossThug : MonoBehaviour
|
||||
isDuringConversation = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mark conversation as finished
|
||||
/// </summary>
|
||||
public void SetEndConversation()
|
||||
{
|
||||
isAfterConversation = true;
|
||||
|
@ -11,17 +11,17 @@ public class NPCDialogue : MonoBehaviour
|
||||
public Text nameText2;
|
||||
public Text dialogueText;
|
||||
//first dialogue
|
||||
public Dialogue dialogue;
|
||||
public DialogueNpcTest dialogue;
|
||||
//dialogue during quest
|
||||
public Dialogue dialogueWQuest;
|
||||
public DialogueNpcTest dialogueWQuest;
|
||||
//dialotgue after quest
|
||||
public Dialogue dialogueAQuest;
|
||||
public DialogueNpcTest dialogueAQuest;
|
||||
//first dialogue
|
||||
public Dialogue dialoguePolish;
|
||||
public DialogueNpcTest dialoguePolish;
|
||||
//dialogue during quest
|
||||
public Dialogue dialogueWQuestPolish;
|
||||
public DialogueNpcTest dialogueWQuestPolish;
|
||||
//dialotgue after quest
|
||||
public Dialogue dialogueAQuestPolish;
|
||||
public DialogueNpcTest dialogueAQuestPolish;
|
||||
|
||||
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;
|
||||
nameText1.text = dialogue.name;
|
||||
|
@ -1,6 +1,5 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor.Build.Content;
|
||||
using UnityEngine;
|
||||
[System.Serializable]
|
||||
public class Node
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f046684cddc2ca4c8d476952e4f48cf
|
||||
guid: 9d8ad5f0a8e5a4341b7122164fdcfe6f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -1,16 +1,12 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class NpcDialogueManager : MonoBehaviour
|
||||
[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
|
||||
public class Dialogue : ScriptableObject
|
||||
{
|
||||
[SerializeField]
|
||||
public List<DialogueStepModel> DialogueStepsList;
|
||||
|
||||
|
||||
[SerializeField]
|
||||
int CurrentDialogue = 0;
|
||||
|
||||
@ -47,8 +43,8 @@ public class NpcDialogueManager : MonoBehaviour
|
||||
|
||||
DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
|
||||
*/
|
||||
if(MultiWayDialogue.Count > 0)
|
||||
BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);
|
||||
/*if (MultiWayDialogue.Count > 0)
|
||||
BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);*/
|
||||
}
|
||||
|
||||
public void StartDialogue()
|
||||
@ -64,16 +60,19 @@ public class NpcDialogueManager : MonoBehaviour
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
Debug.Log("Break Dialogue - close panel");
|
||||
DialogueStep.DialogueController.CloseCurrentPanel(); // close panel
|
||||
|
||||
break;
|
||||
}
|
||||
Debug.Log("a");
|
||||
}
|
||||
}
|
||||
|
||||
@ -89,11 +88,11 @@ public class NpcDialogueManager : MonoBehaviour
|
||||
{
|
||||
// 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
|
||||
|
||||
@ -116,9 +115,9 @@ public class NpcDialogueManager : MonoBehaviour
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
@ -176,17 +175,6 @@ public class NpcDialogueManager : MonoBehaviour
|
||||
ShowStep();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build each step of dialogue
|
||||
/// </summary>
|
||||
private void BuildDialogue()
|
||||
{
|
||||
foreach(var dialogueStep in DialogueStepsList)
|
||||
{
|
||||
dialogueStep.Build();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build each step of dialogue
|
||||
/// </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)
|
||||
{
|
||||
CloseCurrentPanel(parentDialController);
|
||||
FinishDialogue();
|
||||
FinishDialoguStep();
|
||||
|
||||
return false;
|
||||
}
|
||||
@ -91,12 +91,13 @@ public class DialogueController
|
||||
|
||||
public void CloseCurrentPanel()
|
||||
{
|
||||
Debug.Log(CurrentPanel);
|
||||
MonoBehaviour.Destroy(CurrentPanel);
|
||||
}
|
||||
|
||||
// if palyer click last dialogue panel's "continue" button then ShowNextPanel
|
||||
// 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
|
||||
// eg.
|
@ -14,9 +14,6 @@ public class DialogueStepModel
|
||||
[SerializeField] // list to map to queue in DialogueController
|
||||
public List<DialogueModel> ListOfSentences = new List<DialogueModel>();
|
||||
|
||||
[SerializeField]
|
||||
public List<GameObject> Rewards;
|
||||
|
||||
[SerializeField]
|
||||
public UnityEvent EndOfDialogueStepAction = new UnityEvent();
|
||||
|
||||
@ -50,6 +47,11 @@ public class DialogueStepModel
|
||||
}
|
||||
|
||||
// 3. Bind finishing action
|
||||
|
||||
// 3.1 Add marked step as displayed action
|
||||
EndOfDialogueStepAction.AddListener(() => WasDisplayed = true);
|
||||
|
||||
// 3.2 Bind actions
|
||||
DialogueController.SetActionAfterDialogueEnds(EndOfDialogueStepAction);
|
||||
}
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4639c29041f29a4884b02fd01acf48f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a977b11a47df30d4d8eaf12b6b2c5841
|
||||
guid: bc9eb520a472ac94a936fca330546191
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 278e9b2867c25a34a83c1ee671b92ff2
|
||||
guid: b7c3ffe7db8284f44a7fdff82b15299b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 800b3a20b12cb1344be0f4be6737c5d5
|
||||
guid: 098377c3594ac364d87eac3b64e34340
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9580a39674501e74cb88f9f62e5fbbcf
|
||||
guid: 8b8e1058c2b92f44485fdaae1fd02248
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fbfba9fa41a482749a828a0dd7f8dee0
|
||||
guid: 0329f79b337290544b14678405bb5894
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -4,7 +4,7 @@ using UnityEngine;
|
||||
|
||||
public static class DialoguePanelsPrefabsList
|
||||
{
|
||||
private static string SourcePath = "Dialogue/";
|
||||
private static string SourcePath = "UiPanels/Dialogue/";
|
||||
public static GameObject GetPanel()
|
||||
{
|
||||
return Resources.Load<GameObject>(SourcePath + "DialoguePanel");
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e51f6b74b445b749b8c3fd09e73e243
|
||||
guid: 0dcf380149f6f2345872b529e1d7c5e3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c8ee24f14ee70a947a098b04569c5ecc
|
||||
guid: 29ac04dbf1f8dfe49a0e1cc77cf3403a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c2b7cdb65cfa2a4795b404433a2b1d8
|
||||
guid: e9ca731c930aca040930cc708f416db0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
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
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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:
|
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externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
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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]
|
||||
public struct IndexValuePair<V, T>
|
||||
{
|
||||
|
@ -25,19 +25,19 @@ public class SaveController : MonoBehaviour
|
||||
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();
|
||||
}
|
||||
|
||||
public void SaveQuests()
|
||||
public void SavePlayerQuests()
|
||||
{
|
||||
SceneTaskDataManager.Instance.SaveDynamicData();
|
||||
|
||||
// right now, we dont need to save dynamic list :D
|
||||
}
|
||||
|
||||
public void SaveInventory()
|
||||
public void SavePlayerInventory()
|
||||
{
|
||||
SceneInventoryDataManager.Instance.SaveDynamicData();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user