Improved the dialogue system, so that as a player we can accept a quest

This commit is contained in:
alilas2 2022-06-14 15:54:28 +02:00
parent 44c9fe619d
commit 5c26f64469
11 changed files with 1685 additions and 251 deletions

View File

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using System.Collections.Generic;
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nameText1: {fileID: 1081484092}
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dialogue: dialogue:
name: Boss name: Boss
sentences: sentences:
- Random dialogue 1 - Random dialogue 1
- Even more random dialogue 2 - Even more random dialogue 2
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name:
sentences: []
dialogueAQuest:
name:
sentences: []
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View File

@ -7,23 +7,45 @@ public class NPCDialogue : MonoBehaviour
{ {
public Text nameText; public Text nameText;
public Text nameText1;
public Text dialogueText; public Text dialogueText;
public Dialogue dialogue; public Dialogue dialogue;
public Dialogue dialogueWQuest;
public Dialogue dialogueAQuest;
private Queue<string> sentences; private Queue<string> sentences;
private Queue<string> sentencesWQuest;
private Queue<string> sentencesAQuest;
public GameObject Panel; public GameObject Panel;
public GameObject QuestPanel;
bool triggered = false; bool triggered = false;
public int isQuest;
void Start() void Start()
{ {
sentences = new Queue<string>(); sentences = new Queue<string>();
sentencesWQuest = new Queue<string>();
sentencesAQuest = new Queue<string>();
} }
public void TriggerDialogue() public void TriggerDialogue()
{ {
StartDialogue(dialogue); if (isQuest == 2)
{
StartDialogue(dialogueWQuest);
}
else if (isQuest == 3)
{
StartDialogue(dialogueAQuest);
}
else
{
StartDialogue(dialogue);
}
} }
void OnTriggerExit2D(Collider2D collision) void OnTriggerExit2D(Collider2D collision)
@ -46,6 +68,7 @@ public class NPCDialogue : MonoBehaviour
void Update() void Update()
{ {
if (triggered) if (triggered)
{ {
if (Input.GetKeyDown(KeyCode.E)) if (Input.GetKeyDown(KeyCode.E))
@ -54,7 +77,18 @@ public class NPCDialogue : MonoBehaviour
{ {
Panel.SetActive(true); Panel.SetActive(true);
} }
StartDialogue(dialogue); if (isQuest == 2)
{
StartDialogue(dialogueWQuest);
}
else if (isQuest == 2)
{
StartDialogue(dialogueAQuest);
}
else
{
StartDialogue(dialogue);
}
} }
} }
} }
@ -63,6 +97,7 @@ public class NPCDialogue : MonoBehaviour
public void StartDialogue(Dialogue dialogue) public void StartDialogue(Dialogue dialogue)
{ {
nameText.text = dialogue.name; nameText.text = dialogue.name;
nameText1.text = dialogue.name;
sentences.Clear(); sentences.Clear();
@ -71,34 +106,76 @@ public class NPCDialogue : MonoBehaviour
sentences.Enqueue(sentence); sentences.Enqueue(sentence);
} }
DisplayNextSentence(); DisplayNextSentence();
} }
public void DisplayNextSentence() public void DisplayNextSentence()
{ {
if (sentences.Count == 0) if (isQuest == 2)
{ {
EndDialogue(); if (sentences.Count == 0)
return; {
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
dialogueText.text = sentence;
}
else if (isQuest == 0)
{
if (sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
dialogueText.text = sentence;
}
else if (isQuest == 4)
{
if (sentences.Count == 0)
{
EndDialogue();
return;
}
string sentence = sentences.Dequeue();
dialogueText.text = sentence;
}
else if (isQuest == 1)
{
if (sentences.Count == 0)
{
QuestPanel.SetActive(true);
Panel.SetActive(false);
return;
}
string sentence = sentences.Dequeue();
dialogueText.text = sentence;
} }
string sentence = sentences.Dequeue();
dialogueText.text = sentence;
} }
void EndDialogue() public void EndDialogue()
{ {
Panel.SetActive(false); Panel.SetActive(false);
QuestPanel.SetActive(false);
}
public void QuestAccepted()
{
isQuest = 2;
QuestPanel.SetActive(false);
if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted()) if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted())
{ {
Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask(); Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
TaskManager.Instance.AddTask(myTask); TaskManager.Instance.AddTask(myTask);
} else { } else {
Debug.Log("Ten task został juz rozpoczęty!"); Debug.Log("Ten task został juz rozpoczęty!");
} }
} }
} }

View File

@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class closePossibleButtonInfo : MonoBehaviour
{
public GameObject Panel;
public GameObject EPanel;
public GameObject SpacePanel;
public GameObject EPanel1;
public GameObject SpacePanel1;
void Update()
{
if(Panel.active == true)
{
EPanel.SetActive(false);
EPanel1.SetActive(false);
SpacePanel.SetActive(false);
SpacePanel1.SetActive(false);
}
}
}

View File

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