Merge branch 'master' into melania-dev

This commit is contained in:
KrolMel 2022-12-28 16:25:20 +01:00
commit 7db7398c75
17 changed files with 315 additions and 7 deletions

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@ -32,6 +32,7 @@ public class Dialogue : ScriptableObject, IDialogue
}
public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
{
Debug.Log(dialogueStepNo);
if (DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
}
@ -130,6 +131,11 @@ public class Dialogue : ScriptableObject, IDialogue
}
}
public void BuildDialogue()
{
BuildDialogue(DialogueSteps);
}
/// <summary>
/// Function to reset rememebered dialogue status
///

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@ -38,7 +38,63 @@ public class DialogueManager : MonoBehaviour
public virtual void Start()
{
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
// Bind setted actions
BindEndActionsToDialogues();
// Add one more action
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
Dialogue.BuildCurrentDialogue();
/*Debug.Log(Dialogue.DialogueStepStatus());
Debug.Log(Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
.First()
.Value);
Debug.Log(
Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
.First()
.Value
.DialogueSteps.Count());
Debug.Log(
Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
.First()
.Value
.DialogueSteps
.ElementAtOrDefault(Dialogue.DialogueStepStatus().Item2)
);
Debug.Log(
Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
.First()
.Value
.DialogueSteps
.ElementAtOrDefault(Dialogue.DialogueStepStatus().Item2)
.DialogueController
);
Debug.Log(
Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == Dialogue.DialogueStepStatus().Item1)
.First()
.Value
.DialogueSteps
.ElementAtOrDefault(Dialogue.DialogueStepStatus().Item2)
.DialogueController
.listOfDialogue.Count()
);
Debug.Log(GetCurrentDialoguePanelStatus());*/
}
@ -67,7 +123,7 @@ public class DialogueManager : MonoBehaviour
public virtual void OnTriggerExit2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition())
if (ComponentEnabledCondition() || !OpenInDefaultWay)
return;
if (collision.gameObject.tag == "Player")
@ -121,12 +177,14 @@ public class DialogueManager : MonoBehaviour
Debug.Log(Dialogue);
var multiDialStatius = Dialogue.DialogueStepStatus();
Debug.Log(multiDialStatius);
Debug.Log(Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
.First()
.Value
.DialogueSteps);
return Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
@ -136,5 +194,22 @@ public class DialogueManager : MonoBehaviour
.ElementAtOrDefault(multiDialStatius.Item2)
?.DialogueController.CurrentPanel != null;
}
public void BindEndActionsToDialogues()
{
foreach(var finalAction in EndactionEventList)
{
// finalAction.Key.Key | .Value/
Dialogue
.Dialogues
.Where(dial => dial.Key == finalAction.Key.Key)
.FirstOrDefault()
.Value
.DialogueSteps
.ElementAtOrDefault(finalAction.Key.Value)
.SetActionAfterDialogueStep(finalAction.Value)
;
}
}
}

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@ -108,14 +108,16 @@ public class MultiDialogue : ScriptableObject, IDialogue
/// <param name="dialogueNumber"></param>
public void SetNextDialogue(int dialogueNumber)
{
Debug.Log("----------------- SetNextDialogue");
Debug.Log(dialogueNumber);
if (Dialogues.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0)
return;
// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
GoToNextSentence();
// 2. Chane index
CurrentDialogue = dialogueNumber;
// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
GoToNextSentence();
}
/// <summary>
@ -134,9 +136,8 @@ public class MultiDialogue : ScriptableObject, IDialogue
StartDialogue();
}
/// <summary>
/// Build each step of dialogue
/// </summary>
// MUST BE IMPLEMENTED - INTERFACE RULES
// USELESS IN THIS FILE
public void BuildDialogue(List<DialogueStepModel> Dialogue)
{
foreach (var dialogueStep in Dialogue)
@ -147,6 +148,21 @@ public class MultiDialogue : ScriptableObject, IDialogue
}
}
/// <summary>
/// Build each step of dialogue
/// </summary>
public void BuildDialogue(Dialogue Dialogue)
{
Dialogue.SetSpeakerName(SpeakerName);
Dialogue.BuildDialogue();
}
public void BuildCurrentDialogue()
{
BuildDialogue(Dialogues.Where(dial => dial.Key == CurrentDialogue).ToArray().First().Value);
}
/// <summary>
/// Function to reset rememebered dialogue status
///