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How did you get past my guards?! + Buttons: [] + - Sentence: Don't answer, I don't care anyway. You're dead to me. + Buttons: [] + Rewards: [] + EndOfDialogueStepAction: + m_PersistentCalls: + m_Calls: + - m_Target: {fileID: 482428332992622001} + m_TargetAssemblyTypeName: BossThug, Assembly-CSharp + m_MethodName: ChanegStatusToAttack + m_Mode: 1 + m_Arguments: + m_ObjectArgument: {fileID: 0} + m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine + m_IntArgument: 0 + m_FloatArgument: 0 + m_StringArgument: + m_BoolArgument: 0 + m_CallState: 2 --- !u!114 &482428332992622006 MonoBehaviour: m_ObjectHideFlags: 0 @@ -205,7 +198,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 88d05133b4682194e90a88b0f3c16b70, type: 3} m_Name: m_EditorClassIdentifier: - moveSpeed: 2 + moveSpeed: 5 enemyName: BossThug maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2} health: 0 @@ -239,4 +232,5 @@ MonoBehaviour: m_EditorClassIdentifier: npc1: {fileID: 0} npc2: {fileID: 0} + isAfterConversation: 0 state: 0 diff --git a/Assets/Scripts/Domain/Dialogue/DialogueController.cs b/Assets/Scripts/Domain/Dialogue/DialogueController.cs new file mode 100644 index 00000000..20ee95e9 --- /dev/null +++ b/Assets/Scripts/Domain/Dialogue/DialogueController.cs @@ -0,0 +1,88 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +[Serializable] +public class DialogueController +{ + public Queue listOfDialogue = new Queue(); + + private UnityEvent EndOfDialogueStepAction = new UnityEvent(); + + [SerializeField] + public GameObject CurrentPanel; + + /// + /// Set panel info (panel, coords, text, buttons) + /// + /// + public void AddSentence(DialogueModel dialogueModel) + { + listOfDialogue.Enqueue(dialogueModel); + } + +/* + * TODO add endpoints to setup button sctions via others scripyts ! ! ! + public void AddButton(PanelButtonStepModel _buttonModel) + { + Buttons.Add(_buttonModel); + } + + public void SetButtons(List _buttonsModelList) + { + Buttons = _buttonsModelList; + } +*/ + + + public void SetActionAfterDialogueEnds(UnityEvent _endOfDialogueStepAction) + { + EndOfDialogueStepAction = _endOfDialogueStepAction; + } + public void SetActionAfterDialogueEnds(Action _finishDialogueAction) + { + EndOfDialogueStepAction.AddListener( new UnityAction( _finishDialogueAction)); + } + + public void Show(DialogueModel panelModel) + { + Panel panelDis = panelModel.Panel("Kabix", panelModel); + panelDis.PanelInstance = panelDis.BuildPanel(); + panelDis.SetContinueButtonAction(ShowNextPanel, this); + + CurrentPanel = panelDis.PanelInstance; + } + + + private void ShowNextPanel(DialogueController parentDialController) + { + if (listOfDialogue.Count == 0) + { + MonoBehaviour.Destroy(parentDialController.CurrentPanel); + FinishDialogue(); + } + else + { + MonoBehaviour.Destroy(parentDialController.CurrentPanel); + + DialogueModel nextPanel = parentDialController.listOfDialogue.Dequeue(); + + Show(nextPanel); + } + } + + // if palyer click last dialogue panel's "continue" button then ShowNextPanel + // function invoke this method whioch contain external action :D - MAGIC + public void FinishDialogue() + { + // set uoe everything whats is needed to change after finish dialogue + // eg. + // - add task to list + // - get reward + // - mark quest as completed :D + + EndOfDialogueStepAction.Invoke(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Domain/Dialogue/Model/DialogueModel.cs b/Assets/Scripts/Domain/Dialogue/Model/DialogueModel.cs new file mode 100644 index 00000000..d4692a6e --- /dev/null +++ b/Assets/Scripts/Domain/Dialogue/Model/DialogueModel.cs @@ -0,0 +1,31 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[Serializable] +public class DialogueModel // where TPanel : AbstractPanel +{ + public Func Panel = PanelFactory.BasePanel; + + [SerializeField] + public string Sentence; // { get; set; } // make set private but this will block inspector + + [SerializeField] + public List Buttons = new List(); + + + public DialogueModel() { } + + public DialogueModel(string _sentence) + { + Sentence = _sentence; + } + + public DialogueModel(string _sentence, List _buttonsModelsList) + { + Sentence = _sentence; + + Buttons = _buttonsModelsList; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Domain/Dialogue/Model/DialogueStepModel.cs b/Assets/Scripts/Domain/Dialogue/Model/DialogueStepModel.cs new file mode 100644 index 00000000..e7c42a1b --- /dev/null +++ b/Assets/Scripts/Domain/Dialogue/Model/DialogueStepModel.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +// change to "mission step" model in future +[Serializable] +public class DialogueStepModel +{ + [SerializeField] // this flag tell whatewer dialoge ware already display to user + public bool WasDisplayed = false; + + [SerializeField] // list to map to queue in DialogueController + public List ListOfSentences = new List(); + + [SerializeField] + public List Rewards; + + [SerializeField] + public UnityEvent EndOfDialogueStepAction = new UnityEvent(); + + + + // for displaying set of sentences in one display + public DialogueController DialogueController { get; protected set; } + + + public DialogueStepModel() { } + + public DialogueStepModel(DialogueController _dialogueController) + { + DialogueController = _dialogueController; + } + + /// + /// Just convert list to queue structure :D + /// + public virtual void Build() + { + // 1. Clear previous setups + + // 2. Map first structur into second + DialogueController = new DialogueController(); + + foreach (DialogueModel DialogueModel in ListOfSentences) + { + // Pass data to builded panel (name, sentence, buttons) + DialogueController.AddSentence(DialogueModel); + } + + // 3. Bind finishing action + DialogueController.SetActionAfterDialogueEnds(EndOfDialogueStepAction); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Domain/DialoguePanel/AbstractPanel.cs b/Assets/Scripts/Domain/DialoguePanel/AbstractPanel.cs new file mode 100644 index 00000000..a2193ea2 --- /dev/null +++ b/Assets/Scripts/Domain/DialoguePanel/AbstractPanel.cs @@ -0,0 +1,28 @@ +using UnityEngine; + +public abstract class AbstractPanel : IPanel +{ + // Panel data + public Vector3 Position { get; set; } + public Vector2 Size { get; set; } + public Vector3 Scale { get; set; } + + public AbstractPanel() { } + + public AbstractPanel(Vector3 _position, Vector2 _size, Vector3 _scale) + { + Position = _position; + Size = _size; + Scale = _scale; + } + + /// + /// Must be overwritten in childern class + /// + /// + public virtual GameObject BuildPanel() + { + throw new System.NotImplementedException(); + } +} + diff --git a/Assets/Scripts/Domain/DialoguePanel/Enum/PanelButtonEnum.cs b/Assets/Scripts/Domain/DialoguePanel/Enum/PanelButtonEnum.cs new file mode 100644 index 00000000..5cfe7f77 --- /dev/null +++ b/Assets/Scripts/Domain/DialoguePanel/Enum/PanelButtonEnum.cs @@ -0,0 +1,10 @@ +// if you want to add new button and new button prefab you must: +// - add button mark to this enum +// - add new compose function to PanelComponentFactory class +public enum PanelButtonEnum +{ + Continue = 0, + Base = 1, // no type button + Accept = 2, + Reject = 3 +} \ No newline at end of file diff --git a/Assets/Scripts/Domain/DialoguePanel/Factory/PanelComponentFactory.cs b/Assets/Scripts/Domain/DialoguePanel/Factory/PanelComponentFactory.cs new file mode 100644 index 00000000..3f25c35b --- /dev/null +++ b/Assets/Scripts/Domain/DialoguePanel/Factory/PanelComponentFactory.cs @@ -0,0 +1,96 @@ +using UnityEngine; +using UnityEngine.UI; + +public static class PanelComponentFactory +{ + /// + /// + /// + /// + /// + /// + /// + public static GameObject BuildCustomPanel(Vector3 position, Vector2 size, Vector3 scale) + { + var panel = DialoguePanelsPrefabsList.GetPanel(); + + panel.GetComponent().position = position; + panel.GetComponent().localScale = scale; + panel.GetComponent().sizeDelta = size; + + + GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent().localPosition, panel.transform.rotation) as GameObject; + prefab.name = "DialoguePanel"; + + prefab.transform.SetParent(GameObject.FindGameObjectWithTag("GUI").transform, false); + + GameObject continueButton = BuildContinueButton(new Vector3(-100, 150, 0), new Vector2(115, 90), new Vector3(1.2f, 1.2f, 1)); + continueButton.transform.SetParent(prefab.transform, false); + + return prefab; + } + + public static GameObject BuildCustomButton(ButtonPanelModel answerModel) + { + var panel = DialoguePanelsPrefabsList.GetBaseButton(); + + panel.GetComponent().position = answerModel.Position; + panel.GetComponent().localScale = answerModel.Scale; + panel.GetComponent().sizeDelta = answerModel.Size; + + GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent().localPosition, panel.transform.rotation) as GameObject; + prefab.name = answerModel.Response; + + // Assign content + prefab.transform.Find("Text").GetComponent().text = answerModel.Response; + + // Assign actions + prefab.GetComponent