Merge branch 'jakfit-dialogue-module'
This commit is contained in:
commit
ae17d7d651
199
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name:
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dialogueAQuest:
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name:
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sentences: []
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dialoguePolish:
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name:
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sentences: []
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dialogueWQuestPolish:
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name:
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88
Assets/Scripts/Domain/Dialogue/DialogueController.cs
Normal file
88
Assets/Scripts/Domain/Dialogue/DialogueController.cs
Normal file
@ -0,0 +1,88 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
[Serializable]
|
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public class DialogueController
|
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{
|
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public Queue<DialogueModel> listOfDialogue = new Queue<DialogueModel>();
|
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|
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private UnityEvent EndOfDialogueStepAction = new UnityEvent();
|
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|
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[SerializeField]
|
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public GameObject CurrentPanel;
|
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|
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/// <summary>
|
||||
/// Set panel info (panel, coords, text, buttons)
|
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/// </summary>
|
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/// <param name="dialogueModel"></param>
|
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public void AddSentence(DialogueModel dialogueModel)
|
||||
{
|
||||
listOfDialogue.Enqueue(dialogueModel);
|
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}
|
||||
|
||||
/*
|
||||
* TODO add endpoints to setup button sctions via others scripyts ! ! !
|
||||
public void AddButton(PanelButtonStepModel _buttonModel)
|
||||
{
|
||||
Buttons.Add(_buttonModel);
|
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}
|
||||
|
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public void SetButtons(List<PanelButtonStepModel> _buttonsModelList)
|
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{
|
||||
Buttons = _buttonsModelList;
|
||||
}
|
||||
*/
|
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|
||||
|
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public void SetActionAfterDialogueEnds(UnityEvent _endOfDialogueStepAction)
|
||||
{
|
||||
EndOfDialogueStepAction = _endOfDialogueStepAction;
|
||||
}
|
||||
public void SetActionAfterDialogueEnds(Action _finishDialogueAction)
|
||||
{
|
||||
EndOfDialogueStepAction.AddListener( new UnityAction( _finishDialogueAction));
|
||||
}
|
||||
|
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public void Show(DialogueModel panelModel)
|
||||
{
|
||||
Panel panelDis = panelModel.Panel("Kabix", panelModel);
|
||||
panelDis.PanelInstance = panelDis.BuildPanel();
|
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panelDis.SetContinueButtonAction(ShowNextPanel, this);
|
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|
||||
CurrentPanel = panelDis.PanelInstance;
|
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}
|
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|
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|
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private void ShowNextPanel(DialogueController parentDialController)
|
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{
|
||||
if (listOfDialogue.Count == 0)
|
||||
{
|
||||
MonoBehaviour.Destroy(parentDialController.CurrentPanel);
|
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FinishDialogue();
|
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}
|
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else
|
||||
{
|
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MonoBehaviour.Destroy(parentDialController.CurrentPanel);
|
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|
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DialogueModel nextPanel = parentDialController.listOfDialogue.Dequeue();
|
||||
|
||||
Show(nextPanel);
|
||||
}
|
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}
|
||||
|
||||
// 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
|
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|
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EndOfDialogueStepAction.Invoke();
|
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}
|
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}
|
31
Assets/Scripts/Domain/Dialogue/Model/DialogueModel.cs
Normal file
31
Assets/Scripts/Domain/Dialogue/Model/DialogueModel.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class DialogueModel //<TPanel> where TPanel : AbstractPanel
|
||||
{
|
||||
public Func<string, DialogueModel, Panel> Panel = PanelFactory.BasePanel;
|
||||
|
||||
[SerializeField]
|
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public string Sentence; // { get; set; } // make set private but this will block inspector
|
||||
|
||||
[SerializeField]
|
||||
public List<PanelButtonStepModel> Buttons = new List<PanelButtonStepModel>();
|
||||
|
||||
|
||||
public DialogueModel() { }
|
||||
|
||||
public DialogueModel(string _sentence)
|
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{
|
||||
Sentence = _sentence;
|
||||
}
|
||||
|
||||
public DialogueModel(string _sentence, List<PanelButtonStepModel> _buttonsModelsList)
|
||||
{
|
||||
Sentence = _sentence;
|
||||
|
||||
Buttons = _buttonsModelsList;
|
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}
|
||||
}
|
55
Assets/Scripts/Domain/Dialogue/Model/DialogueStepModel.cs
Normal file
55
Assets/Scripts/Domain/Dialogue/Model/DialogueStepModel.cs
Normal file
@ -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<DialogueModel> ListOfSentences = new List<DialogueModel>();
|
||||
|
||||
[SerializeField]
|
||||
public List<GameObject> 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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Just convert list to queue structure :D
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
28
Assets/Scripts/Domain/DialoguePanel/AbstractPanel.cs
Normal file
28
Assets/Scripts/Domain/DialoguePanel/AbstractPanel.cs
Normal file
@ -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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Must be overwritten in childern class
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual GameObject BuildPanel()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
10
Assets/Scripts/Domain/DialoguePanel/Enum/PanelButtonEnum.cs
Normal file
10
Assets/Scripts/Domain/DialoguePanel/Enum/PanelButtonEnum.cs
Normal file
@ -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
|
||||
}
|
@ -0,0 +1,96 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public static class PanelComponentFactory
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="position"></param>
|
||||
/// <param name="size"></param>
|
||||
/// <param name="scale"></param>
|
||||
/// <returns></returns>
|
||||
public static GameObject BuildCustomPanel(Vector3 position, Vector2 size, Vector3 scale)
|
||||
{
|
||||
var panel = DialoguePanelsPrefabsList.GetPanel();
|
||||
|
||||
panel.GetComponent<RectTransform>().position = position;
|
||||
panel.GetComponent<RectTransform>().localScale = scale;
|
||||
panel.GetComponent<RectTransform>().sizeDelta = size;
|
||||
|
||||
|
||||
GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent<RectTransform>().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<RectTransform>().position = answerModel.Position;
|
||||
panel.GetComponent<RectTransform>().localScale = answerModel.Scale;
|
||||
panel.GetComponent<RectTransform>().sizeDelta = answerModel.Size;
|
||||
|
||||
GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent<RectTransform>().localPosition, panel.transform.rotation) as GameObject;
|
||||
prefab.name = answerModel.Response;
|
||||
|
||||
// Assign content
|
||||
prefab.transform.Find("Text").GetComponent<Text>().text = answerModel.Response;
|
||||
|
||||
// Assign actions
|
||||
prefab.GetComponent<Button>().onClick.AddListener(() => answerModel.ButtonActions.Invoke());
|
||||
|
||||
return prefab;
|
||||
}
|
||||
|
||||
public static GameObject BuildAcceptButton(Vector3 position, Vector2 size, Vector3 scale)
|
||||
{
|
||||
var panel = DialoguePanelsPrefabsList.GetAcceptButton();
|
||||
|
||||
panel.GetComponent<RectTransform>().position = position;
|
||||
panel.GetComponent<RectTransform>().localScale = scale;
|
||||
panel.GetComponent<RectTransform>().sizeDelta = size;
|
||||
|
||||
|
||||
GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent<RectTransform>().localPosition, panel.transform.rotation) as GameObject;
|
||||
prefab.name = "AcceptButton";
|
||||
|
||||
return prefab;
|
||||
}
|
||||
|
||||
public static GameObject BuildRejectButton(Vector3 position, Vector2 size, Vector3 scale)
|
||||
{
|
||||
var panel = DialoguePanelsPrefabsList.GetRejectButton();
|
||||
|
||||
panel.GetComponent<RectTransform>().position = position;
|
||||
panel.GetComponent<RectTransform>().localScale = scale;
|
||||
panel.GetComponent<RectTransform>().sizeDelta = size;
|
||||
|
||||
|
||||
GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent<RectTransform>().localPosition, panel.transform.rotation) as GameObject;
|
||||
prefab.name = "RejectButton";
|
||||
|
||||
return prefab;
|
||||
}
|
||||
|
||||
public static GameObject BuildContinueButton(Vector3 position, Vector2 size, Vector3 scale)
|
||||
{
|
||||
var panel = DialoguePanelsPrefabsList.GetContinueButton();
|
||||
|
||||
panel.GetComponent<RectTransform>().position = position;
|
||||
panel.GetComponent<RectTransform>().sizeDelta = size;
|
||||
panel.GetComponent<RectTransform>().localScale = scale;
|
||||
|
||||
GameObject prefab = MonoBehaviour.Instantiate(panel, panel.GetComponent<RectTransform>().localPosition, panel.transform.rotation) as GameObject;
|
||||
prefab.name = "ContinueButton";
|
||||
|
||||
return prefab;
|
||||
}
|
||||
}
|
128
Assets/Scripts/Domain/DialoguePanel/Factory/PanelFactory.cs
Normal file
128
Assets/Scripts/Domain/DialoguePanel/Factory/PanelFactory.cs
Normal file
@ -0,0 +1,128 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
public static class PanelFactory
|
||||
{
|
||||
// panel basics config
|
||||
private static Vector3 DialoguePanelPosition = new Vector3(0, 75, 0);
|
||||
private static Vector2 DialoguePanelSize = new Vector2(800, 665);
|
||||
private static Vector3 DialoguePanelScale = new Vector3(0.95f, 0.2f, 1);
|
||||
|
||||
// buttons config
|
||||
private static Vector3 BaseButtonPosition = new Vector3(110, 0, 0);
|
||||
private static Vector2 BaseButtonSize = new Vector2(150, 80);
|
||||
private static Vector3 BaseButtonScale = new Vector3(1, 1, 1);
|
||||
|
||||
private static Vector3 AcceptButtonPosition = new Vector3(90, 270, 0);
|
||||
private static Vector2 AcceptButtonSize = new Vector2(100, 80);
|
||||
private static Vector3 AcceptButtonScale = new Vector3(1, 1, 1);
|
||||
|
||||
private static Vector3 RejectButtonPosition = new Vector3(105, 155, 0);
|
||||
private static Vector2 RejectButtonSize = new Vector2(130, 80);
|
||||
private static Vector3 RejectButtonScale = new Vector3(1, 1, 1);
|
||||
|
||||
const int BOTTOM_MARGIN = 15;
|
||||
|
||||
public static Panel BasePanel(string _header, DialogueModel _dialogueModel)
|
||||
{
|
||||
Panel panel;
|
||||
|
||||
// decide whic panel use later in the code
|
||||
if (_dialogueModel.Buttons.ToArray().Length == 0)
|
||||
panel = PanelFactory.TextPanel(_header, _dialogueModel.Sentence);
|
||||
else
|
||||
{
|
||||
|
||||
panel = new QuestionPanel();
|
||||
|
||||
|
||||
panel.Header = _header;
|
||||
panel.Content = _dialogueModel.Sentence;
|
||||
|
||||
|
||||
panel.Scale = DialoguePanelScale;
|
||||
panel.Size = new Vector2(DialoguePanelSize.x, 480 + ((BaseButtonSize.y + 30) * _dialogueModel.Buttons.ToArray().Length));
|
||||
|
||||
// y position: panel.Height/10 + margin (15)
|
||||
panel.Position = new Vector2(DialoguePanelPosition.x, panel.Size.y / 10 + BOTTOM_MARGIN);
|
||||
|
||||
|
||||
_dialogueModel.Buttons.Reverse();
|
||||
|
||||
foreach (var buttonModelWithIndex in _dialogueModel.Buttons.Select((value, index) => new { value, index }))
|
||||
{
|
||||
((QuestionPanel)panel).Answers.Add(
|
||||
ButtonPanel(
|
||||
new Vector2(BaseButtonPosition.x, BOTTOM_MARGIN + 40 + (30 + BaseButtonSize.y) * (buttonModelWithIndex.index + 1)),
|
||||
BaseButtonSize,
|
||||
BaseButtonScale,
|
||||
buttonModelWithIndex.value
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return panel;
|
||||
}
|
||||
|
||||
public static Panel TextPanel(string _header, string _content) // panel wit "continue" button
|
||||
{
|
||||
Panel panel = new Panel();
|
||||
|
||||
panel.Header = _header;
|
||||
panel.Content = _content;
|
||||
|
||||
panel.Scale = DialoguePanelScale;
|
||||
panel.Size = DialoguePanelSize;
|
||||
panel.Position = new Vector2(DialoguePanelPosition.x, panel.Size.y / 10 + BOTTOM_MARGIN);
|
||||
|
||||
|
||||
return panel;
|
||||
}
|
||||
|
||||
public static Panel QuestionPanel(string _header, string _content)
|
||||
{
|
||||
QuestionPanel panel = new QuestionPanel();
|
||||
|
||||
// set buttons
|
||||
panel.Answers.Add(new ButtonPanelModel(PanelButtonEnum.Accept, AcceptButtonPosition, AcceptButtonSize, AcceptButtonScale));
|
||||
panel.Answers.Add(new ButtonPanelModel(PanelButtonEnum.Reject, RejectButtonPosition, RejectButtonSize, RejectButtonScale));
|
||||
|
||||
panel.Header = _header;
|
||||
panel.Content = _content;
|
||||
|
||||
panel.Position = DialoguePanelPosition;
|
||||
panel.Size = DialoguePanelSize;
|
||||
panel.Scale = DialoguePanelScale;
|
||||
|
||||
return panel;
|
||||
}
|
||||
|
||||
// TODO some panel with more than two answres
|
||||
public static Panel QuestionPanel(string _header, DialogueModel _dialogueModel )
|
||||
{
|
||||
QuestionPanel panel = new QuestionPanel();
|
||||
|
||||
// TODO to C-H-A-N-G-E ! ! !
|
||||
panel.Answers.Add(new ButtonPanelModel(PanelButtonEnum.Accept, AcceptButtonPosition, AcceptButtonSize, AcceptButtonScale));
|
||||
panel.Answers.Add(new ButtonPanelModel(PanelButtonEnum.Reject, RejectButtonPosition, RejectButtonSize, RejectButtonScale));
|
||||
|
||||
panel.Header = _header;
|
||||
panel.Content = _dialogueModel.Sentence;
|
||||
|
||||
panel.Position = DialoguePanelPosition;
|
||||
panel.Size = DialoguePanelSize;
|
||||
panel.Scale = DialoguePanelScale;
|
||||
|
||||
return panel;
|
||||
}
|
||||
|
||||
public static ButtonPanelModel ButtonPanel(Vector3 _position, Vector2 _size, Vector3 _scale, PanelButtonStepModel _buttonData)
|
||||
{
|
||||
return new ButtonPanelModel(_position, _size, _scale, _buttonData);
|
||||
}
|
||||
}
|
6
Assets/Scripts/Domain/DialoguePanel/IPanel.cs
Normal file
6
Assets/Scripts/Domain/DialoguePanel/IPanel.cs
Normal file
@ -0,0 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
public interface IPanel
|
||||
{
|
||||
public GameObject BuildPanel();
|
||||
}
|
@ -0,0 +1,34 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public static class DialoguePanelsPrefabsList
|
||||
{
|
||||
private static string SourcePath = "Dialogue/";
|
||||
public static GameObject GetPanel()
|
||||
{
|
||||
return Resources.Load<GameObject>(SourcePath + "DialoguePanel");
|
||||
}
|
||||
|
||||
public static GameObject GetBaseButton()
|
||||
{
|
||||
return Resources.Load<GameObject>(SourcePath + "BaseButton");
|
||||
}
|
||||
|
||||
public static GameObject GetAcceptButton()
|
||||
{
|
||||
return Resources.Load<GameObject>(SourcePath + "AcceptButton");
|
||||
}
|
||||
|
||||
public static GameObject GetRejectButton()
|
||||
{
|
||||
return Resources.Load<GameObject>(SourcePath + "RejectButton");
|
||||
}
|
||||
|
||||
public static GameObject GetContinueButton()
|
||||
{
|
||||
return Resources.Load<GameObject>(SourcePath + "ContinueButton");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class ButtonPanelModel : AbstractPanel
|
||||
{
|
||||
public PanelButtonEnum Type { get; set; }
|
||||
|
||||
public string Response { get; set; }
|
||||
|
||||
public UnityEvent ButtonActions;
|
||||
|
||||
public ButtonPanelModel(PanelButtonEnum _type)
|
||||
{
|
||||
Type = _type;
|
||||
}
|
||||
|
||||
public ButtonPanelModel(Vector3 _position, Vector2 _size, Vector3 _scale) : base (_position, _size, _scale){ }
|
||||
|
||||
public ButtonPanelModel(PanelButtonEnum _type, Vector3 _position, Vector2 _size, Vector3 _scale) : base(_position, _size, _scale)
|
||||
{
|
||||
Type = _type;
|
||||
}
|
||||
|
||||
public ButtonPanelModel(Vector3 _position, Vector2 _size, Vector3 _scale, PanelButtonStepModel _buttonData) : base (_position, _size, _scale)
|
||||
{
|
||||
Type = _buttonData.Type;
|
||||
|
||||
Response = _buttonData.ButtonName;
|
||||
|
||||
ButtonActions = _buttonData.ButtonActions;
|
||||
}
|
||||
|
||||
// TODO build
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
[Serializable]
|
||||
public class PanelButtonStepModel
|
||||
{
|
||||
[SerializeField]
|
||||
public string ButtonName; // anme of button added in panel
|
||||
|
||||
[SerializeField]
|
||||
public PanelButtonEnum Type;
|
||||
|
||||
[SerializeField]
|
||||
public UnityEvent ButtonActions;
|
||||
|
||||
public PanelButtonStepModel() { }
|
||||
|
||||
public PanelButtonStepModel(string _buttonName, UnityEvent _buttonActions)
|
||||
{
|
||||
ButtonName = _buttonName;
|
||||
ButtonActions = _buttonActions;
|
||||
}
|
||||
|
||||
}
|
56
Assets/Scripts/Domain/DialoguePanel/Panel.cs
Normal file
56
Assets/Scripts/Domain/DialoguePanel/Panel.cs
Normal file
@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Panel : AbstractPanel
|
||||
{
|
||||
public string Header { get; set; }
|
||||
public string Content { get; set; }
|
||||
|
||||
public GameObject PanelInstance { get; set; }
|
||||
|
||||
|
||||
public Panel() { }
|
||||
|
||||
public Panel(Vector3 _position, Vector2 _size, Vector3 _scale) : base (_position, _size, _scale){ }
|
||||
|
||||
public override GameObject BuildPanel()
|
||||
{
|
||||
GameObject panelPrefab = PanelComponentFactory.BuildCustomPanel(Position, Size, Scale);
|
||||
|
||||
panelPrefab.transform.Find("Header").gameObject.GetComponent<UnityEngine.UI.Text>().text = Header;
|
||||
panelPrefab.transform.Find("Content").gameObject.GetComponent<UnityEngine.UI.Text>().text = Content;
|
||||
|
||||
return panelPrefab;
|
||||
}
|
||||
|
||||
public void SetContinueButtonAction(Action<DialogueController> onClickFunction, DialogueController dialogControllerModel)
|
||||
{
|
||||
PanelInstance.transform.Find("ContinueButton").GetComponent<Button>().onClick.AddListener(() => onClickFunction(dialogControllerModel));
|
||||
}
|
||||
|
||||
// support method
|
||||
protected Transform FindButtonByName(string _buttonName)
|
||||
{
|
||||
var panelButtonInstance = PanelInstance.transform.Find(_buttonName);
|
||||
|
||||
if (!panelButtonInstance)
|
||||
throw new Exception($"Button {_buttonName} not found in composed panel");
|
||||
|
||||
return panelButtonInstance;
|
||||
}
|
||||
}
|
||||
|
||||
// continue button
|
||||
|
||||
// remove current game object instance from scene\
|
||||
|
||||
// do declared action
|
||||
// - in dialogue - set current panel as "readed" + open next / close
|
||||
|
||||
// accept button
|
||||
// - the same what "continue"
|
||||
//
|
||||
// - add task to user /
|
92
Assets/Scripts/Domain/DialoguePanel/QuestionPanel.cs
Normal file
92
Assets/Scripts/Domain/DialoguePanel/QuestionPanel.cs
Normal file
@ -0,0 +1,92 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class QuestionPanel : Panel
|
||||
{
|
||||
public List<ButtonPanelModel> Answers = new List<ButtonPanelModel>();
|
||||
|
||||
|
||||
public QuestionPanel() { }
|
||||
|
||||
public QuestionPanel(Vector3 _position, Vector2 _size, Vector3 _scale) : base(_position, _size, _scale) { }
|
||||
|
||||
public override GameObject BuildPanel()
|
||||
{
|
||||
var questionPanel = base.BuildPanel();
|
||||
|
||||
foreach (ButtonPanelModel answerModel in Answers)
|
||||
{
|
||||
// Render button from list
|
||||
GameObject answerPrefab = SelectButton(answerModel);
|
||||
|
||||
answerPrefab.transform.SetParent(questionPanel.transform, false);
|
||||
}
|
||||
|
||||
return questionPanel;
|
||||
}
|
||||
|
||||
/* public void AddButton(PanelButtonStepModel _button)
|
||||
{
|
||||
Answers.Add(_button);
|
||||
}*/
|
||||
|
||||
// set button actions
|
||||
public void SetAnswerButtonAction(string _buttonName, Action onClickFunction)
|
||||
{
|
||||
var panelButtonInstance = FindButtonByName(_buttonName);
|
||||
|
||||
panelButtonInstance.GetComponent<Button>().onClick.AddListener(() => onClickFunction());
|
||||
}
|
||||
|
||||
public void SetAnswerButtonActions(string _buttonName, UnityAction _buttonAction)
|
||||
{
|
||||
var panelButtonInstance = FindButtonByName(_buttonName);
|
||||
|
||||
panelButtonInstance.GetComponent<Button>().onClick.AddListener(_buttonAction);
|
||||
}
|
||||
|
||||
public void SetAnswerButtonActions(string _buttonName, UnityEvent _buttonActionsEvent)
|
||||
{
|
||||
var panelButtonInstance = FindButtonByName(_buttonName);
|
||||
|
||||
_buttonActionsEvent.Invoke();
|
||||
panelButtonInstance.GetComponent<Button>().onClick.AddListener(() => _buttonActionsEvent.Invoke());
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Function to decide which button instance create && map button model to its instance
|
||||
/// </summary>
|
||||
/// <param name="buttonModel"></param>
|
||||
private GameObject SelectButton(ButtonPanelModel buttonModel)
|
||||
{
|
||||
switch (buttonModel.Type)
|
||||
{
|
||||
case PanelButtonEnum.Base:
|
||||
{
|
||||
return PanelComponentFactory.BuildCustomButton(buttonModel);
|
||||
}
|
||||
case PanelButtonEnum.Continue:
|
||||
{
|
||||
return PanelComponentFactory.BuildContinueButton(buttonModel.Position, buttonModel.Size, buttonModel.Scale);
|
||||
}
|
||||
case PanelButtonEnum.Accept:
|
||||
{
|
||||
return PanelComponentFactory.BuildAcceptButton(buttonModel.Position, buttonModel.Size, buttonModel.Scale);
|
||||
}
|
||||
case PanelButtonEnum.Reject:
|
||||
{
|
||||
return PanelComponentFactory.BuildRejectButton(buttonModel.Position, buttonModel.Size, buttonModel.Scale);
|
||||
}
|
||||
default:
|
||||
{
|
||||
throw new System.Exception("Invalid button!!! Button enum type exists but system dont know how to build it");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
19
Assets/Scripts/Domain/Npc/NPCDialogue.cs
Normal file
19
Assets/Scripts/Domain/Npc/NPCDialogue.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/*public class NPCDialogue : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
60
Assets/Scripts/Domain/NpcDialogueManager.cs
Normal file
60
Assets/Scripts/Domain/NpcDialogueManager.cs
Normal file
@ -0,0 +1,60 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class NpcDialogueManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
public List<DialogueStepModel> DialogueStepsList;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
/* CODE DIALOGUE DECLARATION EXAMPLE
|
||||
|
||||
DialogueController DialogueStep = new DialogueController();
|
||||
DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
|
||||
*//* di.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 };
|
||||
*/
|
||||
|
||||
BuildDialogue();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to begin dialogue - will be invoked after user reaction from other script :)
|
||||
/// </summary>
|
||||
public void ShowStep()
|
||||
{
|
||||
// 1. Find first yet undisplayed for player anbd show
|
||||
foreach(var DialogueStep in DialogueStepsList)
|
||||
{
|
||||
if(!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
|
||||
{
|
||||
DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue());
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build each step of dialogue
|
||||
/// </summary>
|
||||
private void BuildDialogue()
|
||||
{
|
||||
foreach(var dialogueStep in DialogueStepsList)
|
||||
{
|
||||
dialogueStep.Build();
|
||||
}
|
||||
}
|
||||
}
|
61
Assets/Scripts/Domain/PanelTest.cs
Normal file
61
Assets/Scripts/Domain/PanelTest.cs
Normal file
@ -0,0 +1,61 @@
|
||||
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());
|
||||
}*/
|
||||
}
|
@ -19,6 +19,8 @@ public class BossThug : MonoBehaviour
|
||||
private GameObject player;
|
||||
private GameObject doorway;
|
||||
|
||||
public bool isAfterConversation = false; // drop it if you can...
|
||||
|
||||
public BossThugEnum state = BossThugEnum.Pending;
|
||||
|
||||
// Start is called before the first frame update
|
||||
@ -61,7 +63,6 @@ public class BossThug : MonoBehaviour
|
||||
case BossThugEnum.Talking:
|
||||
{
|
||||
ActivateDialogueMode(); //later add trigger events etc
|
||||
state = BossThugEnum.Attacking;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -70,13 +71,31 @@ public class BossThug : MonoBehaviour
|
||||
private void ActivateKillingMode()
|
||||
{
|
||||
gameObject.GetComponent<FollowingEnemy>().enabled=true;
|
||||
gameObject.GetComponent<FollowingEnemy>().baseAttack=11f;
|
||||
gameObject.GetComponent<FollowingEnemy>().baseAttack=1000f;
|
||||
}
|
||||
|
||||
private void ActivateDialogueMode()
|
||||
{
|
||||
gameObject.GetComponent<CircleCollider2D>().enabled = true;
|
||||
gameObject.GetComponent<CircleCollider2D>().radius = 1.2f;
|
||||
gameObject.GetComponent<CircleCollider2D>().radius = 5f;
|
||||
}
|
||||
|
||||
public void ChanegStatusToAttack()
|
||||
{
|
||||
state = BossThugEnum.Attacking;
|
||||
}
|
||||
|
||||
public void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
//Debug.Log("kill");
|
||||
if(other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation)
|
||||
{
|
||||
isAfterConversation = true;
|
||||
|
||||
gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
||||
gameObject.GetComponent<CircleCollider2D>().radius = 2f;
|
||||
|
||||
gameObject.GetComponent<NpcDialogueManager>().ShowStep();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -77,6 +77,8 @@ public class FollowingEnemy : Enemy
|
||||
|
||||
if (inRange == true)
|
||||
{
|
||||
Debug.Log("in range...");
|
||||
|
||||
if (firstAttack == false)
|
||||
{
|
||||
if (timerDmg >= 0.15f)
|
||||
|
@ -118,6 +118,9 @@ public class Player : MonoBehaviour
|
||||
{
|
||||
if (canWalk == true)
|
||||
{
|
||||
if(!EquipmentManager.Instance._weapon)
|
||||
return;
|
||||
|
||||
if (EquipmentManager.Instance._weapon.Name.Equals("pickaxe_test") && attackSword)
|
||||
{
|
||||
myAnimator.SetTrigger("pickaxe");
|
||||
|
@ -14,6 +14,7 @@ TagManager:
|
||||
- PickaxeHitbox
|
||||
- EnemyCollection
|
||||
- NPCCollection
|
||||
- UIPanel
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
Loading…
Reference in New Issue
Block a user