Dialogues - add free sentences interaction
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@ -85,7 +85,7 @@ public class NPCFollowing : MonoBehaviour
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
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gameObject.GetComponent<NpcDialogueManager>().CheckIfCanBeOpen();
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gameObject.GetComponent<NpcDialogueManager>().OpenDialoguePanel();
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}
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}
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 57b3e5afcf852154b9429f4860e19878
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,126 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Events;
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public class DialogueManager : MonoBehaviour
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{
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[SerializeField]
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public string SpeakerName;
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[SerializeField]
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public LanguageDetector<MultiDialogue> languageDetector;
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/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
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[SerializeField]
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public MultiDialogue Dialogue;
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// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
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public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
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[SerializeField] public KeyCode keyToOpen = KeyCode.E;
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public bool CanBeOpened = true;
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/// <summary>
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/// This flag tell that manager will open dialogue automatically after
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/// - beeing in collision range
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/// - when dialogue is closed
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/// - when Player press KeyToOpen button
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///
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/// Change var status in other sctipt if you want to use other triggers to open dialogue
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/// </summary>
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public bool OpenInDefaultWay = true;
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public virtual void Start()
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{
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Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
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Dialogue.SetSpeakerName(SpeakerName);
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Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
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}
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public void Update()
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{
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if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
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OpenDialoguePanel();
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}
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public virtual void OnTriggerEnter2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (ComponentEnabledCondition())
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = true;
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SpeakerName = collision.gameObject.name;
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}
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}
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public virtual void OnTriggerExit2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (ComponentEnabledCondition())
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = false;
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if (GetCurrentDialoguePanelStatus())
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{
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Debug.Log("Close dialog - defaulty way");
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Dialogue.BreakDialogueStep();
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}
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}
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}
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public void OpenDialoguePanel()
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{
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if(OpenPanelCondition())
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gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
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}
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public virtual bool OpenPanelCondition()
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{
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/*
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* Conditions:
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* - player is in collision range
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* - panel assigned to next sentence in dialogue must be closed
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*/
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return IsInRangeCondition() && !GetCurrentDialoguePanelStatus();
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}
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public bool IsInRangeCondition()
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{
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return CanBeOpened;
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}
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protected virtual bool ComponentEnabledCondition()
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{
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return !gameObject.GetComponent<DialogueManager>().enabled;
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}
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/// <summary>
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/// Opened = 1
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/// Closed = 0
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/// </summary>
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/// <returns></returns>
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public bool GetCurrentDialoguePanelStatus()
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{
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var multiDialStatius = Dialogue.DialogueStepStatus();
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return Dialogue
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.Dialogues
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.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
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.First()
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.Value
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.DialogueSteps[multiDialStatius.Item2].DialogueController.CurrentPanel != null;
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ce2c370efba4d2e43b409e7ec8429171
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,101 +6,28 @@ using UnityEngine;
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using UnityEngine.Events;
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[RequireComponent(typeof(NPC))]
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public class NpcDialogueManager : MonoBehaviour
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public class NpcDialogueManager : DialogueManager
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{
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[SerializeField]
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public string SpeakerName;
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[SerializeField]
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public LanguageDetector<MultiDialogue> languageDetector;
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/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
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[SerializeField]
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public MultiDialogue Dialogue;
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// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
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public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
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[SerializeField] public KeyCode keyToOpen = KeyCode.E;
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public bool CanBeOpened = false;
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/// <summary>
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/// This flag tell that manager will open dialogue automatically after
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/// - beeing in collision range
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/// - when dialogue is closed
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/// - when Player press KeyToOpen button
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///
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/// Change var status in other sctipt if you want to use other triggers to open dialogue
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/// </summary>
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public bool OpenInDefaultWay = true;
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public void Start()
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public override void Start()
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{
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Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
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Dialogue.SetSpeakerName(SpeakerName);
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base.Start();
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Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
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CanBeOpened = false;
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}
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public void Update()
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{
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if(OpenInDefaultWay && CanBeOpened && !GetCurrentDialoguePanelStatus() && Input.GetKeyDown(keyToOpen))
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
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}
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public void OnTriggerEnter2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (!gameObject.GetComponent<NpcDialogueManager>().enabled)
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return;
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if (collision.gameObject.tag == "Player")
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CheckIfCanBeOpen();
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}
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public void OnTriggerExit2D(Collider2D collision)
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{
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// don't listen when component is disabled
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if (!gameObject.GetComponent<NpcDialogueManager>().enabled)
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanBeOpened = false;
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}
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}
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/// <summary>
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/// Opened = 1
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/// Closed = 0
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/// </summary>
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/// <returns></returns>
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public bool GetCurrentDialoguePanelStatus()
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{
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var multiDialStatius = Dialogue.DialogueStepStatus();
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return Dialogue
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.Dialogues
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.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
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.First()
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.Value
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.DialogueSteps[multiDialStatius.Item2].DialogueController.CurrentPanel != null;
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}
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public void CheckIfCanBeOpen()
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public override bool OpenPanelCondition()
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{
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/*
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* Conditions:
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* - agent in collision must be player
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* - npc bust me in Talking mode
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* - player is in collision range
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* - panel assigned to next sentence in dialogue must be closed
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*/
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if(gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking && !GetCurrentDialoguePanelStatus())
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{
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CanBeOpened = true;
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}
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return gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking && base.OpenPanelCondition();
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}
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protected virtual bool ColliderTypeCondition()
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{
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return !gameObject.GetComponent<NpcDialogueManager>().enabled;
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}
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/// <summary>
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