Dialogues - add free sentences interaction

This commit is contained in:
kabix09 2022-12-23 16:02:04 +01:00
parent a84dcf0dcb
commit b6983edc19
5 changed files with 158 additions and 86 deletions

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@ -85,7 +85,7 @@ public class NPCFollowing : MonoBehaviour
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking; gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
gameObject.GetComponent<NpcDialogueManager>().CheckIfCanBeOpen(); gameObject.GetComponent<NpcDialogueManager>().OpenDialoguePanel();
} }
} }

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@ -0,0 +1,8 @@
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@ -0,0 +1,126 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
public class DialogueManager : MonoBehaviour
{
[SerializeField]
public string SpeakerName;
[SerializeField]
public LanguageDetector<MultiDialogue> languageDetector;
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
[SerializeField]
public MultiDialogue Dialogue;
// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
[SerializeField] public KeyCode keyToOpen = KeyCode.E;
public bool CanBeOpened = true;
/// <summary>
/// This flag tell that manager will open dialogue automatically after
/// - beeing in collision range
/// - when dialogue is closed
/// - when Player press KeyToOpen button
///
/// Change var status in other sctipt if you want to use other triggers to open dialogue
/// </summary>
public bool OpenInDefaultWay = true;
public virtual void Start()
{
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
Dialogue.SetSpeakerName(SpeakerName);
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
}
public void Update()
{
if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
OpenDialoguePanel();
}
public virtual void OnTriggerEnter2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition())
return;
if (collision.gameObject.tag == "Player")
{
CanBeOpened = true;
SpeakerName = collision.gameObject.name;
}
}
public virtual void OnTriggerExit2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition())
return;
if (collision.gameObject.tag == "Player")
{
CanBeOpened = false;
if (GetCurrentDialoguePanelStatus())
{
Debug.Log("Close dialog - defaulty way");
Dialogue.BreakDialogueStep();
}
}
}
public void OpenDialoguePanel()
{
if(OpenPanelCondition())
gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
}
public virtual bool OpenPanelCondition()
{
/*
* Conditions:
* - player is in collision range
* - panel assigned to next sentence in dialogue must be closed
*/
return IsInRangeCondition() && !GetCurrentDialoguePanelStatus();
}
public bool IsInRangeCondition()
{
return CanBeOpened;
}
protected virtual bool ComponentEnabledCondition()
{
return !gameObject.GetComponent<DialogueManager>().enabled;
}
/// <summary>
/// Opened = 1
/// Closed = 0
/// </summary>
/// <returns></returns>
public bool GetCurrentDialoguePanelStatus()
{
var multiDialStatius = Dialogue.DialogueStepStatus();
return Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
.First()
.Value
.DialogueSteps[multiDialStatius.Item2].DialogueController.CurrentPanel != null;
}
}

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@ -6,101 +6,28 @@ using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
[RequireComponent(typeof(NPC))] [RequireComponent(typeof(NPC))]
public class NpcDialogueManager : MonoBehaviour public class NpcDialogueManager : DialogueManager
{ {
[SerializeField] public override void Start()
public string SpeakerName;
[SerializeField]
public LanguageDetector<MultiDialogue> languageDetector;
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
[SerializeField]
public MultiDialogue Dialogue;
// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
[SerializeField] public KeyCode keyToOpen = KeyCode.E;
public bool CanBeOpened = false;
/// <summary>
/// This flag tell that manager will open dialogue automatically after
/// - beeing in collision range
/// - when dialogue is closed
/// - when Player press KeyToOpen button
///
/// Change var status in other sctipt if you want to use other triggers to open dialogue
/// </summary>
public bool OpenInDefaultWay = true;
public void Start()
{ {
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage()); base.Start();
Dialogue.SetSpeakerName(SpeakerName);
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial CanBeOpened = false;
} }
public override bool OpenPanelCondition()
public void Update()
{
if(OpenInDefaultWay && CanBeOpened && !GetCurrentDialoguePanelStatus() && Input.GetKeyDown(keyToOpen))
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
}
public void OnTriggerEnter2D(Collider2D collision)
{
// don't listen when component is disabled
if (!gameObject.GetComponent<NpcDialogueManager>().enabled)
return;
if (collision.gameObject.tag == "Player")
CheckIfCanBeOpen();
}
public void OnTriggerExit2D(Collider2D collision)
{
// don't listen when component is disabled
if (!gameObject.GetComponent<NpcDialogueManager>().enabled)
return;
if (collision.gameObject.tag == "Player")
{
CanBeOpened = false;
}
}
/// <summary>
/// Opened = 1
/// Closed = 0
/// </summary>
/// <returns></returns>
public bool GetCurrentDialoguePanelStatus()
{
var multiDialStatius = Dialogue.DialogueStepStatus();
return Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
.First()
.Value
.DialogueSteps[multiDialStatius.Item2].DialogueController.CurrentPanel != null;
}
public void CheckIfCanBeOpen()
{ {
/* /*
* Conditions: * Conditions:
* - agent in collision must be player
* - npc bust me in Talking mode * - npc bust me in Talking mode
* - player is in collision range
* - panel assigned to next sentence in dialogue must be closed * - panel assigned to next sentence in dialogue must be closed
*/ */
if(gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking && !GetCurrentDialoguePanelStatus()) return gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking && base.OpenPanelCondition();
{ }
CanBeOpened = true;
} protected virtual bool ColliderTypeCondition()
{
return !gameObject.GetComponent<NpcDialogueManager>().enabled;
} }
/// <summary> /// <summary>