Dialoges - saving II

This commit is contained in:
kabix09 2023-01-02 00:05:47 +01:00
parent 82f3cf19fe
commit b72537003b
38 changed files with 14090 additions and 546 deletions

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@ -12,7 +12,7 @@ MonoBehaviour:
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m_Name: BarryDialENG 1 m_Name: BarryDialENG 1
m_EditorClassIdentifier: m_EditorClassIdentifier:
SpeakerName: SpeakerName: Barry
CurrentStep: 0 CurrentStep: 0
DialogueSteps: DialogueSteps:
- Header: Barry - Header: Barry

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@ -12,19 +12,14 @@ MonoBehaviour:
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m_Name: BarryDialENG m_Name: BarryDialENG
m_EditorClassIdentifier: m_EditorClassIdentifier:
SpeakerName: ThePlayer(Clone) SpeakerName: Barry
CurrentStep: 0 CurrentStep: 0
DialogueSteps: DialogueSteps:
- Header: ThePlayer(Clone) - Header: Barry
WasDisplayed: 0 WasDisplayed: 0
ListOfSentences: ListOfSentences:
- Sentence: Hiya, do you have any spare change? Friend? - Sentence: Hiya, do you have any spare change? Friend?
Buttons: Buttons:
- ButtonName: Can't do, you drunk.
Type: 1
ButtonActions:
m_PersistentCalls:
m_Calls: []
- ButtonName: Sure thing friend. - ButtonName: Sure thing friend.
Type: 1 Type: 1
ButtonActions: ButtonActions:
@ -32,7 +27,7 @@ MonoBehaviour:
m_Calls: m_Calls:
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m_TargetAssemblyTypeName: Dialogue, Assembly-CSharp m_TargetAssemblyTypeName: Dialogue, Assembly-CSharp
m_MethodName: GoToNextSentence m_MethodName: FinishDialogue
m_Mode: 1 m_Mode: 1
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@ -42,12 +37,17 @@ MonoBehaviour:
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m_BoolArgument: 0 m_BoolArgument: 0
m_CallState: 2 m_CallState: 2
- ButtonName: Can't do, you drunk.
Type: 1
ButtonActions:
m_PersistentCalls:
m_Calls: []
EndOfDialogueStepAction: EndOfDialogueStepAction:
m_PersistentCalls: m_PersistentCalls:
m_Calls: m_Calls:
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m_TargetAssemblyTypeName: MultiDialogue, Assembly-CSharp m_TargetAssemblyTypeName: MultiDialogue, Assembly-CSharp
m_MethodName: GoToNextDialogue m_MethodName: GoToNextDialogueWithoutFinalAction
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m_Name: BarryMultiDialENG m_Name: BarryMultiDialENG
m_EditorClassIdentifier: m_EditorClassIdentifier:
SpeakerName: SpeakerName: Barry
CurrentDialogue: 0 CurrentDialogue: 0
Dialogues: Dialogues:
- Key: 0 - Key: 0

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@ -12,83 +12,28 @@ MonoBehaviour:
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m_Name: TestMission m_Name: TestMission
m_EditorClassIdentifier: m_EditorClassIdentifier:
MissionName: Test mission I
PlayerTask: PlayerTask:
id: 0 id: 0
title: title:
description: description:
difficulty: 0 difficulty: 0
Type: 0 SpeakerName:
Status: 0 Status: 0
CurrentStep: 0 CurrentStep: 0
MissionStepsList: MissionStepsList:
- SpeakerName: - SpeakerName:
Status: 0 Status: 0
DialogueStep: {fileID: 0} DialogueStepTemplate: {fileID: 11400000, guid: fe2810d79ff17f74eab5cf9a916167b4, type: 2}
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NextStepCondition: - Type: 0
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m_MethodName: AssignMissionProcessToStep
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m_FloatArgument: 0
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m_CallState: 2
- SpeakerName:
Status: 0
DialogueStep: {fileID: 0}
missionProcess:
Amount: 0
PrefabAsset: {fileID: 0}
_currentAmount: 0
NextStepCondition:
m_PersistentCalls:
m_Calls: []
- SpeakerName:
Status: 0
DialogueStep: {fileID: 0}
missionProcess:
Amount: 0
PrefabAsset: {fileID: 0}
_currentAmount: 0
NextStepCondition:
m_PersistentCalls:
m_Calls: []
- SpeakerName:
Status: 0
DialogueStep: {fileID: 0}
missionProcess:
Amount: 0
PrefabAsset: {fileID: 0}
_currentAmount: 0
NextStepCondition:
m_PersistentCalls:
m_Calls:
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m_TargetAssemblyTypeName: Mission, Assembly-CSharp
m_MethodName: GiveReward
m_Mode: 1
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Items: [] Items:
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Cash: 500

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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
m_MethodName: SaveAccountBalance
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m_CallState: 2
- m_Target: {fileID: 431601327}
m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
m_MethodName: SaveDialogues
m_Mode: 1
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_BoolArgument: 0 m_BoolArgument: 0
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@ -67,6 +67,7 @@ public class AnimatedDoorBehaviour : TriggerDoor
SaveController.GetComponent<SaveController>().SaveChests(); SaveController.GetComponent<SaveController>().SaveChests();
SaveController.GetComponent<SaveController>().SaveShops(); SaveController.GetComponent<SaveController>().SaveShops();
SaveController.GetComponent<SaveController>().SaveDialogues();
// 2. Change scene // 2. Change scene
SceneManager.LoadScene(gateway.nextMapName); SceneManager.LoadScene(gateway.nextMapName);

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@ -48,6 +48,7 @@ public class DoorBehaviour : MonoBehaviour
SaveController.GetComponent<SaveController>().SaveChests(); SaveController.GetComponent<SaveController>().SaveChests();
SaveController.GetComponent<SaveController>().SaveShops(); SaveController.GetComponent<SaveController>().SaveShops();
SaveController.GetComponent<SaveController>().SaveDialogues();
// 2. Change scene // 2. Change scene
SceneManager.LoadScene(gateway.nextMapName); SceneManager.LoadScene(gateway.nextMapName);

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@ -66,8 +66,7 @@ public class DialogueController
{ {
if (listOfDialogue.Count == 0) if (listOfDialogue.Count == 0)
{ {
CloseCurrentPanel(parentDialController); FinishCurrentDialogue(parentDialController);
FinishDialoguStep();
return false; return false;
} }
@ -83,6 +82,17 @@ public class DialogueController
return true; return true;
} }
/// <summary>
/// Function to close currently opened panel
/// And invoke final actions
/// </summary>
/// <param name="parentDialController"></param>
public void FinishCurrentDialogue(DialogueController parentDialController)
{
CloseCurrentPanel(parentDialController);
FinishDialoguStep();
}
public void CloseCurrentPanel(DialogueController parentDialController) public void CloseCurrentPanel(DialogueController parentDialController)
{ {
MonoBehaviour.Destroy(parentDialController.CurrentPanel); MonoBehaviour.Destroy(parentDialController.CurrentPanel);

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@ -25,6 +25,22 @@ public class Dialogue : ScriptableObject, IDialogue
} }
#region finish action api #region finish action api
public void SetActionAfterEachDialogueStep(UnityEvent _endOfDialogueStepAction)
{
foreach(var dialogueStep in DialogueSteps)
{
dialogueStep.SetActionAfterDialogueStep(_endOfDialogueStepAction);
}
}
public void SetActionAfterEachDialogueStep(Action _finishDialogueAction)
{
foreach (var dialogueStep in DialogueSteps)
{
dialogueStep.SetActionAfterDialogueStep(_finishDialogueAction);
}
}
public void SetActionAfterDialogueStep(int dialogueStepNo, UnityEvent _endOfDialogueStepAction) public void SetActionAfterDialogueStep(int dialogueStepNo, UnityEvent _endOfDialogueStepAction)
{ {
if(DialogueSteps.Count >= dialogueStepNo) if(DialogueSteps.Count >= dialogueStepNo)
@ -32,7 +48,7 @@ public class Dialogue : ScriptableObject, IDialogue
} }
public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction) public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
{ {
Debug.Log(dialogueStepNo); /* Debug.Log(dialogueStepNo); */
if (DialogueSteps.Count >= dialogueStepNo) if (DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction); DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
} }
@ -61,6 +77,60 @@ public class Dialogue : ScriptableObject, IDialogue
} }
} }
/// <summary>
/// Function to
/// - close panel
/// - INVOKE FINAL DIALOGUE ACTION
/// - mark as dispalyed
/// - increasing step number
///
/// Dont invoke final action!!!
/// </summary>
public void FinishDialogue()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
{
// status must be changes before invoked final action - example - updating state
DialogueStep.WasDisplayed = true;
CurrentStep++;
DialogueStep.DialogueController.FinishCurrentDialogue(DialogueStep.DialogueController);
break;
}
}
}
/// <summary>
/// Function to
/// - close panel
/// - mark as dispalyed
/// - increasing step number
///
/// Dont invoke final action!!!
/// </summary>
public void CloseDialogue()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
{
DialogueStep.WasDisplayed = true;
CurrentStep++;
DialogueStep.DialogueController.CloseCurrentPanel(DialogueStep.DialogueController);
break;
}
}
}
/// <summary> /// <summary>
/// Dialogue API /// Dialogue API
/// ///
@ -128,7 +198,6 @@ public class Dialogue : ScriptableObject, IDialogue
public void GoToNextSentence() public void GoToNextSentence()
{ {
// wskazujemy na inny krok kolejno niz nieoznaczony // wskazujemy na inny krok kolejno niz nieoznaczony
Debug.Log($"Step befor next: {CurrentStep}");
// MISLEADING - last sentence mark step ad "wasDisplayed" but not increase "CurrentPanel" index // MISLEADING - last sentence mark step ad "wasDisplayed" but not increase "CurrentPanel" index
foreach (var DialogueStep in DialogueSteps) foreach (var DialogueStep in DialogueSteps)
@ -137,13 +206,12 @@ public class Dialogue : ScriptableObject, IDialogue
{ {
var nextSentence = DialogueStep.DialogueController.ShowNextPanel(DialogueStep.DialogueController); var nextSentence = DialogueStep.DialogueController.ShowNextPanel(DialogueStep.DialogueController);
Debug.Log($"GoToNextSentence - {nextSentence}");
if (!nextSentence) if (!nextSentence)
{ {
DialogueStep.WasDisplayed = true; DialogueStep.WasDisplayed = true;
CurrentStep++; CurrentStep++;
Debug.Log($"Step after: {CurrentStep}");
ShowDialogueStepPanel(); ShowDialogueStepPanel();
} }
@ -151,8 +219,24 @@ public class Dialogue : ScriptableObject, IDialogue
} }
} }
} }
#endregion #endregion
public void InvokeFinalAction()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
{
DialogueStep.DialogueController.FinishDialoguStep();
break;
}
}
}
public void BuildDialogue() public void BuildDialogue()
{ {
BuildDialogue(DialogueSteps); BuildDialogue(DialogueSteps);
@ -163,8 +247,6 @@ public class Dialogue : ScriptableObject, IDialogue
/// </summary> /// </summary>
public void BuildDialogue(List<DialogueStepModel> Dialogue) public void BuildDialogue(List<DialogueStepModel> Dialogue)
{ {
Debug.Log("BuildDialogue");
foreach (var dialogueStep in Dialogue) foreach (var dialogueStep in Dialogue)
{ {
dialogueStep.Header = SpeakerName; dialogueStep.Header = SpeakerName;
@ -173,16 +255,10 @@ public class Dialogue : ScriptableObject, IDialogue
// synchronize current step counter // synchronize current step counter
// cause ERROR - multi counting .... // cause ERROR - multi counting ....
/* if (dialogueStep.WasDisplayed)
CurrentStep++;*/
} }
} }
public void BuildDialogue() #region Dialogue Status API
{
BuildDialogue(DialogueSteps);
}
/// <summary> /// <summary>
/// Function to reset rememebered dialogue status /// Function to reset rememebered dialogue status
/// ///
@ -205,6 +281,7 @@ public class Dialogue : ScriptableObject, IDialogue
DialogueSteps[i].WasDisplayed = dialogueData.DialogueStepModelDataList[i].WasDisplayed; DialogueSteps[i].WasDisplayed = dialogueData.DialogueStepModelDataList[i].WasDisplayed;
} }
} }
#endregion
public DialogueStepModel GetCurrentStep() public DialogueStepModel GetCurrentStep()
{// TODO - argument out of colection :/ {// TODO - argument out of colection :/

View File

@ -38,66 +38,17 @@ public class DialogueManager : MonoBehaviour
public virtual void Start() public virtual void Start()
{ {
// create and config dailogue if(languageDetector.InstanceTemplates.Count() > 0)
CreateInstanceBasedOnLanguage(); {
// create and config dailogue
CreateInstanceBasedOnLanguage();
Dialogue.BuildCurrentDialogue(); 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());
*/
} }
public void Update() public virtual void Update()
{ {
if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition()) if (OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
{ {
@ -115,22 +66,22 @@ public class DialogueManager : MonoBehaviour
if (collision.gameObject.tag == "Player") if (collision.gameObject.tag == "Player")
{ {
CanBeOpened = true; CanBeOpened = true;
SpeakerName = collision.gameObject.name;
} }
} }
public virtual void OnTriggerExit2D(Collider2D collision) public virtual void OnTriggerExit2D(Collider2D collision)
{ {
// don't listen when component is disabled // don't listen when component is disabled
if (ComponentEnabledCondition() || !OpenInDefaultWay) if (ComponentEnabledCondition())
return; return;
if (collision.gameObject.tag == "Player") if (collision.gameObject.tag == "Player")
{ {
CanBeOpened = false; CanBeOpened = false;
if (GetCurrentDialoguePanelStatus()) // Shop dont have dialoge in this script but in its own one
// TODO change - pass eachd ialogue to this script and use conditions from child class
if (Dialogue != null && GetCurrentDialoguePanelStatus())
{ {
Dialogue.BreakDialogueStep(); Dialogue.BreakDialogueStep();
} }
@ -139,13 +90,26 @@ public class DialogueManager : MonoBehaviour
public virtual void CreateInstanceBasedOnLanguage() public virtual void CreateInstanceBasedOnLanguage()
{ {
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage()); // DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
Dialogue = languageDetector.DetectInstanceBasedOnLanguage();
Dialogue.ResetDialogue();
/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
Dialogue.Dialogues.Clear();
foreach (var dial in cloneDialogues)
{
Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
}*/
Dialogue.SetSpeakerName(PlayerPrefs.GetString("name"));
// Bind setted actions // Bind setted actions
BindEndActionsToDialogues(); BindEndActionsToDialogues();
// Add one more action // Add one more action - to reset proggress
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
} }
#region Open Panel API #region Open Panel API
@ -153,9 +117,6 @@ public class DialogueManager : MonoBehaviour
{ {
if(OpenPanelCondition()) if(OpenPanelCondition())
{ {
// Update speaker name before every opening
Dialogue.SetSpeakerName(SpeakerName);
gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue(); gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
} }
} }
@ -187,17 +148,30 @@ public class DialogueManager : MonoBehaviour
/// <returns></returns> /// <returns></returns>
public virtual bool GetCurrentDialoguePanelStatus() public virtual bool GetCurrentDialoguePanelStatus()
{ {
Debug.Log(Dialogue);
var multiDialStatius = Dialogue.DialogueStepStatus(); var multiDialStatius = Dialogue.DialogueStepStatus();
Debug.Log(multiDialStatius); Debug.Log(multiDialStatius);
// parse result (dialoge no, step no)
// dialogue not exist - finished
// dialoge exists & step no > steps sum - finished
// dialoge no exists && step no exists - not finished - check panel status
Debug.Log(Dialogue if(!Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).Any())
.Dialogues return false;
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
.First()
.Value
.DialogueSteps);
var fixedDialogue = Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).First().Value;
if (fixedDialogue.CurrentStep >= fixedDialogue.DialogueSteps.Count())
return false;
// CONTINUE dont increment counter - only mark checkboxes
if (fixedDialogue
.DialogueSteps
.Where(step => step.WasDisplayed == false)
.ToArray()
.Count() == 0)
return false;
// when we are here we can be sure given points are correct
return Dialogue return Dialogue
.Dialogues .Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1) .Where(dialogue => dialogue.Key == multiDialStatius.Item1)

View File

@ -72,6 +72,13 @@ public class DialogueStepModel
EndOfDialogueStepAction.AddListener(new UnityAction(_finishDialogueAction)); EndOfDialogueStepAction.AddListener(new UnityAction(_finishDialogueAction));
} }
// new function - now we should change all places closing open panels toi use its not manually close
public void ClosePanel()
{
if (DialogueController != null && DialogueController.CurrentPanel != null)
DialogueController.CloseCurrentPanel();
}
public void MarkAsDisplayed() public void MarkAsDisplayed()
{ {
WasDisplayed = true; WasDisplayed = true;

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@ -29,27 +29,6 @@ public class MultiDialogue : ScriptableObject, IDialogue
* Jesli przechodzimy odpowiedzia do nastepnego dialogu musi to byc osttani panel w obecnym!!! * Jesli przechodzimy odpowiedzia do nastepnego dialogu musi to byc osttani panel w obecnym!!!
*/ */
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 };
*/
/*if (MultiWayDialogue.Count > 0)
BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);*/
}
public void SetSpeakerName(string speakerName) public void SetSpeakerName(string speakerName)
{ {
SpeakerName = speakerName; SpeakerName = speakerName;
@ -101,23 +80,33 @@ public class MultiDialogue : ScriptableObject, IDialogue
/// Dialogue API /// Dialogue API
/// ///
/// Function to prepare next dialogue to start after one more palyer interaction with actor /// Function to prepare next dialogue to start after one more palyer interaction with actor
/// - ends current dialogue (destroy panel & invoke finish action - if setupped) /// - ends current dialogue (destroy panel & invoke finish action!! - if setupped)
/// - set new dialogue pointer /// - set new dialogue pointer
/// ///
/// </summary> /// </summary>
/// <param name="dialogueNumber"></param> /// <param name="dialogueNumber"></param>
public void SetNextDialogue(int dialogueNumber) public void SetNextDialogue(int dialogueNumber)
{ {
Debug.Log("----------------- SetNextDialogue");
Debug.Log(dialogueNumber);
if (Dialogues.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0) if (Dialogues.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0)
return; return;
// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.FinishDialogue();
// 2. Chane index // 2. Chane index
CurrentDialogue = dialogueNumber; CurrentDialogue = dialogueNumber;
}
public void SetNextDialogueWithoutFinalAction(int 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 // 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
GoToNextSentence(); Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.CloseDialogue();
// 2. Chane index
CurrentDialogue = dialogueNumber;
} }
/// <summary> /// <summary>
@ -132,7 +121,32 @@ public class MultiDialogue : ScriptableObject, IDialogue
// 1. Prepare necessary environoment parts // 1. Prepare necessary environoment parts
SetNextDialogue(dialogueNumber); SetNextDialogue(dialogueNumber);
// 2. Build new (next) dialogue & show panel // 2. Update proggress
// Savintg one more time because saving in final action invoking by line above
// dont contain increased 'CurrentDialogue' index pointer !!!
//((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(this);
// 3. Build new (next) dialogue & show panel
StartDialogue();
}
/// <summary>
/// Function like one above but
/// PREFPARED AS FINAL ACTION IN DIALOGUE WHICH IS INVOKED VIA 'Dialogue.FinishDialoge'
/// to prevent looping Final aCTION INVOKING
/// once from 'Dialogue.FinishDialoge' in button next time from 'MultiDialogue.SetNextDialogue -> FinishDialogue' ....
/// </summary>
/// <param name="dialogueNumber"></param>
public void GoToNextDialogueWithoutFinalAction(int dialogueNumber)
{
// 1. Prepare necessary environoment parts
SetNextDialogueWithoutFinalAction(dialogueNumber);
// 2. Update proggress
//((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(this);
// 3. Build new (next) dialogue & show panel
StartDialogue(); StartDialogue();
} }
@ -170,12 +184,23 @@ public class MultiDialogue : ScriptableObject, IDialogue
/// </summary> /// </summary>
public void ResetDialogue() public void ResetDialogue()
{ {
SpeakerName = "";
CurrentDialogue = 0;
Dialogues.ForEach(dial => dial.Value.SetSpeakerName(""));
Dialogues.ForEach(dial => dial.Value.CurrentStep = 0);
Dialogues.ForEach(dial => dial.Value.DialogueSteps.ForEach(step => step.WasDisplayed = false)); Dialogues.ForEach(dial => dial.Value.DialogueSteps.ForEach(step => step.WasDisplayed = false));
} }
public (int, int) DialogueStepStatus() public (int, int) DialogueStepStatus()
{ {
Debug.Log(CurrentDialogue); /* var currentStep = Dialogues
.Where(el => el.Key == CurrentDialogue)
.Select(el => el.Value)
.First()
.CurrentStep
;*/
var currentDialogueStepIndex = Dialogues var currentDialogueStepIndex = Dialogues
.Where(el => el.Key == CurrentDialogue) .Where(el => el.Key == CurrentDialogue)
.Select(el => el.Value) .Select(el => el.Value)

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@ -64,7 +64,7 @@ class SaveMissionDialogueManager : SaveModelSystem<MissionDialogue>
// 1. From model to data format // 1. From model to data format
public static MissionDialogueData ConvertObjectToDataModel(MissionDialogue model) public static MissionDialogueData ConvertObjectToDataModel(MissionDialogue model)
{ {
return new MissionDialogueData(); //model return new MissionDialogueData(model);
} }
public static List<MissionDialogueData> ConvertObjectsListToListOfDataModels(List<MissionDialogue> modelsList) public static List<MissionDialogueData> ConvertObjectsListToListOfDataModels(List<MissionDialogue> modelsList)

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@ -10,6 +10,9 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
protected override string OBJECT_FOLDER_NAME { get { return "MultiDialogue"; } } protected override string OBJECT_FOLDER_NAME { get { return "MultiDialogue"; } }
protected override string OBJECT_LIST_NAME { get { return "MultiDialogueList"; } } protected override string OBJECT_LIST_NAME { get { return "MultiDialogueList"; } }
[SerializeField]
public List<MultiDialogueData> MultiDialogueDataList;
public override void Awake() public override void Awake()
{ {
if (Instance == null) if (Instance == null)
@ -37,8 +40,7 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
base.Start(); base.Start();
} }
// TODO - save ChestPrefabAsset (we need to save coords...) but in manager handle Chest data..
//
protected override void AfterStart() protected override void AfterStart()
{ {
if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame) if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame)
@ -70,7 +72,9 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
protected override void UseDefaultSettings() protected override void UseDefaultSettings()
{ {
DynamicDataList.SetList(new List<MultiDialogueData>()); DynamicDataList.SetList(new List<MultiDialogueData>());
UiManager.SetList(new List<MultiDialogueData>());
MultiDialogueDataList = DynamicDataList.GetList();
// we dont need to convert anything // we dont need to convert anything
// Instead of build elements on scene we collect shops distracted on scene from npc's // Instead of build elements on scene we collect shops distracted on scene from npc's
} }
@ -83,67 +87,59 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
LoadDynamicData(); LoadDynamicData();
// VERy VERY provisional SOLUTION // VERy VERY provisional SOLUTION
if (DynamicDataList.GetList().Count == 0) if (DynamicDataList.GetList().Count == 0)
{ {
UseDefaultSettings(); UseDefaultSettings();
return;
} }
UiManager.SetList(DynamicDataList.GetList()); MultiDialogueDataList = DynamicDataList.GetList();
} }
public void RegisterDialogue(MultiDialogue newDialogue) public void RegisterDialogue(MultiDialogue newDialogue)
{ {
if (DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any()) if (DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any())
Debug.LogError("In MultiDialgoue Manager there is register this dialogue already"); {
// if dial is already registered - update it
UpdateDialogue(newDialogue);
}
else else
{ {
var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue); var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue);
DynamicDataList.AddElementToList(multiDialogueData); //DynamicDataList.AddElementToList(multiDialogueData); - nie dodwaca bo modyfikacja jednej duplikuje
MultiDialogueDataList.Add(multiDialogueData);
UiManager.SetList(DynamicDataList.GetList());
} }
} }
// update proggress in dialogue - BUT FUNCTION BELOW SYNCH THIS ALREADY righhr??? // update proggress in dialogue - BUT FUNCTION BELOW SYNCH THIS ALREADY righhr???
public void UpdateDialogue(MultiDialogue newDialogue) public void UpdateDialogue(MultiDialogue newDialogue)
{ {
Debug.Log("Update multi-dialogue ion manager list"); if (!DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any())
if (DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any()) Debug.LogError($"There is no registered dialoge like {newDialogue.SpeakerName}");
Debug.LogError("In MultiDialgoue Manager there is register this dialogue already");
else else
{ {
Debug.Log($"Dialogue {newDialogue.SpeakerName} - updated");
var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue); var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue);
DynamicDataList.AddElementToList(multiDialogueData);
UiManager.SetList(DynamicDataList.GetList()); MultiDialogueDataList.RemoveAll(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName);
// duplicated from registerDialogue
MultiDialogueDataList.Add(multiDialogueData);
} }
} }
public MultiDialogueData GetDialogue(MultiDialogue newDialogue) public MultiDialogueData? GetDialogue(MultiDialogue newDialogue)
{ {
return DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).First(); return DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).FirstOrDefault();
} }
public override bool SaveDynamicData() public override bool SaveDynamicData()
{ {
// TODO return SaveData(MultiDialogueDataList, SceneElementTypeEnum.Dynamic);
// how to get list
// 1. List in UI manager should be synchronized with list in this manager
foreach (MultiDialogueData multiDialogue in UiManager.GetList())
{
DynamicDataList.GetList().Where(el => el.SpeakerName == multiDialogue.SpeakerName).ToList().ForEach(el => el = multiDialogue);
}
//DynamicDataList.SetList(tmp);
// approach:
// 1. get from outside, update local list && us it
// 2. Handle list synchronized all the time & pass local list
return SaveData(DynamicDataList?.GetList(), SceneElementTypeEnum.Dynamic);
} }
} }

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@ -17,11 +17,26 @@ public class NpcDialogueManager : DialogueManager
// UPDATE DIALOGUE // UPDATE DIALOGUE
// search in scene manager list // search in scene manager list
var machedDialogueData = ((MultiDialogueDataManager)MultiDialogueDataManager.Instance).GetDialogue(Dialogue); if (Dialogue != null)
if(Dialogue != null && machedDialogueData != null)
{ {
Debug.Log("Multi Dialogue - updated"); var machedDialogueData = ((MultiDialogueDataManager)MultiDialogueDataManager.Instance).GetDialogue(Dialogue);
UpdateDialogueState(machedDialogueData);
if (machedDialogueData != null)
{
UpdateDialogueState(machedDialogueData);
}
else
{
UpdateProggres();
}
}
}
public override void Update()
{
if (Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
{
OpenDialoguePanel();
} }
} }
@ -42,10 +57,30 @@ public class NpcDialogueManager : DialogueManager
return !gameObject.GetComponent<NpcDialogueManager>().enabled; return !gameObject.GetComponent<NpcDialogueManager>().enabled;
} }
#endregion #endregion
public override void CreateInstanceBasedOnLanguage() public override void CreateInstanceBasedOnLanguage()
{ {
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage()); // DONT CLONE TO HAVE CONSTANT DATA - init - deep copy - to prevent overwritting chil;dern :D
Dialogue = languageDetector.DetectInstanceBasedOnLanguage();
Dialogue.ResetDialogue();
/* var cloneDialogues = new List<IndexValuePair<int, Dialogue>>(Dialogue.Dialogues);
Dialogue.Dialogues.Clear();
foreach (var dial in cloneDialogues)
{
Dialogue.Dialogues.Add(new IndexValuePair<int, Dialogue>(dial.Key, Instantiate(dial.Value)));
}*/
Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().Name);
// Bind setted actions
BindEndActionsToDialogues();
// update dial state - sync in order to prepare to save
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(UpdateProggres));
} }
public void UpdateDialogueState(MultiDialogueData dialogueData) public void UpdateDialogueState(MultiDialogueData dialogueData)
@ -64,6 +99,15 @@ public class NpcDialogueManager : DialogueManager
} }
} }
/// <summary>
/// Function to sync local dialogue state with remote one
/// Handled in Scene Manager
/// </summary>
public void UpdateProggres()
{
((MultiDialogueDataManager)MultiDialogueDataManager.Instance).RegisterDialogue(Dialogue);
}
#region Dialogue actions API #region Dialogue actions API
/// <summary> /// <summary>
/// Function to invoke actions declared in manager on object from scene not onto asset /// Function to invoke actions declared in manager on object from scene not onto asset

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@ -107,7 +107,7 @@ public class SceneShopDataManager : SceneBaseDataManager<Shop>
{ {
Debug.Log(DynamicDataList); Debug.Log(DynamicDataList);
if (DynamicDataList.GetList().Where(shop => shop.Npc == newShop.Npc && shop.Map == SceneManager.GetActiveScene().name).Any()) if (DynamicDataList.GetList().Where(shop => shop.Npc == newShop.Npc && shop.Map == SceneManager.GetActiveScene().name).Any())
Debug.LogError("In Shop Manager there is register this shop already"); Debug.LogWarning("In Shop Manager there is register this shop already");
else else
{ {
DynamicDataList.AddElementToList(newShop); DynamicDataList.AddElementToList(newShop);

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@ -154,6 +154,7 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
// approach: // approach:
// 1. get from outside, update local list && us it // 1. get from outside, update local list && us it
// 2. Handle list synchronized all the time & pass local list // 2. Handle list synchronized all the time & pass local list
Debug.Log(DynamicDataList.GetList());
return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic); return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
} }
#endregion #endregion

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@ -55,7 +55,7 @@ public abstract class WarehousePanelController : DraggablePanelController
{ {
if (slot.Value != null) if (slot.Value != null)
{ {
Debug.Log($"Slot nr: {slot.Key} with item: {slot.Value}"); /* Debug.Log($"Slot nr: {slot.Key} with item: {slot.Value}"); */
UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, slot.Value)); UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, slot.Value));
} }
else else

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@ -109,19 +109,19 @@ public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
private async void animateOpening() private async void animateOpening()
{ {
GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("OpenIt"); /* GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("OpenIt");
GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("OpenIt"); GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("OpenIt");
GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("OpenIt"); GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("OpenIt");*/
} }
private async void animateClosing() private async void animateClosing()
{ {
GameObject.Find("Gold Chest").GetComponent<Animator>().ResetTrigger("OpenIt"); /* GameObject.Find("Gold Chest").GetComponent<Animator>().ResetTrigger("OpenIt");
GameObject.Find("Prize Chest").GetComponent<Animator>().ResetTrigger("OpenIt"); GameObject.Find("Prize Chest").GetComponent<Animator>().ResetTrigger("OpenIt");
GameObject.Find("Wodden Chest").GetComponent<Animator>().ResetTrigger("OpenIt"); GameObject.Find("Wodden Chest").GetComponent<Animator>().ResetTrigger("OpenIt");
GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("CloseIt"); GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("CloseIt");
GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("CloseIt"); GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("CloseIt");
GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("CloseIt"); GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("CloseIt");*/
} }
private async void resettriggers() private async void resettriggers()
@ -132,12 +132,12 @@ public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
await System.Threading.Tasks.Task.Yield(); await System.Threading.Tasks.Task.Yield();
} }
GameObject.Find("Gold Chest").GetComponent<Animator>().ResetTrigger("CloseIt"); /* GameObject.Find("Gold Chest").GetComponent<Animator>().ResetTrigger("CloseIt");
GameObject.Find("Prize Chest").GetComponent<Animator>().ResetTrigger("CloseIt"); GameObject.Find("Prize Chest").GetComponent<Animator>().ResetTrigger("CloseIt");
GameObject.Find("Wodden Chest").GetComponent<Animator>().ResetTrigger("CloseIt"); GameObject.Find("Wodden Chest").GetComponent<Animator>().ResetTrigger("CloseIt");
GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("reactivate"); GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("reactivate");
GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("reactivate"); GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("reactivate");
GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("reactivate"); GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("reactivate");*/
} }
public virtual bool OpenPanel() public virtual bool OpenPanel()

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@ -84,8 +84,8 @@ public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int
if (!CheckIfSlotExists(keyPosition)) if (!CheckIfSlotExists(keyPosition))
return; // throw new System.Exception($"Slot with number: {keyPosition} don't exist"); return; // throw new System.Exception($"Slot with number: {keyPosition} don't exist");
Debug.Log($"Remove from position: {keyPosition}"); /* Debug.Log($"Remove from position: {keyPosition}");
*/
Elements.RemoveAll(itemSlot => itemSlot.Key == keyPosition); Elements.RemoveAll(itemSlot => itemSlot.Key == keyPosition);
} }

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@ -61,10 +61,10 @@ public class EquipmentPanelController : DraggablePanelController
base.BuildPanelContent(elements); base.BuildPanelContent(elements);
Debug.Log("Build content"); /* Debug.Log("Build content"); */
foreach (IndexValuePair<int, EquippableItem> element in elements) foreach (IndexValuePair<int, EquippableItem> element in elements)
{ {
Debug.Log($"key: {element.Key} - value: {element.Value}"); /* Debug.Log($"key: {element.Key} - value: {element.Value}"); */
if(element.Value != null) if(element.Value != null)
ChildBoxList.Where(slot => ((EquipmentSlot)slot).type == (EquipmentPanelSlotsTypeEnum)element.Key).ToList().ForEach(slot => slot.SetItem((EquippableItem)element.Value)); ChildBoxList.Where(slot => ((EquipmentSlot)slot).type == (EquipmentPanelSlotsTypeEnum)element.Key).ToList().ForEach(slot => slot.SetItem((EquippableItem)element.Value));

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@ -87,10 +87,9 @@ public class InventoryPanelController : WarehousePanelController
base.BuildPanelContent(elements); base.BuildPanelContent(elements);
Debug.Log("Build content");
foreach (IndexValuePair<int, EquippableItem> element in elements) foreach (IndexValuePair<int, EquippableItem> element in elements)
{ {
Debug.Log($"key: {element.Key} - value: {element.Value}"); /* Debug.Log($"key: {element.Key} - value: {element.Value}"); */
ChildBoxList[element.Key].SetItem(element.Value); ChildBoxList[element.Key].SetItem(element.Value);
} }
} }

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@ -82,7 +82,7 @@ public class ShopPanelController : WarehousePanelController
foreach (IndexValuePair<int, EquippableItem> element in elements) foreach (IndexValuePair<int, EquippableItem> element in elements)
{ {
Debug.Log($"key: {element.Key} - value: {element.Value}"); /* Debug.Log($"key: {element.Key} - value: {element.Value}"); */
ChildBoxList[element.Key].SetItem(new EquippableItem(element.Value)); ChildBoxList[element.Key].SetItem(new EquippableItem(element.Value));
} }
} }

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@ -73,7 +73,6 @@ public class ShopUIManager : UIBaseManager<Shop>
if (shop == null) if (shop == null)
throw new Exception($"Shop {CurrentShopOwnerName} not found"); throw new Exception($"Shop {CurrentShopOwnerName} not found");
Debug.Log("Shop UI setupPanel");
ShopContentUIManager.Instance.SetList(shop.GetContent()); ShopContentUIManager.Instance.SetList(shop.GetContent());
ShopContentUIManager.Instance.DynamicPanel = DynamicPanel; ShopContentUIManager.Instance.DynamicPanel = DynamicPanel;
@ -108,7 +107,6 @@ public class ShopUIManager : UIBaseManager<Shop>
private Shop FindShopInCollection(string _mapName, string _shopOwnerName) private Shop FindShopInCollection(string _mapName, string _shopOwnerName)
{ {
Elements.ForEach(el => Debug.Log(el.Npc + " - " + el.Map));
return Elements.Find(shop => shop.Map == _mapName && shop.Npc == _shopOwnerName); return Elements.Find(shop => shop.Map == _mapName && shop.Npc == _shopOwnerName);
} }
} }

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@ -6,18 +6,32 @@ using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
[Serializable] [Serializable]
public abstract class DialogueData<T> : ModelData<T, T> public abstract class DialogueData<T> : IModelMapper<T>
{ {
protected override string SPRITE_LOCALIZATION => "";
protected override string MODEL_LOCALIZATION => "Dialogue/";
[SerializeField] [SerializeField]
public int CurrentStep; public int CurrentStep;
[SerializeField] [SerializeField]
public List<DialogueStepData> DialogueStepModelDataList = new List<DialogueStepData>(); public List<DialogueStepData> DialogueStepModelDataList = new List<DialogueStepData>();
#region NotImplemented
/*
* we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
*/
public T MapDataToObject(string prefarbAssetName)
{
throw new NotImplementedException();
}
public T MapDataToObject()
{
throw new NotImplementedException();
}
#endregion
} }
[Serializable]
public class DialogueData : DialogueData<Dialogue> public class DialogueData : DialogueData<Dialogue>
{ {
@ -39,28 +53,5 @@ public class DialogueData : DialogueData<Dialogue>
DialogueStepModelDataList.Add(new DialogueStepData(dialogueStepModelData.WasDisplayed)); DialogueStepModelDataList.Add(new DialogueStepData(dialogueStepModelData.WasDisplayed));
} }
} }
#region NotImplemented
/*
* we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
*/
public override Dialogue MapDataToObject(string prefarbAssetName)
{
throw new NotImplementedException();
}
/*
* we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
*/
public override Dialogue MapDataToObject()
{
throw new NotImplementedException();
}
protected override Dialogue TryFindResource(string modelName)
{
throw new NotImplementedException();
}
#endregion
} }

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@ -6,10 +6,14 @@ using System.Threading.Tasks;
using UnityEngine; using UnityEngine;
[Serializable] [Serializable]
public abstract class MultiDialogueData<T> : ModelData<T, T> public abstract class MultiDialogueData<T> : IModelMapper<T>
{ {
protected override string SPRITE_LOCALIZATION => "";
protected override string MODEL_LOCALIZATION => "Dialogue/"; [NonSerialized]
public string name;
[NonSerialized]
public string modelName;
[SerializeField] [SerializeField]
public string SpeakerName; public string SpeakerName;
@ -19,8 +23,25 @@ public abstract class MultiDialogueData<T> : ModelData<T, T>
[SerializeField] [SerializeField]
public List<IndexValuePair<int, DialogueData>> DialogueStepModelDataList = new List<IndexValuePair<int, DialogueData>>(); public List<IndexValuePair<int, DialogueData>> DialogueStepModelDataList = new List<IndexValuePair<int, DialogueData>>();
#region NotImplemented
/*
* we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
*/
public T MapDataToObject(string prefarbAssetName)
{
throw new NotImplementedException();
}
public T MapDataToObject()
{
throw new NotImplementedException();
}
#endregion
} }
[Serializable]
public class MultiDialogueData : MultiDialogueData<MultiDialogue> public class MultiDialogueData : MultiDialogueData<MultiDialogue>
{ {
public MultiDialogueData(MultiDialogue dialogue) public MultiDialogueData(MultiDialogue dialogue)
@ -41,22 +62,5 @@ public class MultiDialogueData : MultiDialogueData<MultiDialogue>
); );
} }
} }
#region NotImplemented
public override MultiDialogue MapDataToObject(string prefarbAssetName)
{
throw new NotImplementedException();
}
public override MultiDialogue MapDataToObject()
{
throw new NotImplementedException();
}
protected override MultiDialogue TryFindResource(string modelName)
{
throw new NotImplementedException();
}
#endregion
} }

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@ -34,7 +34,7 @@ public abstract class ItemData : ModelData<Item, Item>
public override Item MapDataToObject(string prefarbAssetName) public override Item MapDataToObject(string prefarbAssetName)
{ {
Debug.Log(MODEL_LOCALIZATION + prefarbAssetName + ".asset"); /* Debug.Log(MODEL_LOCALIZATION + prefarbAssetName + ".asset"); */
return TryFindResource(prefarbAssetName); return TryFindResource(prefarbAssetName);

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@ -6,25 +6,24 @@ using System.Threading.Tasks;
class MissionDialogueData : DialogueData<MissionDialogue> class MissionDialogueData : DialogueData<MissionDialogue>
{ {
protected override string SPRITE_LOCALIZATION => ""; /// <summary>
protected override string MODEL_LOCALIZATION => "Mission/Dialogue/"; /// build Data model based on Object
/// </summary>
/// <param name="dialogue"></param>
public MissionDialogueData(Dialogue dialogue)
public override MissionDialogue MapDataToObject(string prefarbAssetName)
{ {
throw new NotImplementedException(); CurrentStep = dialogue.CurrentStep;
DialogueStepModelDataList.Clear();
foreach (DialogueStepModel dialogueStepModelData in dialogue.DialogueSteps)
{
/*
* pass WasDisplayed value from model to data representative class
*/
DialogueStepModelDataList.Add(new DialogueStepData(dialogueStepModelData.WasDisplayed));
}
} }
public override MissionDialogue MapDataToObject()
{
throw new NotImplementedException();
}
protected override MissionDialogue TryFindResource(string modelName)
{
throw new NotImplementedException();
}
} }

View File

@ -68,4 +68,10 @@ public class SaveController : MonoBehaviour
if(SceneShopDataManager.Instance) if(SceneShopDataManager.Instance)
SceneShopDataManager.Instance.SaveDynamicData(); SceneShopDataManager.Instance.SaveDynamicData();
} }
public void SaveDialogues()
{
if (MultiDialogueDataManager.Instance)
MultiDialogueDataManager.Instance.SaveDynamicData();
}
} }

View File

@ -1,8 +1,10 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
// Tell what is the beginning state of loaded scene // Tell what is the beginning state of loaded scene
[Serializable]
public enum OnMapAppearanceMethodEnum public enum OnMapAppearanceMethodEnum
{ {
NewGame = 0, NewGame = 0,
@ -11,17 +13,20 @@ public enum OnMapAppearanceMethodEnum
//maybe respawn too //maybe respawn too
} }
[Serializable]
public enum GameStatus public enum GameStatus
{ {
NewGame = 0, NewGame = 0,
Continue = 1 Continue = 1
} }
[Serializable]
public class OnMapAppearanceMethod : MonoBehaviour public class OnMapAppearanceMethod : MonoBehaviour
{ {
[SerializeField]
public static OnMapAppearanceMethodEnum Gateway { get; set; } // Map status public static OnMapAppearanceMethodEnum Gateway { get; set; } // Map status
[SerializeField]
public static GameStatus GameStatus { get; set; } public static GameStatus GameStatus { get; set; }
// every script which makes player appear somewhere should change this variable ! ! ! // every script which makes player appear somewhere should change this variable ! ! !