Shop - open after dialogue
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Assets/Resources/Dialogue/Shop.meta
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8
Assets/Resources/Dialogue/Shop/ANG.meta
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Assets/Resources/Dialogue/Shop/ANG/ShopDialAng.asset
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--- !u!114 &11400000
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m_Name: ShopDialAng
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m_EditorClassIdentifier:
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SpeakerName:
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CurrentStep: 0
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DialogueSteps:
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- Header:
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WasDisplayed: 0
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ListOfSentences:
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- Sentence: Hello, are you interested in buying something?
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Buttons: []
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EndOfDialogueStepAction:
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m_Calls: []
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Assets/Resources/Dialogue/Shop/PL.meta
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Assets/Resources/Dialogue/Shop/PL/ShopDialPl.asset
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Assets/Resources/Dialogue/Shop/PL/ShopDialPl.asset
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--- !u!114 &11400000
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m_Name: ShopDialPl
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SpeakerName:
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CurrentStep: 0
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DialogueSteps:
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- Header:
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WasDisplayed: 0
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ListOfSentences:
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- Sentence: "Witaj, czy chcia\u0142 by\u015B co\u015B kupi\u0107?"
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Buttons: []
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EndOfDialogueStepAction:
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m_PersistentCalls:
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m_Calls: []
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8
Assets/Resources/Dialogue/Shop/PL/ShopDialPl.asset.meta
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@ -64,7 +64,6 @@ public class DialogueController
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/// <returns></returns>
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public bool ShowNextPanel(DialogueController parentDialController)
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{
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Debug.Log(listOfDialogue.Count);
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if (listOfDialogue.Count == 0)
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{
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CloseCurrentPanel(parentDialController);
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@ -2,7 +2,7 @@
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
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@ -24,6 +24,20 @@ public class Dialogue : ScriptableObject, IDialogue
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DialogueSteps.ForEach(step => step.Header = speakerName);
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}
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#region finish action api
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public void SetActionAfterDialogueStep(int dialogueStepNo, UnityEvent _endOfDialogueStepAction)
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{
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if(DialogueSteps.Count >= dialogueStepNo)
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DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_endOfDialogueStepAction);
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}
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public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
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{
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if (DialogueSteps.Count >= dialogueStepNo)
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DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
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}
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#endregion
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#region dialogue displaying api
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public void StartDialogue()
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{
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// 1. Build
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@ -101,6 +115,7 @@ public class Dialogue : ScriptableObject, IDialogue
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}
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}
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}
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#endregion
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/// <summary>
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/// Function to build each step of dialogue
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@ -114,4 +129,14 @@ public class Dialogue : ScriptableObject, IDialogue
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dialogueStep.Build();
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}
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}
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/// <summary>
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/// Function to reset rememebered dialogue status
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///
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/// (Scriptable objects clones are overwritten during clone modification)
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/// </summary>
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public void ResetDialogue()
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{
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DialogueSteps.ForEach(step => step.WasDisplayed = false);
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}
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}
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@ -26,10 +26,17 @@ public class DialogueStepModel
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public DialogueController DialogueController { get; protected set; }
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public DialogueStepModel() { }
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public DialogueStepModel()
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{
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// Add marked step as displayed action as first!
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EndOfDialogueStepAction.AddListener(() => { MarkAsDisplayed(); });
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}
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public DialogueStepModel(DialogueController _dialogueController)
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{
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// Add marked step as displayed action as first!
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EndOfDialogueStepAction.AddListener(() => { MarkAsDisplayed(); });
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DialogueController = _dialogueController;
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}
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@ -51,12 +58,22 @@ public class DialogueStepModel
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DialogueController.AddSentence(DialogueModel);
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}
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// 3. Bind finishing action
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// 3.1 Add marked step as displayed action
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EndOfDialogueStepAction.AddListener(() => WasDisplayed = true);
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// 3.2 Bind actions
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// 3 Bind ending actions
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DialogueController.SetActionAfterDialogueEnds(EndOfDialogueStepAction);
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}
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public void SetActionAfterDialogueStep(UnityEvent _endOfDialogueStepAction)
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{
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EndOfDialogueStepAction = _endOfDialogueStepAction;
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}
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public void SetActionAfterDialogueStep(Action _finishDialogueAction)
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{
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EndOfDialogueStepAction.AddListener(new UnityAction(_finishDialogueAction));
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}
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public void MarkAsDisplayed()
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{
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WasDisplayed = true;
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}
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}
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@ -147,6 +147,16 @@ public class MultiDialogue : ScriptableObject, IDialogue
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}
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}
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/// <summary>
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/// Function to reset rememebered dialogue status
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///
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/// (Scriptable objects clones are overwritten during clone modification)
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/// </summary>
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public void ResetDialogue()
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{
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Dialogues.ForEach(dial => dial.Value.DialogueSteps.ForEach(step => step.WasDisplayed = false));
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}
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public (int, int) DialogueStepStatus()
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{
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var currentDialogueStepIndex = Dialogues
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@ -5,6 +5,7 @@ using System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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[RequireComponent(typeof(NPC))]
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[Serializable]
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public class NpcDialogueManager : MonoBehaviour
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{
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@ -5,29 +5,29 @@ using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[RequireComponent(typeof(NPC))]
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class NpcShopManager : MonoBehaviour
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{
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[SerializeField]
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public Dialogue DialogueTemplate;
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public List<IndexValuePair<SystemLanguageEnum, Dialogue>> DialogueTemplate;
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/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
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private Dialogue Dialogue;
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public Dialogue Dialogue;
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[SerializeField]
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public Shop shop;
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public void Start()
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bool CanShopBeOpened = false;
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public virtual void Start()
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{
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// TODO - remove - we want ot register ir manually because condition below is not meeted in test env
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this.RegisterShop();
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// 1. Set npc state to trading
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gameObject.GetComponent<NPC>().State = NPCStateEnum.Trading;
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// 2. Init dialogue model
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CreateInstanceBasedOnLanguage();
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// 1. Create dialogue object from template
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// 2. Set speaker name
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Dialogue = Instantiate(DialogueTemplate);
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Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().name);
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//this.RegisterShop();
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// if its new game or we dont have any save from this map - use deffault shop settings / content
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// else overwrite value by saved one
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if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame ||
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@ -42,26 +42,67 @@ class NpcShopManager : MonoBehaviour
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}).First();
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}
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public void Update()
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{
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/*
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* Conditions:
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* - player must be in range of shopping
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* - user must press specific keyboard button
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* - dialogue panel must be closed
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* - shop panel must be closed
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*/
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if (CanShopBeOpened && Input.GetKeyDown(ShopUIManager.Instance.keyToOpen) && Dialogue.DialogueSteps.First().DialogueController?.CurrentPanel == null && !ShopUIManager.Instance.GetPanelStatus())
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{
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// Open dialogue panel (Shop will be opened later)
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Dialogue.StartDialogue();
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}
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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<NpcShopManager>().enabled)
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return;
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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 Trading mode
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* - shop must be currently closed
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*/
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if (collision.gameObject.tag == "Player" && gameObject.GetComponent<NPC>().State == NPCStateEnum.Trading && !ShopUIManager.Instance.GetPanelStatus())
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{
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// 1. Open dialogue panel
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// 2. Open shop
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OpenShop();
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CanShopBeOpened = true;
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}
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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<NpcShopManager>().enabled)
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return;
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if (collision.gameObject.tag == "Player")
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{
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CanShopBeOpened = false;
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if (Dialogue.DialogueSteps.First().DialogueController?.CurrentPanel != null)
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Dialogue.BreakDialogueStep();
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CloseShop();
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}
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}
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public void CreateInstanceBasedOnLanguage()
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{
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Dialogue = Instantiate(DetectInstanceBasedOnLanguage());
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Dialogue.SetSpeakerName(gameObject.GetComponent<NPC>().name);
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Dialogue.SetActionAfterDialogueStep(0, Dialogue.ResetDialogue);
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Dialogue.SetActionAfterDialogueStep(0, OpenShop);
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}
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public void RegisterShop()
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{
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// 1. Set owner name
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@ -80,7 +121,10 @@ class NpcShopManager : MonoBehaviour
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public void OpenShop()
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{
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Debug.Log("OpenShop");
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if (EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.ClosePanel();
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// Set info about current shop in shop UI manager (and wait for event - pressing E)
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// Open shopa action - invoked as dialogue end action
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ShopUIManager.Instance.CurrentShopOwnerName = gameObject.GetComponent<NPC>().name;
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@ -90,9 +134,31 @@ class NpcShopManager : MonoBehaviour
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public void CloseShop()
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{
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ShopUIManager.Instance.ClosePanel();
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ShopUIManager.Instance.CurrentShopOwnerName = "";
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ShopUIManager.Instance.ClosePanel();
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}
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public Dialogue DetectInstanceBasedOnLanguage()
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{
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/*if (!PlayerPrefs.HasKey("language"))
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throw new Exception("Language not setted !!!");*/
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switch(PlayerPrefs.GetString("language"))
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{
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case "English":
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{
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return DialogueTemplate.Where(template => template.Key == SystemLanguageEnum.English).First().Value;
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}
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case "Polish":
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{
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return DialogueTemplate.Where(template => template.Key == SystemLanguageEnum.Polish).First().Value;
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}
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default:
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{
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return DialogueTemplate.Where(template => template.Key == SystemLanguageEnum.Polish).First().Value;
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}
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}
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}
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}
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@ -20,8 +20,11 @@ public class SceneShopDataManager : SceneBaseDataManager<Shop>
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{
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if (Instance == null)
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{
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Debug.Log("Create: " + gameObject);
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Instance = this;
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Start();
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}
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else
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{
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@ -31,13 +34,13 @@ public class SceneShopDataManager : SceneBaseDataManager<Shop>
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public override void Start()
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{
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Debug.Log("Start SceneChestData manager");
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Debug.Log("Start SceneShopData manager");
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//TaskUIManager.FindOrCreateInstance();
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UiManager = ShopUIManager.Instance;
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if (UiManager == null)
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throw new NullReferenceException("ChestUIManager not found!!!");
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throw new NullReferenceException("ShopUIManager not found!!!");
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DynamicDataList = (new ShopDataListManager()).SetUiManager(ref UiManager);
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@ -58,7 +61,6 @@ public class SceneShopDataManager : SceneBaseDataManager<Shop>
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UseDefaultSettings();
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}else
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{
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Debug.Log("UseDynamicSettings");
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UseDynamicSettings();
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}
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}
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@ -78,18 +80,12 @@ public class SceneShopDataManager : SceneBaseDataManager<Shop>
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protected override void UseDefaultSettings()
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{
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Debug.Log("UseDefaultSettings");
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// we dont need to convert anything
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// Instead of build elements on scene we collect shops distracted on scene from npc's
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}
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protected override void UseDynamicSettings()
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{
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Debug.Log("UseDynamicSettings");
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// BuildList();
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// when chest detect player in near arrea and player press "c"
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// open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open
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// Manager Build panel and pass info about chest content
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@ -53,6 +53,8 @@ public class ShopUIManager : UIBaseManager<Shop>
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ShopContentUIManager.Instance.DynamicPanel = null;
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CurrentShopOwnerName = "";
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// Close additionals panels
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if (InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.ClosePanel();
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