Fix - dialogue structure
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Assets/Resources/Dialogue/BossThug.meta
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Assets/Resources/Dialogue/BossThug.meta
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8
Assets/Resources/Dialogue/BossThug/PL.meta
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Assets/Resources/Dialogue/BossThug/PL.meta
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39
Assets/Resources/Dialogue/BossThug/PL/BossThugDialPl.asset
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Assets/Resources/Dialogue/BossThug/PL/BossThugDialPl.asset
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--- !u!114 &11400000
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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: Who are you? How did you get past my guards?!
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Buttons: []
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- Sentence: Don't answer, I don't care anyway. You're dead to me.
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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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- m_Target: {fileID: 4267060477434669900, guid: df6c42c9616028a4badca81953f003ab, type: 3}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: DialogueEndAction
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 45b41589283138641ba006c2243b0637, type: 3}
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m_Name: BossThugMultiDialPl
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m_EditorClassIdentifier:
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SpeakerName:
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CurrentDialogue: 0
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Dialogues:
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- Key: 0
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@ -14,30 +14,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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SpeakerName:
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SpeakerName:
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CurrentDialogue: 0
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CurrentDialogue: 0
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MultiWayDialogue:
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Dialogues:
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- Key: 0
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- Key: 0
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Value:
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Value: {fileID: 0}
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- Header:
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WasDisplayed: 0
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ListOfSentences:
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- Header:
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Sentence: Who are you? Hod did you get past my guards?!
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Buttons: []
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- Header:
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Sentence: Don't answer. I don't care anyway. You're dead to me/.
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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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- m_Target: {fileID: 4267060477434669900, guid: df6c42c9616028a4badca81953f003ab, type: 3}
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m_TargetAssemblyTypeName: NpcDialogueManager, Assembly-CSharp
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m_MethodName: DialogueEndAction
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m_Mode: 3
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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@ -168,7 +168,7 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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SpeakerName: Thug Boss
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SpeakerName: Thug Boss
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DialogueTemplate: {fileID: 11400000, guid: b47b2441f5e5f9e4ab687bf2a2fddbfa, type: 2}
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DialogueTemplate: {fileID: 11400000, guid: cb19cd4601a7b9f4c8804f5ec09ad157, type: 2}
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Dialogue: {fileID: 0}
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Dialogue: {fileID: 0}
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EndactionEventList:
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EndactionEventList:
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- Key:
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- Key:
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@ -135,7 +135,7 @@ public class BossThug : MonoBehaviour
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isDuringConversation = false;
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isDuringConversation = false;
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogue();
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gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
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//TODO break dialogue after leaving collider range!!!
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//TODO break dialogue after leaving collider range!!!
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}
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}
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@ -1,71 +1,41 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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[Serializable]
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[Serializable]
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[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
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[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
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public class Dialogue : ScriptableObject
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public class Dialogue : ScriptableObject, IDialogue
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{
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{
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[SerializeField]
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[SerializeField]
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public string SpeakerName;
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public string SpeakerName;
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[SerializeField]
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[SerializeField]
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int CurrentDialogue = 0;
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int CurrentStep = 0;
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[SerializeField]
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[SerializeField]
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public List<IndexValuePair<int, List<DialogueStepModel>>> MultiWayDialogue;
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public List<DialogueStepModel> DialogueSteps;
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public void SetSpeakerName(string speakerName)
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/*
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Dialogues - list of dialoges
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Steps bucket (one dialogue unit) - list of liner 'steps', finished special action, whole can be stopped special requirements (like go and do something - to declared in 'finish action')
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Steps - its a cell package contains 'sentences' (one per panel)
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Sentence - its a opanel with phrase and buttons
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*/
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/*
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* WAZNE:
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* Jesli przechodzimy odpowiedzia do nastepnego dialogu musi to byc osttani panel w obecnym!!!
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*/
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public void Start()
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{
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{
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/* CODE DIALOGUE DECLARATION EXAMPLE
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SpeakerName = speakerName;
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DialogueController DialogueStep = new DialogueController();
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DialogueSteps.ForEach(step => step.Header = speakerName);
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DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
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*//* di.AddSentence(new QuestionDialogueModel("tolore dolore?",
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new List<Tuple<string, Action>> {
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new Tuple<string, Action>("AcceptButton", CustomPanel),
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new Tuple<string, Action>("RejectButton", QuestionPanel)
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}));*//*
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DialogueStep.SetActionAfterDialogueEnds(() => { });
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DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
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DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
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*/
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/*if (MultiWayDialogue.Count > 0)
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BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);*/
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}
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}
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public void StartDialogue()
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public void StartDialogue()
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{
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{
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// 1. Build
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// 1. Build
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BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);
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BuildDialogue(DialogueSteps);
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// 2. Show first step
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// 2. Show first step
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ShowStep();
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ShowDialogueStepPanel();
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}
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}
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public void BreakDialogue()
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public void BreakDialogueStep()
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{
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{
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// 1. Find first yet undisplayed for player anbd show
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foreach (var DialogueStep in DialogueSteps)
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var dialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
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foreach (var DialogueStep in dialogueStepsList)
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{
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{
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if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.CurrentPanel != null)
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if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.CurrentPanel != null)
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{
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{
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@ -84,13 +54,9 @@ public class Dialogue : ScriptableObject
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///
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///
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/// The best way is to invoked its after player reaction from other script (by event - collision) :)
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/// The best way is to invoked its after player reaction from other script (by event - collision) :)
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/// </summary>
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/// </summary>
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public void ShowStep()
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public void ShowDialogueStepPanel()
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{
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{
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// 1. Find first yet undisplayed for player anbd show
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foreach (var DialogueStep in DialogueSteps)
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var dialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
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foreach (var DialogueStep in dialogueStepsList)
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{
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{
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if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
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if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
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{
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{
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@ -104,7 +70,12 @@ public class Dialogue : ScriptableObject
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/// <summary>
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/// <summary>
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/// Dialogue API
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/// Dialogue API
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///
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///
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/// Default function to get next sentence if dialogue is currently started
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/// Function to automaticly go to next dialgue sentence (in this or next step eg after pressing button on panel
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/// It provide that dialogue not braking after finishing current step
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///
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/// The dialogue follows the order of the lists ! !
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///
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/// It's default function to get next sentence if dialogue is currently started
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/// It is responsible for detecting
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/// It is responsible for detecting
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/// 1) if there is any dialogue panel already created before displaying next sentence
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/// 1) if there is any dialogue panel already created before displaying next sentence
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/// 2) if its last panel sentence and invoiking 'end dialogue' action
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/// 2) if its last panel sentence and invoiking 'end dialogue' action
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@ -113,11 +84,7 @@ public class Dialogue : ScriptableObject
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/// </summary>
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/// </summary>
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public void GoToNextSentence()
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public void GoToNextSentence()
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{
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{
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// 1. Find first yet undisplayed for player anbd show
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foreach (var DialogueStep in DialogueSteps)
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var dialogueStepsList = MultiWayDialogue.Where(el => el.Key == CurrentDialogue).ToArray().First().Value;
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foreach (var DialogueStep in dialogueStepsList)
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{
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{
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if (!DialogueStep.WasDisplayed)
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if (!DialogueStep.WasDisplayed)
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{
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{
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@ -127,7 +94,7 @@ public class Dialogue : ScriptableObject
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{
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{
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DialogueStep.WasDisplayed = true;
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DialogueStep.WasDisplayed = true;
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ShowStep();
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ShowDialogueStepPanel();
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}
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}
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break;
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break;
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@ -136,49 +103,9 @@ public class Dialogue : ScriptableObject
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}
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}
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/// <summary>
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/// <summary>
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/// Dialogue API
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/// Function to build each step of dialogue
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///
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/// Function to prepare next dialogue to start after one more palyer interaction with actor
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/// - ends current dialogue (destroy panel & invoke finish action - if setupped)
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/// - set new dialogue pointer
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///
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/// </summary>
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/// </summary>
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/// <param name="dialogueNumber"></param>
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public void BuildDialogue(List<DialogueStepModel> Dialogue)
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public void SetNextDialogue(int dialogueNumber)
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{
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if (MultiWayDialogue.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0)
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return;
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// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
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GoToNextSentence();
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// 2. Chane index
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CurrentDialogue = dialogueNumber;
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}
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/// <summary>
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/// Dialogue API
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///
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/// Function to finish current dialog and immediately start next one
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///
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/// </summary>
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/// <param name="dialogueNumber"></param>
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public void GoToNextDialogue(int dialogueNumber)
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{
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// 1. Prepare necessary environoment parts
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SetNextDialogue(dialogueNumber);
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// 3. Build new dialogue
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BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);
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// 4. Start new dialogue bucket
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ShowStep();
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}
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/// <summary>
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/// Build each step of dialogue
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/// </summary>
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private void BuildDialogue(List<DialogueStepModel> Dialogue)
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{
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{
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foreach (var dialogueStep in Dialogue)
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foreach (var dialogueStep in Dialogue)
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{
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{
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@ -187,18 +114,4 @@ public class Dialogue : ScriptableObject
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dialogueStep.Build();
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dialogueStep.Build();
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}
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}
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}
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}
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public (int, int) DialogueStepStatus()
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{
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var currentDialogueStepIndex = MultiWayDialogue
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.Where(el => el.Key == CurrentDialogue)
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.Select(el => el.Value)
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.First()
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.Where(step => step.WasDisplayed == true)
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.ToArray()
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.Count()
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;
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return(CurrentDialogue, currentDialogueStepIndex);
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}
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}
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}
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@ -1,5 +1,5 @@
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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19
Assets/Scripts/REFACTORING/Application/Dialogue/IDialogue.cs
Normal file
19
Assets/Scripts/REFACTORING/Application/Dialogue/IDialogue.cs
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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public interface IDialogue
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{
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public void SetSpeakerName(string speakerName);
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public void StartDialogue();
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public void BreakDialogueStep();
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public void ShowDialogueStepPanel();
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public void GoToNextSentence();
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public void BuildDialogue(List<DialogueStepModel> Dialogue);
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}
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fileFormatVersion: 2
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guid: 98a40f30fd98e1443aa1034fcfcaadc4
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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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164
Assets/Scripts/REFACTORING/Application/Dialogue/MultiDialogue.cs
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164
Assets/Scripts/REFACTORING/Application/Dialogue/MultiDialogue.cs
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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 UnityEngine;
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[Serializable]
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[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Multi Dialogue")]
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public class MultiDialogue : ScriptableObject, IDialogue
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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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int CurrentDialogue = 0;
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[SerializeField]
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public List<IndexValuePair<int, Dialogue>> Dialogues;
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/*
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Dialogues - list of dialoges
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Steps bucket (one dialogue unit) - list of liner 'steps', finished special action, whole can be stopped special requirements (like go and do something - to declared in 'finish action')
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Steps - its a cell package contains 'sentences' (one per panel)
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Sentence - its a opanel with phrase and buttons
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*/
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/*
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* WAZNE:
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* Jesli przechodzimy odpowiedzia do nastepnego dialogu musi to byc osttani panel w obecnym!!!
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*/
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public void Start()
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{
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/* CODE DIALOGUE DECLARATION EXAMPLE
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DialogueController DialogueStep = new DialogueController();
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DialogueStep.AddSentence(new DialogueModel("lorem ipsum"));
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*//* di.AddSentence(new QuestionDialogueModel("tolore dolore?",
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new List<Tuple<string, Action>> {
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new Tuple<string, Action>("AcceptButton", CustomPanel),
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new Tuple<string, Action>("RejectButton", QuestionPanel)
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}));*//*
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DialogueStep.SetActionAfterDialogueEnds(() => { });
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DialogueStepModel dialogueStepModel = new DialogueStepModel(DialogueStep);
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DialogueStepsList = new List<DialogueStepModel> { dialogueStepModel };
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*/
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/*if (MultiWayDialogue.Count > 0)
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BuildDialogue(MultiWayDialogue.Where(el => el.Key == CurrentDialogue).First().Value);*/
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}
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public void SetSpeakerName(string speakerName)
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{
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SpeakerName = speakerName;
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Dialogues.ForEach(dialogue => dialogue.Value.SetSpeakerName(speakerName));
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}
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public void StartDialogue()
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{
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// 1. Start Dialogue (build + show panel)
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Dialogues.Where(el => el.Key == CurrentDialogue).First().Value.StartDialogue();
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}
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public void BreakDialogueStep()
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{
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// 1. Break Dialogue (close panel without marking as displayed)
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Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.BreakDialogueStep();
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}
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/// <summary>
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/// Dialogue API
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///
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/// MAIN bunction to begin dialogue
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/// Create new panel instance on scene by force with sentence from queue
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///
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/// The best way is to invoked its after player reaction from other script (by event - collision) :)
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/// </summary>
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public void ShowDialogueStepPanel()
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{
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Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.ShowDialogueStepPanel();
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}
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/// <summary>
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/// Dialogue API
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///
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/// Default function to get next sentence if dialogue is currently started
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/// It is responsible for detecting
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/// 1) if there is any dialogue panel already created before displaying next sentence
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/// 2) if its last panel sentence and invoiking 'end dialogue' action
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///
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/// Whats more, if there was no more sentences in 'step', althroughr closing panel go to next step automatiiccally
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/// </summary>
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public void GoToNextSentence()
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{
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||||||
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Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.GoToNextSentence();
|
||||||
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}
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||||||
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/// <summary>
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/// Dialogue API
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///
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/// Function to prepare next dialogue to start after one more palyer interaction with actor
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/// - ends current dialogue (destroy panel & invoke finish action - if setupped)
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/// - set new dialogue pointer
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///
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||||||
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/// </summary>
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/// <param name="dialogueNumber"></param>
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public void SetNextDialogue(int dialogueNumber)
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{
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if (Dialogues.Where(el => el.Key == dialogueNumber).ToArray().Count() == 0)
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return;
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||||||
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|
||||||
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// 1. Make sure to close current panel after finishing current dialogue and 'finish action' will invoked if setuped
|
||||||
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GoToNextSentence();
|
||||||
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|
||||||
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// 2. Chane index
|
||||||
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CurrentDialogue = dialogueNumber;
|
||||||
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}
|
||||||
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|
||||||
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/// <summary>
|
||||||
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/// Dialogue API
|
||||||
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///
|
||||||
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/// Function to finish current dialog and immediately start next one
|
||||||
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///
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||||||
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/// </summary>
|
||||||
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/// <param name="dialogueNumber"></param>
|
||||||
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public void GoToNextDialogue(int dialogueNumber)
|
||||||
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{
|
||||||
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// 1. Prepare necessary environoment parts
|
||||||
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SetNextDialogue(dialogueNumber);
|
||||||
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|
||||||
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// 2. Build new (next) dialogue & show panel
|
||||||
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StartDialogue();
|
||||||
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}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Build each step of dialogue
|
||||||
|
/// </summary>
|
||||||
|
public void BuildDialogue(List<DialogueStepModel> Dialogue)
|
||||||
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{
|
||||||
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foreach (var dialogueStep in Dialogue)
|
||||||
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{
|
||||||
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dialogueStep.Header = SpeakerName;
|
||||||
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|
||||||
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dialogueStep.Build();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public (int, int) DialogueStepStatus()
|
||||||
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{
|
||||||
|
var currentDialogueStepIndex = Dialogues
|
||||||
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.Where(el => el.Key == CurrentDialogue)
|
||||||
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.Select(el => el.Value)
|
||||||
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.First()
|
||||||
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.DialogueSteps
|
||||||
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.Where(step => step.WasDisplayed == true)
|
||||||
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.ToArray()
|
||||||
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.Count()
|
||||||
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;
|
||||||
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|
||||||
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return(CurrentDialogue, currentDialogueStepIndex);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 45b41589283138641ba006c2243b0637
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -12,11 +12,11 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
public string SpeakerName;
|
public string SpeakerName;
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
public Dialogue DialogueTemplate;
|
public MultiDialogue DialogueTemplate;
|
||||||
|
|
||||||
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
|
/* We user object CLONED TO PREVENT overwritting changes in main object inassets */
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
public Dialogue Dialogue;
|
public MultiDialogue Dialogue;
|
||||||
|
|
||||||
// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
|
// List<Key<dialogue No, dialogue step No>, Value : UnityEvent>
|
||||||
public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
|
public List<IndexValuePair<IndexValuePair<int, int>, UnityEvent>> EndactionEventList;
|
||||||
@ -24,7 +24,7 @@ public class NpcDialogueManager : MonoBehaviour
|
|||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
Dialogue = Instantiate(DialogueTemplate);
|
Dialogue = Instantiate(DialogueTemplate);
|
||||||
Dialogue.SpeakerName = SpeakerName;
|
Dialogue.SetSpeakerName(SpeakerName);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update() { }
|
public void Update() { }
|
||||||
|
Loading…
Reference in New Issue
Block a user