Merge remote-tracking branch 'origin/master'

This commit is contained in:
KrolMel 2023-01-05 12:42:44 +01:00
commit dee01d65e6
202 changed files with 23263 additions and 1344 deletions

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<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Condition\KillMissionConditionData.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\Step\MissionStepData.cs" />
<Compile Include="Assets\Scripts\Pathfinding\NodeMap.cs" />
<Compile Include="Assets\Scripts\SceneManager\MainCharacter\MainCharacterManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\EventManager\EventManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Chest\ChestContentUIManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Enum\PanelButtonEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ISlot.cs" />
@ -77,6 +88,7 @@
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\PanelTypeEnum.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\Graph.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Manager\ConditionManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SystemLanguageEnum.cs" />
<Compile Include="Assets\Scripts\SceneManager\NPC\NPCManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\TaskDifficultyEnum.cs" />
@ -90,6 +102,7 @@
<Compile Include="Assets\closePossibleButtonInfo.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\DefenseCalculattor.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\Item.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MultiDialogue\MultiDialogueDataListManager.cs" />
<Compile Include="Assets\Scripts\ProceduralGeneration\FloodFill.cs" />
<Compile Include="Assets\BreakOre.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\ShopPanelController.cs" />
@ -109,47 +122,57 @@
<Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\DataListManager.cs" />
<Compile Include="Assets\DisplayLvl.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Save\Condition\SaveMissionConditionManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SaveTaskManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Save\MissionDialogue\SaveMissionDialogueManager.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemData.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\Shop.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
<Compile Include="Assets\NewGame.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\MissionStatusEnum.cs" />
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<Compile Include="Assets\Scripts\DialogueNpcTest.cs" />
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<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\KillMissionCondition.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" />
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<Compile Include="Assets\Scripts\CamerFollow.cs" />
<Compile Include="Assets\CloseIfQuestPanel.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\AttackCalcullator.cs" />
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<Compile Include="Assets\TreeParticleEffect.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Models\Mission\RequiredSubject\CollectRequiredSubjectData.cs" />
<Compile Include="Assets\SaveMusicSettings.cs" />
<Compile Include="Assets\_\Stuff\GridPathfinding\PathRoute.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentTypeEnum.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\Calculator\SpeedCalcullator.cs" />
@ -157,17 +180,21 @@
<Compile Include="Assets\Scripts\ProceduralGeneration\TileMapGenerator.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Condition\Subject\RequiredSubject.cs" />
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@ -186,6 +213,7 @@
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@ -199,7 +227,9 @@
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@ -215,15 +245,19 @@
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@ -235,26 +269,35 @@
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@ -267,6 +310,7 @@
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@ -274,6 +318,7 @@
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@ -32523,9 +32678,9 @@ Animator:
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View File

@ -67,6 +67,9 @@ public class AnimatedDoorBehaviour : TriggerDoor
SaveController.GetComponent<SaveController>().SaveChests();
SaveController.GetComponent<SaveController>().SaveShops();
SaveController.GetComponent<SaveController>().SaveDialogues();
SaveController.GetComponent<SaveController>().SaveMissions();
// 2. Change scene
SceneManager.LoadScene(gateway.nextMapName);

View File

@ -48,6 +48,8 @@ public class DoorBehaviour : MonoBehaviour
SaveController.GetComponent<SaveController>().SaveChests();
SaveController.GetComponent<SaveController>().SaveShops();
SaveController.GetComponent<SaveController>().SaveDialogues();
SaveController.GetComponent<SaveController>().SaveMissions();
// 2. Change scene
SceneManager.LoadScene(gateway.nextMapName);

View File

@ -52,8 +52,8 @@ public class BossThug : MonoBehaviour
void Update()
{
if (
(npc1.GetComponent<FollowingEnemy>().health <= 0 && npc1.GetComponent<FollowingEnemy>().isKilled == 1) &&
(npc2.GetComponent<FollowingEnemy>().health <= 0 && npc2.GetComponent<FollowingEnemy>().isKilled == 1) &&
(npc1.GetComponent<Enemy>().health <= 0 && npc1.GetComponent<Enemy>().isKilled == 1) &&
(npc2.GetComponent<Enemy>().health <= 0 && npc2.GetComponent<Enemy>().isKilled == 1) &&
state == BossThugEnum.Pending)
{
state = BossThugEnum.Talking; // UZUPELNIC DIALOG
@ -110,7 +110,6 @@ public class BossThug : MonoBehaviour
{
if (other.tag == "Player" && state == BossThugEnum.Talking && !isAfterConversation && !isDuringConversation)
{
Debug.Log("OnTriggerEnter2D");
//gameObject.GetComponent<CircleCollider2D>().enabled = false;
//gameObject.GetComponent<CircleCollider2D>().radius = 2f;

View File

@ -5,11 +5,15 @@ using UnityEngine;
public class Enemy : MonoBehaviour
{
public float moveSpeed;
public string enemyName;
public string enemyName; // var for name (must be unique (playerPrefs.set/get string "enemyName - s")
public FloatValue maxHealth;
public float health;
public float baseAttack;
public int isKilled;
public string MinionName; // var used for multiplied name - for mission poroggress (kill condition)
private void Awake()
{
health = maxHealth.initialValue;
@ -31,4 +35,10 @@ public class Enemy : MonoBehaviour
}
}
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
}
}

View File

@ -35,7 +35,6 @@ public class FollowingEnemy : Enemy
public float thrust;
public float knockTime;
public int isKilled;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
@ -191,6 +190,8 @@ public class FollowingEnemy : Enemy
if (collision.tag == "AttackHitbox")
{
Debug.Log("Hit in - TriggerEnter2D");
hit = true;
}
}
@ -220,6 +221,10 @@ public class FollowingEnemy : Enemy
gameObject.SetActive(false);
isKilled = 1;
other.GetComponent<Player>().GetExp(expValue);
// pass info about killing assigned enemy to mission manager listener
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
}
}
@ -246,10 +251,4 @@ public class FollowingEnemy : Enemy
enemy.isKinematic = true;
}
}
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
PlayerPrefs.SetFloat(enemyName + "-S.health", health);
}
}

View File

@ -34,7 +34,6 @@ public class FollowingPatrollingEnemy : Enemy
public float thrust;
public float knockTime;
public int isKilled;
//isKilled = 0 - mob ALIVE
//isKilled = 1 - mob DEAD
@ -146,7 +145,6 @@ public class FollowingPatrollingEnemy : Enemy
}
else
{
Debug.Log("Change");
changeGoal();
}
}
@ -198,6 +196,10 @@ public class FollowingPatrollingEnemy : Enemy
gameObject.SetActive(false);
isKilled = 1;
other.GetComponent<Player>().GetExp(expValue);
// pass info about killing assigned enemy to mission manager listener
// pass enemy name from script NOT object name (thats allow to have many different objects variantsa with this same aggregate key (private name - not preffab name) )
ConditionManager.Instance.UpdateKillCondition(gameObject.GetComponent<Enemy>().MinionName);
}
}
@ -225,14 +227,8 @@ public class FollowingPatrollingEnemy : Enemy
}
}
public void SaveCheckpoint()
{
PlayerPrefs.SetInt(enemyName + "-S", isKilled);
}
private void changeGoal()
{
Debug.Log("changeGoal Goal");
if (currentPoint == path.Length - 1)
{
currentPoint = 0;
@ -243,6 +239,5 @@ public class FollowingPatrollingEnemy : Enemy
currentPoint++;
currentGoal = path[currentPoint];
}
Debug.Log(currentPoint);
}
}

View File

@ -54,7 +54,9 @@ public class KeyBindScript : MonoBehaviour
void Update()
{
//Simulates movement and usage of the keys
if (Input.GetKeyDown(keys["Up"]))
if (
)
{
//Do a move action
Debug.Log("Up");

View File

@ -142,6 +142,10 @@ public class NPCFollowing : MonoBehaviour
{
break;
}
case NPCStateEnum.Attacking:
{
break;
}
default:
{
Debug.Log("fancy text nie wiem co zrobic");

View File

@ -12,6 +12,9 @@ public class AStarPathfindingAgent : MonoBehaviour
public bool isChasing;
private Animator myAnim;
private float moveX;
private float moveY;
public Vector3 point;
public List<Node> path;
@ -74,16 +77,21 @@ public class AStarPathfindingAgent : MonoBehaviour
{
targetIndex++;
bool reachedPosition = targetIndex >= path.Count;
Debug.Log( targetIndex >= path.Count);
if (reachedPosition)
{
//myAnim.SetBool("isRunning", false);
myAnim.SetBool("isChasing", false);
yield break;
}
currentWaypoint = path[targetIndex];
}
Vector3 current = transform.position;
Vector3 target = currentWaypoint.worldPosition;
if (point.x < current.x)
{
myAnim.SetBool("Left", true);
@ -92,6 +100,39 @@ public class AStarPathfindingAgent : MonoBehaviour
{
myAnim.SetBool("Left", false);
}
moveX = point.x - current.x;
moveY = point.y - current.y;
myAnim.SetFloat("Yinfo", moveY);
myAnim.SetFloat("Xinfo", moveX);
/*if (point.y < current.y)
{
myAnim.SetFloat("Yinfo", -1);
if (point.x >= current.x)
{
myAnim.SetFloat("Xinfo", -1);
}
if (point.x < current.x)
{
myAnim.SetFloat("Xinfo", 1);
}
}
if (point.y >= current.y)
{
myAnim.SetFloat("Yinfo", 1);
if (point.x >= current.x)
{
myAnim.SetFloat("Xinfo", -1);
}
if (point.x < current.x)
{
myAnim.SetFloat("Xinfo", 1);
}
}*/
transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime);
yield return null;
}

View File

@ -160,12 +160,12 @@ public class Player : MonoBehaviour
defensePoints = PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS);
Debug.Log($"Minion Damage: {damage}; \nDefense: {PlayerPrefs.GetFloat("defenseValue")}");
Debug.Log($"Minion Damage: {damage}; \n\tDefense: {PlayerPrefs.GetFloat("defenseValue")}");
damage = damage - PlayerPrefs.GetFloat("defenseValue");
damage = damage < 0 ? 0 : damage;
Debug.Log($"RealDamage: {damage}");
Debug.Log($"\tRealDamage: {damage}");
currentHealth = PlayerPrefs.GetFloat("health");
currentHealth = currentHealth - damage;

View File

@ -26,6 +26,8 @@ public class PlayerPosition : MonoBehaviour
return new Vector3(x, y, z);
}
/// <summary>
/// ONE BIG SHIT
///

View File

@ -66,8 +66,7 @@ public class DialogueController
{
if (listOfDialogue.Count == 0)
{
CloseCurrentPanel(parentDialController);
FinishDialoguStep();
FinishCurrentDialogue(parentDialController);
return false;
}
@ -83,6 +82,17 @@ public class DialogueController
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)
{
MonoBehaviour.Destroy(parentDialController.CurrentPanel);

View File

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
@ -12,7 +13,7 @@ public class Dialogue : ScriptableObject, IDialogue
public string SpeakerName;
[SerializeField]
int CurrentStep = 0;
public int CurrentStep = 0;
[SerializeField]
public List<DialogueStepModel> DialogueSteps;
@ -25,6 +26,22 @@ public class Dialogue : ScriptableObject, IDialogue
}
#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)
{
if(DialogueSteps.Count >= dialogueStepNo)
@ -32,7 +49,7 @@ public class Dialogue : ScriptableObject, IDialogue
}
public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
{
Debug.Log(dialogueStepNo);
/* Debug.Log(dialogueStepNo); */
if (DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
}
@ -61,6 +78,60 @@ 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>
/// Dialogue API
///
@ -82,6 +153,34 @@ public class Dialogue : ScriptableObject, IDialogue
}
}
/// <summary>
/// Show next sentence ONLY in the same step
///
/// Return next panel status ponly for first faounded not displayed dialogue step
///
/// TODO change name this function and one below - but this break buttons with this action assigned
///
/// It would be much safer if function were return int not void bu unity event dont allow to bind methods in that scenario
/// </summary>
/// <returns></returns>
public void ShowNextPanel()
{
// we dont use foreach and "was displayed" condition because ther is DATA LEAK
// MISLEADING - last sentence mark step ad "wasDisplayed" but not increase "CurrentPanel" index
var currentStep = GetCurrentStep();
var nextSentenceIndex = currentStep.DialogueController.ShowNextPanel(currentStep.DialogueController);
if (!nextSentenceIndex)
{
CurrentStep++;
Debug.Log($"Increase - {CurrentStep}");
}
//return nextSentenceIndex;
}
/// <summary>
/// Dialogue API
///
@ -99,6 +198,9 @@ public class Dialogue : ScriptableObject, IDialogue
/// </summary>
public void GoToNextSentence()
{
// wskazujemy na inny krok kolejno niz nieoznaczony
// MISLEADING - last sentence mark step ad "wasDisplayed" but not increase "CurrentPanel" index
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
@ -109,6 +211,8 @@ public class Dialogue : ScriptableObject, IDialogue
{
DialogueStep.WasDisplayed = true;
CurrentStep++;
ShowDialogueStepPanel();
}
@ -116,8 +220,29 @@ public class Dialogue : ScriptableObject, IDialogue
}
}
}
#endregion
public void InvokeFinalAction()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
{
DialogueStep.DialogueController.FinishDialoguStep();
break;
}
}
}
public void BuildDialogue()
{
BuildDialogue(DialogueSteps);
}
/// <summary>
/// Function to build each step of dialogue
/// </summary>
@ -128,14 +253,13 @@ public class Dialogue : ScriptableObject, IDialogue
dialogueStep.Header = SpeakerName;
dialogueStep.Build();
// synchronize current step counter
// cause ERROR - multi counting ....
}
}
public void BuildDialogue()
{
BuildDialogue(DialogueSteps);
}
#region Dialogue Status API
/// <summary>
/// Function to reset rememebered dialogue status
///
@ -143,6 +267,51 @@ public class Dialogue : ScriptableObject, IDialogue
/// </summary>
public void ResetDialogue()
{
CurrentStep = 0;
DialogueSteps.ForEach(step => step.WasDisplayed = false);
}
public virtual void UpdateDialogueState(DialogueData dialogueData)
{
// 1 Rule - speaker name shouldnt change !!! its our 'key'
CurrentStep = dialogueData.CurrentStep;
for(int i=0; i < dialogueData.DialogueStepModelDataList.Count; i++)
{
DialogueSteps[i].WasDisplayed = dialogueData.DialogueStepModelDataList[i].WasDisplayed;
}
}
#endregion
public DialogueStepModel? GetCurrentStep()
{// TODO - argument out of colection :/
var currentStep = DialogueSteps.ElementAtOrDefault(CurrentStep);
if (currentStep != null && currentStep.WasDisplayed && CurrentStep < DialogueSteps.Count)
CurrentStep++;
return DialogueSteps.Count > CurrentStep ? DialogueSteps[CurrentStep] : null;
}
/* public DialogueStepModel GetCurrentStep()
{
foreach (var DialogueStep in DialogueSteps)
{
Debug.Log("-" + DialogueStep.DialogueController.listOfDialogue.Count);
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
{
return DialogueStep;
}
}
return null;
}*/
}

View File

@ -6,6 +6,7 @@ using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
[RequireComponent(typeof(NPC))]
public class DialogueManager : MonoBehaviour
{
[SerializeField]
@ -37,68 +38,17 @@ public class DialogueManager : MonoBehaviour
public virtual void Start()
{
Dialogue = Instantiate(languageDetector.DetectInstanceBasedOnLanguage());
// Bind setted actions
BindEndActionsToDialogues();
// Add one more action
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterDialogueStep(dial.Key, dial.Value.ResetDialogue)); // reset dial
if(languageDetector.InstanceTemplates.Count() > 0)
{
// create and config dailogue
CreateInstanceBasedOnLanguage();
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())
{
@ -116,34 +66,57 @@ public class DialogueManager : MonoBehaviour
if (collision.gameObject.tag == "Player")
{
CanBeOpened = true;
}
}
SpeakerName = collision.gameObject.name;
}
}
public virtual void OnTriggerExit2D(Collider2D collision)
{
// don't listen when component is disabled
if (ComponentEnabledCondition() || !OpenInDefaultWay)
if (ComponentEnabledCondition())
return;
if (collision.gameObject.tag == "Player")
{
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();
}
}
}
public virtual void CreateInstanceBasedOnLanguage()
{
// 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
BindEndActionsToDialogues();
// Add one more action - to reset proggress
Dialogue.Dialogues.ForEach(dial => dial.Value.SetActionAfterEachDialogueStep(dial.Value.ResetDialogue)); // reset dial
}
#region Open Panel API
public void OpenDialoguePanel()
{
if(OpenPanelCondition())
{
// Update speaker name before every opening
Dialogue.SetSpeakerName(SpeakerName);
gameObject.GetComponent<DialogueManager>().Dialogue.StartDialogue();
}
}
@ -166,25 +139,39 @@ public class DialogueManager : MonoBehaviour
{
return !gameObject.GetComponent<DialogueManager>().enabled;
}
#endregion
/// <summary>
/// Opened = 1
/// Closed = 0
/// </summary>
/// <returns></returns>
public bool GetCurrentDialoguePanelStatus()
public virtual bool GetCurrentDialoguePanelStatus()
{
Debug.Log(Dialogue);
var multiDialStatius = Dialogue.DialogueStepStatus();
Debug.Log(multiDialStatius);
Debug.Log(Dialogue
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
.First()
.Value
.DialogueSteps);
// 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
if(!Dialogue.Dialogues.Where(dial => dial.Key == multiDialStatius.Item1).Any())
return false;
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
.Dialogues
.Where(dialogue => dialogue.Key == multiDialStatius.Item1)
@ -192,7 +179,7 @@ public class DialogueManager : MonoBehaviour
.Value
.DialogueSteps
.ElementAtOrDefault(multiDialStatius.Item2)
?.DialogueController.CurrentPanel != null;
.DialogueController.CurrentPanel != null;
}
public void BindEndActionsToDialogues()

View File

@ -0,0 +1,86 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
[CreateAssetMenu(fileName = "New Mission Dialogue", menuName = "Dialogue/New Mission Dialogue")]
public class MissionDialogue : Dialogue
{
[NonSerialized]
private MissionStepModel Parent;
public void BindParent(MissionStepModel parent)
{
Parent = parent;
}
#region Mission API for button actions
/// <summary>
/// Api for mission allowing to bind action to button
/// </summary>
public void AcceptMission()
{
Parent.GetOriginMission().Accept();
// show next panel if exists
//ShowNextPanel();
// no we allow to decide programers which one use GoToNextSentence or ShowNextPanel
}
/// <summary>
/// Api for mission allowing to bind action to button
/// </summary>
public void RejectMission()
{
Parent.GetOriginMission().Reject();
Parent.Status = MissionStepStatusEnum.Finished;
GetCurrentStep().DialogueController.CloseCurrentPanel();
}
/// <summary>
/// Function to bind checking condition method from associated Mission (parent)
/// to specifi button in dialogue step structure
/// </summary>
public void HandleCondition()
{
Debug.Log("Handle Conditoion");
var result = Parent.HanldeMissionStepCondition();
if (result) GoToNextSentence();
else BreakDialogueStep();
}
public void GiveReward()
{
Debug.Log("Give reward");
Parent.GetOriginMission().GiveReward();
}
public void FinishMission()
{
Parent.GetOriginMission().FinishMission();
}
#endregion
#region Dialogue Status API
public void UpdateDialogueState(MissionDialogueData dialogueData)
{
CurrentStep = dialogueData.CurrentStep;
for (int i = 0; i < dialogueData.DialogueStepModelDataList.Count; i++)
{
DialogueSteps[i].WasDisplayed = dialogueData.DialogueStepModelDataList[i].WasDisplayed;
}
}
#endregion
}

View File

@ -0,0 +1,11 @@
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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View File

@ -54,7 +54,7 @@ public class DialogueStepModel
{
// Pass data to builded panel (name, sentence, buttons)
DialogueModel.Header = Header; // set header
//Debug.Log($"Add sentence - {DialogueModel.Sentence}");
DialogueController.AddSentence(DialogueModel);
}
@ -72,6 +72,13 @@ public class DialogueStepModel
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()
{
WasDisplayed = true;

View File

@ -29,27 +29,6 @@ public class MultiDialogue : ScriptableObject, IDialogue
* 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)
{
SpeakerName = speakerName;
@ -101,23 +80,33 @@ public class MultiDialogue : ScriptableObject, IDialogue
/// Dialogue API
///
/// 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
///
/// </summary>
/// <param name="dialogueNumber"></param>
public void SetNextDialogue(int dialogueNumber)
{
Debug.Log("----------------- SetNextDialogue");
Debug.Log(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
Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.FinishDialogue();
// 2. Chane index
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
GoToNextSentence();
Dialogues.Where(el => el.Key == CurrentDialogue).ToArray().First().Value.CloseDialogue();
// 2. Chane index
CurrentDialogue = dialogueNumber;
}
/// <summary>
@ -132,7 +121,32 @@ public class MultiDialogue : ScriptableObject, IDialogue
// 1. Prepare necessary environoment parts
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();
}
@ -170,11 +184,23 @@ public class MultiDialogue : ScriptableObject, IDialogue
/// </summary>
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));
}
public (int, int) DialogueStepStatus()
{
/* var currentStep = Dialogues
.Where(el => el.Key == CurrentDialogue)
.Select(el => el.Value)
.First()
.CurrentStep
;*/
var currentDialogueStepIndex = Dialogues
.Where(el => el.Key == CurrentDialogue)
.Select(el => el.Value)

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@ -0,0 +1,8 @@
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@ -0,0 +1,103 @@
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
class SaveDialogueManager : SaveModelSystem<DialogueData>
{
public override bool SaveModelItem(DialogueData model)
{
return base.SaveModelItem(model);
}
public override bool SaveModelList(List<DialogueData> list)
{
BinaryFormatter formatter = new BinaryFormatter();
Debug.Log("Saved Dialogue list at " + Path);
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
/* Main logic of conversion data format */
var data = list; // ConvertObjectsListToListOfDataModels(list);
FileStream stream = new FileStream(
Path + GetFileName(ObjectListName),
FileMode.Create
);
formatter.Serialize(stream, data);
stream.Close();
return true;
}
public override DialogueData LoadModelItem()
{
return base.LoadModelItem();
}
public override List<DialogueData> LoadModelList()
{
string path = Path + GetFileName(ObjectListName);
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
List<DialogueData> dialogueList = formatter.Deserialize(stream) as List<DialogueData>;
stream.Close();
return dialogueList; // ConvertListOfDataModelsToListOfObject(questsList);
}
else
{
Debug.Log("Save file not found in " + path);
}
return new List<DialogueData>();
}
// ----------------- USELLES IN THIS CLASS -----------------
#region unused
// Support function
// 1. From model to data format
public static DialogueData ConvertObjectToDataModel(Dialogue model)
{
return new DialogueData(model);
}
public static List<DialogueData> ConvertObjectsListToListOfDataModels(List<Dialogue> modelsList)
{
List<DialogueData> convertedList = new List<DialogueData>();
foreach (Dialogue model in modelsList)
{
convertedList.Add(ConvertObjectToDataModel(model));
}
return convertedList;
}
// 2. From data to model format
public static Dialogue ConvertDataModelToObject(DialogueData dataModel)
{
return (Dialogue)dataModel.MapDataToObject();
}
public static List<Dialogue> ConvertListOfDataModelsToListOfObject(List<DialogueData> dataModelsList)
{
List<Dialogue> convertedList = new List<Dialogue>();
foreach (DialogueData dataModel in dataModelsList)
{
convertedList.Add(ConvertDataModelToObject(dataModel));
}
return convertedList;
}
#endregion
}

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@ -0,0 +1,39 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
class SceneDialogueDataLoader : SceneBaseDataLoader<DialogueData>
{
public SceneDialogueDataLoader(string _objectListName, string _objectFolderName)
{
SaveModelSystem = new SaveDialogueManager();
SaveModelSystem.ObjectFolderName = _objectFolderName;
SaveModelSystem.ObjectListName = _objectListName;
}
protected override List<DialogueData> LoadDynamicData()
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
return SaveModelSystem.LoadModelList();
}
protected override bool SaveDynamicData(List<DialogueData> _elements)
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
return base.SaveDynamicData(_elements);
}
protected override List<DialogueData> LoadGenericData()
{
throw new NotImplementedException();
}
protected override bool SaveGenericData(List<DialogueData> _elements)
{
throw new NotImplementedException();
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,99 @@
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
class SaveMissionDialogueManager : SaveModelSystem<MissionDialogue>
{
public override bool SaveModelItem(MissionDialogue model)
{
return base.SaveModelItem(model);
}
public override bool SaveModelList(List<MissionDialogue> list)
{
BinaryFormatter formatter = new BinaryFormatter();
Debug.Log("Saved MissionDialogue list at " + Path);
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
/* Main logic of conversion data format */
var data = ConvertObjectsListToListOfDataModels(list);
FileStream stream = new FileStream(
Path + GetFileName(ObjectListName),
FileMode.Create
);
formatter.Serialize(stream, data);
stream.Close();
return true;
}
public override MissionDialogue LoadModelItem()
{
return base.LoadModelItem();
}
public override List<MissionDialogue> LoadModelList()
{
string path = Path + GetFileName(ObjectListName);
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
List<MissionDialogueData> questsList = formatter.Deserialize(stream) as List<MissionDialogueData>;
stream.Close();
return ConvertListOfDataModelsToListOfObject(questsList);
}
else
{
Debug.Log("Save file not found in " + path);
}
return new List<MissionDialogue>();
}
// Support function
// 1. From model to data format
public static MissionDialogueData ConvertObjectToDataModel(MissionDialogue model)
{
return new MissionDialogueData(model);
}
public static List<MissionDialogueData> ConvertObjectsListToListOfDataModels(List<MissionDialogue> modelsList)
{
List<MissionDialogueData> convertedList = new List<MissionDialogueData>();
foreach (MissionDialogue model in modelsList)
{
convertedList.Add(ConvertObjectToDataModel(model));
}
return convertedList;
}
// 2. From data to model format
public static MissionDialogue ConvertDataModelToObject(MissionDialogueData dataModel)
{
return (MissionDialogue)dataModel.MapDataToObject();
}
public static List<MissionDialogue> ConvertListOfDataModelsToListOfObject(List<MissionDialogueData> dataModelsList)
{
List<MissionDialogue> convertedList = new List<MissionDialogue>();
foreach (MissionDialogueData dataModel in dataModelsList)
{
convertedList.Add(ConvertDataModelToObject(dataModel));
}
return convertedList;
}
}

View File

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@ -0,0 +1,21 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
public class MultiDialogueDataListManager : DataListManager<MultiDialogueData>
{
// WE DONT NEED HERE UI MANAGER - because dialoges ane;t associated with ui panels in way like inventory / chest or shop
public override void AddElementToList(MultiDialogueData newElement)
{
Elements.Add(newElement);
}
public override void RemoveElementFromList(MultiDialogueData element)
{
throw new NotImplementedException();
}
}

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@ -0,0 +1,39 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
class MultiDialogueDataLoader : SceneBaseDataLoader<MultiDialogueData>
{
public MultiDialogueDataLoader(string _objectListName, string _objectFolderName)
{
SaveModelSystem = new SaveMultiDialogueManager();
SaveModelSystem.ObjectFolderName = _objectFolderName;
SaveModelSystem.ObjectListName = _objectListName;
}
protected override List<MultiDialogueData> LoadDynamicData()
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
return SaveModelSystem.LoadModelList();
}
protected override bool SaveDynamicData(List<MultiDialogueData> _elements)
{
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
return base.SaveDynamicData(_elements);
}
protected override List<MultiDialogueData> LoadGenericData()
{
throw new NotImplementedException();
}
protected override bool SaveGenericData(List<MultiDialogueData> _elements)
{
throw new NotImplementedException();
}
}

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using System;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
{
protected override string OBJECT_FOLDER_NAME { get { return "MultiDialogue"; } }
protected override string OBJECT_LIST_NAME { get { return "MultiDialogueList"; } }
[SerializeField]
public List<MultiDialogueData> MultiDialogueDataList;
public override void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
// ZMIANA KONCEPCJI
// ZMIAST TRZYMAC SUROWE OBIEKTY TYM RAZEM ZAPISUJMY modele Datai updatujmy obiket w NPC Managerze
public override void Start()
{
Debug.Log("Start MultiDialogueData manager");
DynamicDataList = new MultiDialogueDataListManager();
DataLoader = new MultiDialogueDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
base.Start();
}
protected override void AfterStart()
{
if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame)
{
if (OnMapAppearanceMethod.Gateway != OnMapAppearanceMethodEnum.NewGame)
UseDynamicSettings(); // if there is nothing saved we will use UseDefaultSettings
else
UseDefaultSettings();
}
else
{
UseDynamicSettings();
}
}
protected SceneBaseDataManager<MultiDialogueData> GetObjectType()
{
return GameObject.FindObjectOfType<MultiDialogueDataManager>();
}
protected SceneBaseDataManager<MultiDialogueData> CreateInstance(ref GameObject managerGameObject)
{
return managerGameObject.AddComponent<MultiDialogueDataManager>();
}
protected override void UseDefaultSettings()
{
DynamicDataList.SetList(new List<MultiDialogueData>());
MultiDialogueDataList = DynamicDataList.GetList();
// we dont need to convert anything
// Instead of build elements on scene we collect shops distracted on scene from npc's
}
protected override void UseDynamicSettings()
{
// when chest detect player in near arrea and player press "c"
// open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open
// Manager Build panel and pass info about chest content
LoadDynamicData();
// VERy VERY provisional SOLUTION
if (DynamicDataList.GetList().Count == 0)
{
UseDefaultSettings();
}
MultiDialogueDataList = DynamicDataList.GetList();
}
public void RegisterDialogue(MultiDialogue newDialogue)
{
if (DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any())
{
// if dial is already registered - update it
UpdateDialogue(newDialogue);
}
else
{
var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue);
//DynamicDataList.AddElementToList(multiDialogueData); - nie dodwaca bo modyfikacja jednej duplikuje
MultiDialogueDataList.Add(multiDialogueData);
}
}
// update proggress in dialogue - BUT FUNCTION BELOW SYNCH THIS ALREADY righhr???
public void UpdateDialogue(MultiDialogue newDialogue)
{
if (!DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).Any())
Debug.LogError($"There is no registered dialoge like {newDialogue.SpeakerName}");
else
{
Debug.Log($"Dialogue {newDialogue.SpeakerName} - updated");
var multiDialogueData = SaveMultiDialogueManager.ConvertObjectToDataModel(newDialogue);
MultiDialogueDataList.RemoveAll(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName);
// duplicated from registerDialogue
MultiDialogueDataList.Add(multiDialogueData);
}
}
public MultiDialogueData? GetDialogue(MultiDialogue newDialogue)
{
return DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).FirstOrDefault();
}
public override bool SaveDynamicData()
{
return SaveData(MultiDialogueDataList, SceneElementTypeEnum.Dynamic);
}
}

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using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
class SaveMultiDialogueManager : SaveModelSystem<MultiDialogueData>
{
public override bool SaveModelItem(MultiDialogueData model)
{
return base.SaveModelItem(model);
}
public override bool SaveModelList(List<MultiDialogueData> list)
{
BinaryFormatter formatter = new BinaryFormatter();
Debug.Log("Saved MultiDialogue list at " + Path);
if (!Directory.Exists(Path)) Directory.CreateDirectory(Path);
/* Main logic of conversion data format */
var data = list; // ConvertObjectsListToListOfDataModels(list);
FileStream stream = new FileStream(
Path + GetFileName(ObjectListName),
FileMode.Create
);
formatter.Serialize(stream, data);
stream.Close();
return true;
}
public override MultiDialogueData LoadModelItem()
{
return base.LoadModelItem();
}
public override List<MultiDialogueData> LoadModelList()
{
string path = Path + GetFileName(ObjectListName);
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
List<MultiDialogueData> dialogueList = formatter.Deserialize(stream) as List<MultiDialogueData>;
stream.Close();
return dialogueList; // ConvertListOfDataModelsToListOfObject(questsList);
}
else
{
Debug.Log("Save file not found in " + path);
}
return new List<MultiDialogueData>();
}
// ----------------- USELLES IN THIS CLASS -----------------
#region unused
// Support function
// 1. From model to data format
public static MultiDialogueData ConvertObjectToDataModel(MultiDialogue model)
{
return new MultiDialogueData(model);
}
public static List<MultiDialogueData> ConvertObjectsListToListOfDataModels(List<MultiDialogue> modelsList)
{
List<MultiDialogueData> convertedList = new List<MultiDialogueData>();
foreach (MultiDialogue model in modelsList)
{
convertedList.Add(ConvertObjectToDataModel(model));
}
return convertedList;
}
// 2. From data to model format
public static MultiDialogue ConvertDataModelToObject(MultiDialogueData dataModel)
{
return (MultiDialogue)dataModel.MapDataToObject();
}
public static List<MultiDialogue> ConvertListOfDataModelsToListOfObject(List<MultiDialogueData> dataModelsList)
{
List<MultiDialogue> convertedList = new List<MultiDialogue>();
foreach (MultiDialogueData dataModel in dataModelsList)
{
convertedList.Add(ConvertDataModelToObject(dataModel));
}
return convertedList;
}
#endregion
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
public class CollectMissionCondition : MissionCondition
{
public CollectMissionCondition() : base (MissionTypeEnum.Collect) {}
public CollectMissionCondition(MissionCondition missionCondition) : base (MissionTypeEnum.Collect)
{
// Convert base type Subject on specified sub-class (with own functions)
RequiredElements.Clear();
foreach (RequiredSubject requiredSubject in missionCondition.RequiredElements)
{
RequiredElements.Add(new CollectRequiredSubject(requiredSubject));
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class KillMissionCondition : MissionCondition
{
public KillMissionCondition() : base(MissionTypeEnum.Kill) { }
public KillMissionCondition(MissionCondition missionCondition) : base(MissionTypeEnum.Kill)
{
// Convert base type Subject on specified sub-class (with own functions)
RequiredElements.Clear();
foreach(RequiredSubject requiredSubject in missionCondition.RequiredElements)
{
RequiredElements.Add(new KillRequiredSubject(requiredSubject));
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
public class MissionCondition
{
[SerializeField]
public MissionTypeEnum Type;
[SerializeField]
public List<RequiredSubject> RequiredElements = new List<RequiredSubject>();
public MissionCondition(MissionTypeEnum type) { Type = type; }
public bool IsConditionMeeted()
{
return RequiredElements.Where(element => element.CheckCondition()).Count() == RequiredElements.Count();
}
public MissionCondition Build()
{
switch(Type)
{
case MissionTypeEnum.Kill:
{
return new KillMissionCondition(this);
}
case MissionTypeEnum.Collect:
{
return new CollectMissionCondition(this);
}
default:
{
throw new Exception($"MissionCondition - Build - unrecognized type: {Type}");
}
}
}
}

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using System;
using UnityEngine;
/// <summary>
/// Note: we dont add here local counter like in (Kill condition) because amount of items may be decreasing after np selling not only increased
/// </summary>
[Serializable]
public class CollectRequiredSubject : RequiredSubject
{
protected override string MODEL_LOCALIZATION => "Items/";
public CollectRequiredSubject(int requiredAmount) : base(requiredAmount) { }
public CollectRequiredSubject(RequiredSubject requiredSubject) : base(requiredSubject.RequiredAmount, requiredSubject.RequiredObject) { }
public CollectRequiredSubject(int requiredAmount, GameObject enemy) : base(requiredAmount, enemy) { }
public CollectRequiredSubject(int requiredAmount, string enemyName) : base(requiredAmount, enemyName) { }
public override bool CheckCondition()
{
var isConditionMet =
InventoryUIManager.Instance.FindItemInWarehouseByName(RequiredObject.gameObject.name).Count >= RequiredAmount;
if (isConditionMet)
for(int i = 0; i < RequiredAmount; i++)
InventoryUIManager.Instance.RemoveOneByItemName(RequiredObject.gameObject.name);
return isConditionMet;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
public class KillRequiredSubject : RequiredSubject // Enemy - WTF is this class...
{
protected override string MODEL_LOCALIZATION => "Enemies/";
[SerializeField]
public int CurrentAmount;
public KillRequiredSubject(RequiredSubject requiredSubject) : base(requiredSubject.RequiredAmount, requiredSubject.RequiredObject) { }
public KillRequiredSubject(int requiredAmount, GameObject enemy, int currentAmount) : base(requiredAmount, enemy) { CurrentAmount = currentAmount; }
public KillRequiredSubject(int requiredAmount, string enemyName, int currentAmount) : base(requiredAmount, enemyName) { CurrentAmount = currentAmount; }
public KillRequiredSubject(int requiredAmount, int currentAmount) : base(requiredAmount) { CurrentAmount = currentAmount; }
public void IncreaseAmount()
{
Debug.Log("IncreaseAmount");
CurrentAmount += 1;
Debug.Log("New Amount: " + CurrentAmount);
}
public void IncreaseAmount(int amount)
{
CurrentAmount += amount;
}
public override bool CheckCondition()
{
return CurrentAmount >= RequiredAmount;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
[Serializable]
public class RequiredSubject
{
protected virtual string MODEL_LOCALIZATION => "";
[SerializeField]
public int RequiredAmount;
[SerializeField]
public GameObject RequiredObject;
public RequiredSubject(int requiredAmount)
{
RequiredAmount = requiredAmount;
}
public RequiredSubject(int requiredAmount, GameObject _object)
{
RequiredAmount = requiredAmount;
RequiredObject = _object;
}
public RequiredSubject(int requiredAmount, string objectName)
{
RequiredAmount = requiredAmount;
RequiredObject = FindObjectInResource(objectName);
}
public GameObject FindObjectInResource(string modelName)
{
var resource = Resources.Load<GameObject>(MODEL_LOCALIZATION + modelName);
if (!resource)
throw new System.Exception($"required Subject Resource {MODEL_LOCALIZATION + modelName} not found!!");
return resource;
}
public virtual bool CheckCondition() { return false; }
}

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using UnityEditor;
using UnityEngine;
[System.Serializable]
public enum MissionTypeEnum
{
Collect,
Kill
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
[Serializable]
class ConditionManager : MonoBehaviour
{
public static ConditionManager Instance { get; protected set; }
[SerializeField]
public string CurrentScene;
/// <summary>
/// Key: missionUniqueName || old -> map name && npc name
/// </summary>
[SerializeField]
public List<IndexValuePair<string, List<MissionCondition>>> Conditions;
public void Awake()
{
if (Instance == null)
{
CurrentScene = SceneManager.GetActiveScene().name;
Instance = this;
}
else
{
Destroy(gameObject);
}
}
public void RegisterCondition(string missionName, List<MissionCondition> conditionsToContinue)
{
if(HasMissionActiveCondition(missionName))
{
// Npc mission manager may try to register current condition - but player may have registered and saved it ealier
// and after loiading game system will read this condition and pass to list from memory files
Debug.LogError($"Mission '{missionName}' has currently active Condition");
return;
}
Conditions.Add(
new IndexValuePair<string, List<MissionCondition>>(
missionName,
conditionsToContinue
)
);
}
/// <summary>
/// Update all regfistered conditions (for all missions) which refer to passed object (item, enemy) name
/// </summary>
public void UpdateKillCondition(string objectName)
{
Debug.Log($"UpdateKillCondition - {objectName}");
Conditions
.SelectMany(conditions => conditions.Value)
.Where(missionCondition => missionCondition.Type == MissionTypeEnum.Kill)
.ToList()
.ForEach(killCondition => killCondition.RequiredElements
.Where(element => element.RequiredObject.GetComponent<Enemy>().MinionName == objectName)
.ToList()
.ForEach(element => ((KillRequiredSubject)element).IncreaseAmount())
);
// SaveChanges
// SaveConditions();
}
/// <summary>
/// If mission step has no condition (nothing registered) return TRUE defaultly
/// </summary>
/// <param name="missionName"></param>
/// <returns></returns>
public bool CheckCondition(string missionName)
{
if(!HasMissionActiveCondition(missionName))
{
Debug.LogError($"Data inconsistency!!! Mission dont have any registered condition to check");
return false;
}
int unmeetedConditions = Conditions
.Where(condition => condition.Key == missionName)
.FirstOrDefault()
.Value
.ToList()
.SelectMany(missionCondition => missionCondition.RequiredElements)
.ToList()
.Where(el => !el.CheckCondition())
.Count()
;
return !(unmeetedConditions > 0);
}
public void RemoveCondition(string missionName)
{
Conditions.RemoveAll(condition => condition.Key == missionName);
}
/// <summary>
/// Function to check if lists contain any condition for selected mission
/// If contain - reject - prev condition must be removed after his fulified! ! !
/// If dont contain - add
///
/// </summary>
/// <param name="npc"></param>
/// <returns></returns>
public bool HasMissionActiveCondition(string missionName)
{
return Conditions.Where(conditon => conditon.Key == missionName).Any();
}
}

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