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 /// /// Api for mission allowing to bind action to button /// public void AcceptMission() { Parent.GetOriginMission().Accept(); // show next panel if exists //ShowNextPanel(); // no we allow to decide programers which one use GoToNextSentence or ShowNextPanel } /// /// Api for mission allowing to bind action to button /// public void RejectMission() { Parent.GetOriginMission().Reject(); Parent.Status = MissionStepStatusEnum.Finished; GetCurrentStep().DialogueController.CloseCurrentPanel(); } /// /// Function to bind checking condition method from associated Mission (parent) /// to specifi button in dialogue step structure /// 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 }