Scriptum/Assets/Scripts/REFACTORING/Application/Dialogue/Dialogue.cs
2022-12-28 16:16:08 +01:00

149 lines
4.3 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
[Serializable]
[CreateAssetMenu(fileName = "New Dialogue", menuName = "Dialogue/New Dialogue")]
public class Dialogue : ScriptableObject, IDialogue
{
[SerializeField]
public string SpeakerName;
[SerializeField]
int CurrentStep = 0;
[SerializeField]
public List<DialogueStepModel> DialogueSteps;
public void SetSpeakerName(string speakerName)
{
SpeakerName = speakerName;
DialogueSteps.ForEach(step => step.Header = speakerName);
}
#region finish action api
public void SetActionAfterDialogueStep(int dialogueStepNo, UnityEvent _endOfDialogueStepAction)
{
if(DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_endOfDialogueStepAction);
}
public void SetActionAfterDialogueStep(int dialogueStepNo, Action _finishDialogueAction)
{
Debug.Log(dialogueStepNo);
if (DialogueSteps.Count >= dialogueStepNo)
DialogueSteps[dialogueStepNo].SetActionAfterDialogueStep(_finishDialogueAction);
}
#endregion
#region dialogue displaying api
public void StartDialogue()
{
// 1. Build
BuildDialogue(DialogueSteps);
// 2. Show first step
ShowDialogueStepPanel();
}
public void BreakDialogueStep()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.CurrentPanel != null)
{
DialogueStep.DialogueController.CloseCurrentPanel(); // close panel
break;
}
}
}
/// <summary>
/// Dialogue API
///
/// MAIN bunction to begin dialogue
/// Create new panel instance on scene by force with sentence from queue
///
/// The best way is to invoked its after player reaction from other script (by event - collision) :)
/// </summary>
public void ShowDialogueStepPanel()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed && DialogueStep.DialogueController.listOfDialogue.Count != 0)
{
DialogueStep.DialogueController.Show(DialogueStep.DialogueController.listOfDialogue.Dequeue()); // create panel
break;
}
}
}
/// <summary>
/// Dialogue API
///
/// Function to automaticly go to next dialgue sentence (in this or next step eg after pressing button on panel
/// It provide that dialogue not braking after finishing current step
///
/// The dialogue follows the order of the lists ! !
///
/// It's default function to get next sentence if dialogue is currently started
/// It is responsible for detecting
/// 1) if there is any dialogue panel already created before displaying next sentence
/// 2) if its last panel sentence and invoiking 'end dialogue' action
///
/// Whats more, if there was no more sentences in 'step', althroughr closing panel go to next step automatiiccally
/// </summary>
public void GoToNextSentence()
{
foreach (var DialogueStep in DialogueSteps)
{
if (!DialogueStep.WasDisplayed)
{
var nextSentence = DialogueStep.DialogueController.ShowNextPanel(DialogueStep.DialogueController);
if (!nextSentence)
{
DialogueStep.WasDisplayed = true;
ShowDialogueStepPanel();
}
break;
}
}
}
#endregion
/// <summary>
/// Function to build each step of dialogue
/// </summary>
public void BuildDialogue(List<DialogueStepModel> Dialogue)
{
foreach (var dialogueStep in Dialogue)
{
dialogueStep.Header = SpeakerName;
dialogueStep.Build();
}
}
public void BuildDialogue()
{
BuildDialogue(DialogueSteps);
}
/// <summary>
/// Function to reset rememebered dialogue status
///
/// (Scriptable objects clones are overwritten during clone modification)
/// </summary>
public void ResetDialogue()
{
DialogueSteps.ForEach(step => step.WasDisplayed = false);
}
}