183 lines
5.3 KiB
C#
183 lines
5.3 KiB
C#
using UnityEditor;
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using System.Collections;
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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using UnityEngine.Events;
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/*
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* In basic want to have 3 steps
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* - first to say hello and accept/reject mission
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* - secont - to check condition with plain dialogue
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* - third - to get reward
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*/
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[Serializable]
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public class MissionStepModel
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{
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protected Mission MissionOrigin { get; private set; }
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// Must be filled manually ! ! !
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[SerializeField]
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public string SpeakerName;
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[SerializeField] // this flag tell whatewer dialoge ware already display to user
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public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
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// new mission header (optional - deleted (string, string) ) & task content
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[SerializeField]
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public string MissionIssue;
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/*
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[SerializeField]
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public MissionDialogue DialogueStepTemplate;*/
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[SerializeField]
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public MissionDialogue DialogueStep;
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// Conditions must be assigned to specify dialogue step
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[SerializeField]
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public IndexValuePair<int, List<MissionCondition>> MissionConditions;
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public MissionStepModel() { }
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public void SetSpeakerName(string speakerName) { SpeakerName = speakerName; }
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public Mission GetOriginMission()
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{
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return MissionOrigin;
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}
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public virtual void Build(Mission parent)
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{
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if(Status == MissionStepStatusEnum.None)
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Status = MissionStepStatusEnum.Pending;
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MissionOrigin = parent;
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//DialogueStep = MonoBehaviour.Instantiate(DialogueStepTemplate); // create copy to prevent overwritting oryginal object! !
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DialogueStep.BindParent(this);
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DialogueStep.SetSpeakerName(SpeakerName);
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DialogueStep.BuildDialogue();
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//DialogueStep.SetActionAfterDialogueStep(MissionConditions.Key, HanldeMissionStepCondition);
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}
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/// <summary>
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/// Important: Mission Step must be previously builded by Build function!!!
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/// </summary>
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public void ActivateStep()
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{
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// Dialogue MUST be builded ALWAYS - Build dialogue without displayed panel
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//DialogueStep.BuildDialogue(DialogueStep.DialogueSteps);
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if (Status != MissionStepStatusEnum.Pending)
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return;
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Status = MissionStepStatusEnum.Active;
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RegisterCondition();
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((MissionDataManager)MissionDataManager.Instance).RegisterMission(MissionOrigin); // save mission status aftre each activating partial mission
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}
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#region Condition Mangment section
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public void RegisterCondition()
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{
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ConditionManager.Instance.RegisterCondition(MissionOrigin.MissionName, BuildConditionsList());
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}
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/// <summary>
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/// Function to change Base Conditions objects put in list defaultly to specific
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///
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/// Note: This allow to cover base methods by this overwrittens in specific sub-class (like: CheckCondition method)
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/// </summary>
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/// <returns></returns>
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public List<MissionCondition> BuildConditionsList()
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{
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var buildedList = new List<MissionCondition>();
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foreach (var baseCondition in MissionConditions.Value)
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{
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buildedList.Add(baseCondition.Build());
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}
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return buildedList;
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}
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// If mission's stem condition is fulified then mrak mission step as finished
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// else do nothing - player MUST this loop step
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// Its not required to condition be in last dialogue step
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// Checking condition and handling after action is assigned by button in dialogue step
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// If no then there is no possibility to go foward in proggress
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public bool HanldeMissionStepCondition()
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{
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if(CheckCondition())
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{
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Status = MissionStepStatusEnum.AfterCondition;
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// 2. Remove Misison Steps Conditon from global list
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ConditionManager.Instance.RemoveCondition(MissionOrigin.MissionName);
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// 3. Remove founded elements
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return true;
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}
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else
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{
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Debug.Log("Dialogue - FinalAction - CheckCondition - HanldeMissionStepCondition - Condition not meeted");
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}
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return false;
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}
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public bool CheckCondition()
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{
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return ConditionManager.Instance.CheckCondition(MissionOrigin.MissionName);
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}
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/*
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public void FinishStep()
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{
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}*/
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#endregion
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#region Mission Status API
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public void ResetMissionStep()
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{
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Status = MissionStepStatusEnum.None;
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DialogueStep.ResetDialogue();
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}
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public void UpdateMissionStepState(MissionStepData dialogueData)
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{
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// 1 Rule - speaker name shouldnt change !!! its our 'key'
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Status = dialogueData.Status;
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DialogueStep.UpdateDialogueState(dialogueData.MissionDialogueData);
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}
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#endregion
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/// <summary>
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/// Function to update Pkayer Quest description (and header optionaly) during mission progress
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/// </summary>
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public void PlayerQuestContentManage(string newContent)
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{
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MissionOrigin.PlayerQuestContentManage(newContent);
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}
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public void PlayerQuestContentManage()
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{
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MissionOrigin.PlayerQuestContentManage(MissionIssue);
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}
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}
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// TODO
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// zapobieganie zniuknieciu itemow po otrzymaniu nagrody z poanelu gracza - WYKONANIE SAVE PO ZAKOŃCZENIU STEPU:
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// -- zapisanie postępu misji w pliku z misjami
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// -- zapisanie statusu panelu gracza (lista misji / content ekwipunku / magazynu) |