110 lines
3.0 KiB
C#
110 lines
3.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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public class DialogueController
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{
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public Queue<DialogueModel> listOfDialogue = new Queue<DialogueModel>();
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private UnityEvent EndOfDialogueStepAction = new UnityEvent();
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[SerializeField]
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public GameObject CurrentPanel;
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/// <summary>
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/// Set panel info (panel, coords, text, buttons)
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/// </summary>
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/// <param name="dialogueModel"></param>
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public void AddSentence(DialogueModel dialogueModel)
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{
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listOfDialogue.Enqueue(dialogueModel);
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}
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/*
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* TODO add endpoints to setup button sctions via others scripyts ! ! !
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public void AddButton(PanelButtonStepModel _buttonModel)
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{
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Buttons.Add(_buttonModel);
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}
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public void SetButtons(List<PanelButtonStepModel> _buttonsModelList)
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{
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Buttons = _buttonsModelList;
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}
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*/
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public void SetActionAfterDialogueEnds(UnityEvent _endOfDialogueStepAction)
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{
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EndOfDialogueStepAction = _endOfDialogueStepAction;
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}
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public void SetActionAfterDialogueEnds(Action _finishDialogueAction)
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{
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EndOfDialogueStepAction.AddListener( new UnityAction( _finishDialogueAction));
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}
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public void Show(DialogueModel panelModel)
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{
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Panel panelDis = panelModel.Panel("Kabix", panelModel);
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panelDis.PanelInstance = panelDis.BuildPanel();
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if(!(panelDis is QuestionPanel))
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panelDis.SetContinueButtonAction(ShowNextPanel, this);
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CurrentPanel = panelDis.PanelInstance;
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}
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/// <summary>
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/// Return false if there was no more 'sentences' in current 'step'
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/// </summary>
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/// <param name="parentDialController"></param>
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/// <returns></returns>
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public bool ShowNextPanel(DialogueController parentDialController)
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{
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Debug.Log(listOfDialogue.Count);
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if (listOfDialogue.Count == 0)
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{
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CloseCurrentPanel(parentDialController);
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FinishDialoguStep();
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return false;
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}
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else
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{
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MonoBehaviour.Destroy(parentDialController.CurrentPanel);
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DialogueModel nextPanel = parentDialController.listOfDialogue.Dequeue();
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Show(nextPanel);
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}
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return true;
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}
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public void CloseCurrentPanel(DialogueController parentDialController)
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{
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MonoBehaviour.Destroy(parentDialController.CurrentPanel);
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}
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public void CloseCurrentPanel()
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{
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Debug.Log(CurrentPanel);
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MonoBehaviour.Destroy(CurrentPanel);
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}
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// if palyer click last dialogue panel's "continue" button then ShowNextPanel
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// function invoke this method whioch contain external action :D - MAGIC
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public void FinishDialoguStep()
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{
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// set uoe everything whats is needed to change after finish dialogue
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// eg.
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// - add task to list
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// - get reward
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// - mark quest as completed :D
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EndOfDialogueStepAction.Invoke();
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}
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} |