230 lines
5.5 KiB
C#
230 lines
5.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class NPCDialogue : MonoBehaviour
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{
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public string name;
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public Text nameText;
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public Text nameText1;
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public Text dialogueText;
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public Dialogue dialogue;
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public Dialogue dialogueWQuest;
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public Dialogue dialogueAQuest;
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private Queue<string> sentences;
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private Queue<string> sentencesWQuest;
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private Queue<string> sentencesAQuest;
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public GameObject Panel;
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public string requiredItem;
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public GameObject QuestPanel;
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public GameObject FinishQuestPanel;
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bool triggered = false;
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public int isQuest;
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// 0 - NPC no quest
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// 1 - NPC with quest that hasnt been started
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// 2 - NPC with ongoing quest
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// 3 - NPC with quest that has been finished
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void Awake()
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{
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requiredItem = "Lumberjac Axe";
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}
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void Start()
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{
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sentences = new Queue<string>();
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sentencesWQuest = new Queue<string>();
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sentencesAQuest = new Queue<string>();
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}
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public void TriggerDialogue()
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{
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if (isQuest == 2)
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{
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StartDialogue(dialogueWQuest);
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}
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else if (isQuest == 3)
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{
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StartDialogue(dialogueAQuest);
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}
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else
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{
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StartDialogue(dialogue);
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}
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}
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void OnTriggerExit2D(Collider2D collision)
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{
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if (Panel != null)
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{
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Panel.SetActive(false);
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}
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triggered = false;
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.tag == "Player")
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{
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triggered = true;
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}
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}
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void Update()
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{
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if (triggered)
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{
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if (Input.GetKeyDown(KeyCode.E))
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{
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if (Panel != null)
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{
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Panel.SetActive(true);
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}
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if (isQuest == 2)
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{
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Debug.Log("before");
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var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
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if(!questItem.Equals(new KeyValuePair<int, Item>()))
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{
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FinishQuestPanel.SetActive(true);
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Panel.SetActive(false);
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} else {
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StartDialogue(dialogueWQuest);
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}
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}
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else if (isQuest == 3)
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{
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StartDialogue(dialogueAQuest);
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}
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else
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{
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StartDialogue(dialogue);
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}
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}
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}
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}
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public void StartDialogue(Dialogue dialogue)
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{
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nameText.text = dialogue.name;
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nameText1.text = dialogue.name;
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sentences.Clear();
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foreach(string sentence in dialogue.sentences)
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{
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sentences.Enqueue(sentence);
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}
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DisplayNextSentence();
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}
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public void DisplayNextSentence()
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{
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if (isQuest == 2)
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{
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if (sentences.Count == 0)
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{
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var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
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if(!questItem.Equals(new KeyValuePair<int, Item>()))
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{
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FinishQuestPanel.SetActive(true);
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Panel.SetActive(false);
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return;
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}
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else
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{
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EndDialogue();
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return;
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}
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}
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string sentence = sentences.Dequeue();
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dialogueText.text = sentence;
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}
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else if (isQuest == 0)
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{
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if (sentences.Count == 0)
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{
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EndDialogue();
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return;
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}
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string sentence = sentences.Dequeue();
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dialogueText.text = sentence;
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}
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else if (isQuest == 3)
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{
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if (sentences.Count == 0)
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{
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EndDialogue();
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return;
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}
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string sentence = sentences.Dequeue();
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dialogueText.text = sentence;
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}
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else if (isQuest == 1)
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{
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if (sentences.Count == 0)
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{
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QuestPanel.SetActive(true);
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Panel.SetActive(false);
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return;
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}
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string sentence = sentences.Dequeue();
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dialogueText.text = sentence;
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}
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}
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public void EndDialogue()
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{
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Panel.SetActive(false);
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QuestPanel.SetActive(false);
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FinishQuestPanel.SetActive(false);
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}
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public void QuestAccepted()
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{
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isQuest = 2;
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QuestPanel.SetActive(false);
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if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted())
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{
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// 1. Add task to palyer quests list
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Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
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TaskManager.Instance.AddTask(myTask);
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// 2. Drop Axe On Map
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gameObject.GetComponent<NPCQuest>().DropItem();
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} else {
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Debug.Log("Ten task został juz rozpoczęty!");
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}
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}
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public void FinishQuest()
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{
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// 1. Take item from palyer
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var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
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InventoryManager.Instance.RemoveItemFromPosition(questItem.Key);
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// 2. Set as finished
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isQuest = 3;
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EndDialogue();
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}
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}
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