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using UnityEngine; |
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using UnityEngine.Localization; |
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using UOP1.StateMachine; |
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using UOP1.StateMachine.ScriptableObjects; |
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[CreateAssetMenu(fileName = "IsNPCSayingTheLine", menuName = "State Machines/Conditions/Is NPC Saying The Line")] |
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public class IsNPCSayingTheLineSO : StateConditionSO { |
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[SerializeField] private DialogueLineChannelSO _sayLineEvent = default; |
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[SerializeField] private ActorSO _protagonistActor; |
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protected override Condition CreateCondition() => new IsNPCSayingTheLineCondition(_sayLineEvent, _protagonistActor); |
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} |
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public class IsNPCSayingTheLineCondition : Condition |
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{ |
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private DialogueLineChannelSO _sayLineEvent; |
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private ActorSO _protagonistActor; |
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private bool _isNPCSayingTheLine = false; |
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public IsNPCSayingTheLineCondition(DialogueLineChannelSO sayLineEvent, ActorSO protagonistActor) |
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{ |
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_sayLineEvent = sayLineEvent; |
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_protagonistActor = protagonistActor; |
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} |
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protected override bool Statement() |
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{ |
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return _isNPCSayingTheLine; |
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} |
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public override void OnStateEnter() |
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{ |
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if (_sayLineEvent != null) |
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{ |
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_sayLineEvent.OnEventRaised += OnLineSaid; |
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} |
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} |
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public override void OnStateExit() |
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{ |
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if (_sayLineEvent != null) |
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{ |
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_sayLineEvent.OnEventRaised -= OnLineSaid; |
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} |
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} |
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private void OnLineSaid(LocalizedString line, ActorSO actor) |
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{ |
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Debug.Log("name of the actor " + actor); |
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if(actor.ActorName == _protagonistActor.ActorName) |
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{ |
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_isNPCSayingTheLine = false; |
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} |
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else |
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{ |
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_isNPCSayingTheLine = true; |
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} |
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Debug.Log("is it true " + _isNPCSayingTheLine); |
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} |
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} |