using UnityEngine;
using UnityEngine.Playables;
///
/// Class to trigger a cutscene.
///
public class CutsceneTrigger : MonoBehaviour
{
private PlayableDirector _playableDirector = default;
[SerializeField] private bool _playOnStart = default;
[SerializeField] private bool _playOnce = default;
[SerializeField] private QuestManagerSO _questManager = default;
[Header("Listening to channels")]
[SerializeField] private VoidEventChannelSO _playSpeceficCutscene = default;
[Header("Broadcasting on channels")]
[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
private void Start()
{
_playableDirector = GetComponent();
if (_playOnStart)
if (_playCutsceneEvent != null)
_playCutsceneEvent.RaiseEvent(_playableDirector);
//Check if we are playing a new game, we should play the intro cutscene
if (_questManager)
{
if (_questManager.isNewGame())
{
_playableDirector.Play();
}
}
}
private void OnEnable()
{
_playSpeceficCutscene.OnEventRaised += PlaySpeceficCutscene;
}
private void OnDisable()
{
_playSpeceficCutscene.OnEventRaised -= PlaySpeceficCutscene;
}
void PlaySpeceficCutscene()
{
if (_playCutsceneEvent != null)
_playCutsceneEvent.RaiseEvent(_playableDirector);
if (_playOnce)
Destroy(this);
}
//THIS WILL BE REMOVED LATER WHEN WE HAVE ALL EVENTS SET UP, NOW WE ONLY NEED IT TO TEST CUTSCENE WITH TRIGGER
//Remember to remove collider componenet when we remove this
private void OnTriggerEnter(Collider other)
{
//Fake event raise to test quicker
_playSpeceficCutscene.RaiseEvent();
//if (_playCutsceneEvent != null)
// _playCutsceneEvent.RaiseEvent(_playableDirector);
//if (_playOnce)
// Destroy(this);
}
}