using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Serialization;
using UnityEngine.UI;
///
/// Takes care of all things dialogue, whether they are coming from within a Timeline or just from the interaction with a character, or by any other mean.
/// Keeps track of choices in the dialogue (if any) and then gives back control to gameplay when appropriate.
///
public class DialogueManager : MonoBehaviour
{
// [SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
[SerializeField] private InputReader _inputReader = default;
private int _counter;
private bool _reachedEndOfDialogue { get => _counter >= _currentDialogue.DialogueLines.Count; }
[Header("Listening on channels")]
[SerializeField] private DialogueDataChannelSO _startDialogue = default;
[SerializeField] private DialogueChoiceChannelSO _makeDialogueChoiceEvent = default;
[Header("BoradCasting on channels")]
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogue = default;
[SerializeField] private VoidEventChannelSO _continueWithStep = default;
[SerializeField] private VoidEventChannelSO _closeDialogueUIEvent = default;
private DialogueDataSO _currentDialogue = default;
private void Start()
{
if (_startDialogue != null)
{
_startDialogue.OnEventRaised += DisplayDialogueData;
}
}
///
/// Displays DialogueData in the UI, one by one.
///
///
public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
{
BeginDialogueData(dialogueDataSO);
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
}
///
/// Prepare DialogueManager when first time displaying DialogueData.
///
private void BeginDialogueData(DialogueDataSO dialogueDataSO)
{
_counter = 0;
_inputReader.EnableDialogueInput();
_inputReader.advanceDialogueEvent += OnAdvance;
_currentDialogue = dialogueDataSO;
}
///
/// Displays a line of dialogue in the UI, by requesting it to the DialogueManager.
/// This function is also called by DialogueBehaviour from clips on Timeline during cutscenes.
///
///
public void DisplayDialogueLine(LocalizedString dialogueLine, ActorSO actor)
{
if (_openUIDialogueEvent != null)
{
_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
}
}
private void OnAdvance()
{
_counter++;
if (!_reachedEndOfDialogue)
{
DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], _currentDialogue.Actor);
}
else
{
if (_currentDialogue.Choices.Count > 0)
{
DisplayChoices(_currentDialogue.Choices);
}
else
{
DialogueEndedAndCloseDialogueUI();
}
}
}
private void DisplayChoices(List choices)
{
_inputReader.advanceDialogueEvent -= OnAdvance;
if (_makeDialogueChoiceEvent != null)
{
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
}
if (_showChoicesUIEvent != null)
{
_showChoicesUIEvent.RaiseEvent(choices);
}
}
private void MakeDialogueChoice(Choice choice)
{
if (_makeDialogueChoiceEvent != null)
{
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
}
if (choice.ActionType == ChoiceActionType.continueWithStep)
{
if (_continueWithStep != null)
_continueWithStep.RaiseEvent();
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
}
else
{
if (choice.NextDialogue != null)
DisplayDialogueData(choice.NextDialogue);
else
DialogueEndedAndCloseDialogueUI();
}
}
void DialogueEnded()
{
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
}
public void DialogueEndedAndCloseDialogueUI()
{
if (_endDialogue != null)
_endDialogue.RaiseEvent(_currentDialogue);
if (_closeDialogueUIEvent != null)
_closeDialogueUIEvent.RaiseEvent();
_inputReader.advanceDialogueEvent -= OnAdvance;
_inputReader.EnableGameplayInput();
}
}