using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; //this script needs to be put on the actor, and takes care of the current step to accomplish. //the step contains a dialogue and maybe an event. public class StepController : MonoBehaviour { [Header("Data")] [SerializeField] private ActorSO _actor = default; [SerializeField] private DialogueDataSO _defaultDialogue = default; [SerializeField] private QuestManagerSO _questData = default; [Header("Listening to channels")] [SerializeField] private DialogueActorChannelSO _interactionEvent = default; [SerializeField] private VoidEventChannelSO _winDialogueEvent = default; [SerializeField] private VoidEventChannelSO _loseDialogueEvent = default; //[SerializeField] public IntEventChannelSO _endDialogueEvent = default; [Header("Broadcasting on channels")] //[SerializeField] public DialogueDataChannelSO _startDialogueEvent = default; [Header("Dialogue Shot Camera")] public GameObject dialogueShot; //check if character is actif. An actif character is the character concerned by the step. private DialogueDataSO _currentDialogue; public bool isInDialogue; //Consumed by the state machine private void Start() { if (dialogueShot) { dialogueShot.transform.parent = null; dialogueShot.SetActive(false); } } void PlayDefaultDialogue() { if (_defaultDialogue != null) { _currentDialogue = _defaultDialogue; StartDialogue(); } } //start a dialogue when interaction //some Steps need to be instantanious. And do not need the interact button. //when interaction again, restart same dialogue. public void InteractWithCharacter() { DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, false, false); //Debug.Log("dialogue " + displayDialogue + "actor" + _actor); if (displayDialogue != null) { _currentDialogue = displayDialogue; StartDialogue(); } else { PlayDefaultDialogue(); } } void StartDialogue() { _startDialogueEvent.RaiseEvent(_currentDialogue); _endDialogueEvent.OnEventRaised += EndDialogue; StopConversation(); _winDialogueEvent.OnEventRaised += PlayWinDialogue; _loseDialogueEvent.OnEventRaised += PlayLoseDialogue; isInDialogue = true; if (dialogueShot) dialogueShot.SetActive(true); } void EndDialogue(int dialogueType) { _endDialogueEvent.OnEventRaised -= EndDialogue; _winDialogueEvent.OnEventRaised -= PlayWinDialogue; _loseDialogueEvent.OnEventRaised -= PlayLoseDialogue; ResumeConversation(); isInDialogue = false; if (dialogueShot) dialogueShot.SetActive(false); } void PlayLoseDialogue() { if (_questData != null) { DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, true, false); if (displayDialogue != null) { _currentDialogue = displayDialogue; StartDialogue(); } } } void PlayWinDialogue() { if (_questData != null) { DialogueDataSO displayDialogue = _questData.InteractWithCharacter(_actor, true, true); if (displayDialogue != null) { _currentDialogue = displayDialogue; StartDialogue(); } } } private void StopConversation() { GameObject[] talkingTo = gameObject.GetComponent().talkingTo; if (talkingTo != null) { for (int i = 0; i < talkingTo.Length; ++i) { talkingTo[i].GetComponent().npcState = NPCState.Idle; } } } private void ResumeConversation() { GameObject[] talkingTo = GetComponent().talkingTo; if (talkingTo != null) { for (int i = 0; i < talkingTo.Length; ++i) { talkingTo[i].GetComponent().npcState = NPCState.Talk; } } } }