using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
using UnityEngine.Localization;
using UnityEditor.Localization;
using UnityEditor;
public enum DialogueType
{
startDialogue,
winDialogue,
loseDialogue,
defaultDialogue,
}
public enum ChoiceActionType
{
doNothing,
continueWithStep,
winningChoice,
losingChoice,
}
///
/// A Dialogue is a list of consecutive DialogueLines. They play in sequence using the input of the player to skip forward.
/// In future versions it might contain support for branching conversations.
///
[CreateAssetMenu(fileName = "newDialogue", menuName = "Dialogues/Dialogue Data")]
public class DialogueDataSO : ScriptableObject
{
[SerializeField] private ActorSO _actor = default;
[SerializeField] private List _dialogueLines = default;
[SerializeField] private List _choices = default;
[SerializeField] private DialogueType _dialogueType = default;
[SerializeField] private VoidEventChannelSO _endOfDialogueEvent = default;
public ActorSO Actor => _actor;
public List DialogueLines => _dialogueLines;
public VoidEventChannelSO EndOfDialogueEvent => _endOfDialogueEvent;
public List Choices => _choices;
public DialogueType DialogueType
{
get { return _dialogueType; }
set { _dialogueType = value; }
}
public void SetActor(ActorSO newActor)
{
_actor = newActor;
}
public DialogueDataSO()
{
}
public DialogueDataSO(DialogueDataSO dialogue)
{
_actor = dialogue.Actor;
_dialogueLines = new List(dialogue.DialogueLines);
_choices = new List();
_endOfDialogueEvent = dialogue.EndOfDialogueEvent;
if (dialogue.Choices != null)
for (int i = 0; i < dialogue.Choices.Count; i++)
{
_choices.Add(new Choice(dialogue.Choices[i]));
}
_dialogueType = dialogue.DialogueType;
}
public void FinishDialogue()
{
if (EndOfDialogueEvent != null)
EndOfDialogueEvent.RaiseEvent();
}
#if UNITY_EDITOR
private void OnEnable()
{
SetDialogueLines();
}
void SetDialogueLines()
{
if (_dialogueLines == null)
_dialogueLines = new List();
_dialogueLines.Clear();
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
int index = 0;
LocalizedString _dialogueLine = null;
do
{
index++;
string key = "L" + index + "-" + this.name;
if (collection.SharedData.Contains(key))
{
_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
_dialogueLines.Add(_dialogueLine);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
}
}
public void CreateLine()
{
if (_dialogueLines == null)
_dialogueLines = new List();
_dialogueLines.Clear();
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
string DefaultKey = "L" + 1 + "-" + this.name;
if (!collection.SharedData.Contains(DefaultKey))
{
collection.SharedData.AddKey(DefaultKey);
}
}
SetDialogueLines();
}
public void RemoveLineFromSharedTable()
{
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
if (collection != null)
{
int index = 0;
LocalizedString _dialogueLine = null;
do
{
index++;
string key = "L" + index + "-" + this.name;
if (collection.SharedData.Contains(key))
{
collection.SharedData.RemoveKey(key);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
}
}
///
/// This function is only useful for the Questline Tool in Editor to remove a Questline
///
/// The local path
public string GetPath()
{
return AssetDatabase.GetAssetPath(this);
}
#endif
}
[Serializable]
public class Choice
{
[SerializeField] private LocalizedString _response = default;
[SerializeField] private DialogueDataSO _nextDialogue = default;
[SerializeField] private ChoiceActionType _actionType = default;
public LocalizedString Response => _response;
public DialogueDataSO NextDialogue => _nextDialogue;
public ChoiceActionType ActionType => _actionType;
public void SetNextDialogue(DialogueDataSO dialogue)
{
_nextDialogue = dialogue;
}
public Choice()
{
}
public Choice(Choice choice)
{
_response = choice.Response;
_nextDialogue = choice.NextDialogue;
_actionType = ActionType;
}
}