using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
using UnityEngine.Localization;
using UnityEditor.Localization;
using UnityEditor;
using UnityEngine.Localization.Settings;
using UnityEngine.Localization.Metadata;
public enum DialogueType
{
StartDialogue,
CompletionDialogue,
IncompletionDialogue,
DefaultDialogue,
}
public enum ChoiceActionType
{
DoNothing,
ContinueWithStep,
WinningChoice,
LosingChoice,
IncompleteStep
}
///
/// 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 = "new Dialogue", menuName = "Dialogues/Dialogue Data")]
public class DialogueDataSO : ScriptableObject
{
[SerializeField] private List _lines = default;
[SerializeField] private DialogueType _dialogueType = default;
[SerializeField] private VoidEventChannelSO _endOfDialogueEvent = default;
public VoidEventChannelSO EndOfDialogueEvent => _endOfDialogueEvent;
public List _Lines => _lines;
public DialogueType DialogueType
{
get { return _dialogueType; }
set { _dialogueType = value; }
}
public void SetActor(ActorSO newActor)
{
//_actor = newActor;
}
public DialogueDataSO()
{
}
public DialogueDataSO(string dialogueName)
{
SetDialogueLines(dialogueName);
}
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(this.name);
}
void SetDialogueLines(string dialogueName)
{
if (_lines == null)
_lines = new List();
_lines.Clear();
int dialogueIndex = 0;
Line _dialogueLine = new Line();
do
{
dialogueIndex++;
_dialogueLine = new Line("D" + dialogueIndex + "-" + dialogueName);
if (_dialogueLine.TextList != null)
_lines.Add(_dialogueLine);
} while (_dialogueLine.TextList != 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;
}
public Choice(LocalizedString response)
{
_response = response;
}
public void SetChoiceAction(Comment comment)
{
_actionType = (ChoiceActionType)Enum.Parse(typeof(ChoiceActionType), comment.CommentText);
}
}
[Serializable]
public class Line
{
[SerializeField] private ActorID _actorID = default;
[SerializeField] private List _textList = default;
[SerializeField] private List _choices = default;
public ActorID Actor => _actorID;
public List TextList => _textList;
public List Choices => _choices;
public Line()
{
_textList = null;
}
public void SetActor(Comment comment)
{
_actorID = (ActorID)Enum.Parse(typeof(ActorID), comment.CommentText);
}
public Line(string _name)
{
StringTableCollection collection = LocalizationEditorSettings.GetStringTableCollection("Questline Dialogue");
_textList = null;
if (collection != null)
{
int lineIndex = 0;
LocalizedString _dialogueLine = null;
do
{
lineIndex++;
string key = "L" + lineIndex + "-" + _name;
if (collection.SharedData.Contains(key))
{
SetActor(collection.SharedData.GetEntry(key).Metadata.GetMetadata());
_dialogueLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
if (_textList == null)
_textList = new List();
_textList.Add(_dialogueLine);
}
else
{
_dialogueLine = null;
}
} while (_dialogueLine != null);
int choiceIndex = 0;
Choice choice = null;
do
{
choiceIndex++;
string key = "C" + choiceIndex + "-" + _name;
if (collection.SharedData.Contains(key))
{
LocalizedString _choiceLine = new LocalizedString() { TableReference = "Questline Dialogue", TableEntryReference = key };
choice = new Choice(_choiceLine);
choice.SetChoiceAction(collection.SharedData.GetEntry(key).Metadata.GetMetadata());
if (_choices == null)
{
_choices = new List();
}
_choices.Add(choice);
}
else
{
choice = null;
}
} while (choice != null);
}
else
{
_textList = null;
}
}
}