using System.Collections; using System.Collections.Generic; using UnityEngine; //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; [Header("Broadcasting on channels")] [SerializeField] private DialogueDataChannelSO _startDialogueEvent = default; //check if character is actif. An actif character is the character concerned by the step. private DialogueDataSO _currentDialogue; private void Start() { _winDialogueEvent.OnEventRaised += PlayWinDialogue; _loseDialogueEvent.OnEventRaised += PlayLoseDialogue; } 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); } 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(); } } } }