using UnityEditor;
using UnityEngine;
public enum StepType
{
Dialogue,
GiveItem,
CheckItem
}
[CreateAssetMenu(fileName = "step", menuName = "Quests/Step")]
public class StepSO : SerializableScriptableObject
{
[Tooltip("The Character this mission will need interaction with")]
[SerializeField]
private ActorSO _actor = default;
[Tooltip("The dialogue that will be diplayed befor an action, if any")]
[SerializeField]
private DialogueDataSO _dialogueBeforeStep = default;
[Tooltip("The dialogue that will be diplayed when the step is achieved")]
[SerializeField]
private DialogueDataSO _completeDialogue = default;
[Tooltip("The dialogue that will be diplayed if the step is not achieved yet")]
[SerializeField]
private DialogueDataSO _incompleteDialogue = default;
[Tooltip("The type of the step")]
[SerializeField]
private StepType _type = default;
[Tooltip("The item to check/give")]
[SerializeField]
private ItemSO _item = default;
[Tooltip("Is there any reward")]
[SerializeField]
private bool _hasReward = default;
[Tooltip("The item to reward if any")]
[SerializeField]
private ItemSO _rewardItem = default;
[SerializeField]
private int _rewardItemCount = 1; // by default the reward is 1 item (if any)
[SerializeField]
bool _isDone = false;
[SerializeField]
VoidEventChannelSO _endStepEvent = default;
public DialogueDataSO DialogueBeforeStep
{
get { return _dialogueBeforeStep; }
set { _dialogueBeforeStep = value; }
}
public DialogueDataSO CompleteDialogue
{
get { return _completeDialogue; }
set { _completeDialogue = value; }
}
public DialogueDataSO IncompleteDialogue
{
get { return _incompleteDialogue; }
set { _incompleteDialogue = value; }
}
public ItemSO Item
{
get => _item;
set => _item = value;
}
public bool HasReward => _hasReward;
public ItemSO RewardItem => _rewardItem;
public int RewardItemCount => _rewardItemCount;
public VoidEventChannelSO EndStepEvent
{
set => _endStepEvent = value;
get => _endStepEvent;
}
public StepType Type => _type;
public bool IsDone
{
get => _isDone;
set => _isDone = value;
}
public ActorSO Actor => _actor;
public void FinishStep()
{
if (_endStepEvent != null)
_endStepEvent.RaiseEvent();
_isDone = true;
}
public DialogueDataSO StepToDialogue()
{
DialogueDataSO dialogueData = new DialogueDataSO();
/*
dialogueData.SetActor(Actor);
if (DialogueBeforeStep != null)
{
dialogueData = new DialogueDataSO(DialogueBeforeStep);
if (DialogueBeforeStep.Choices != null)
{
if (CompleteDialogue != null)
{
if (dialogueData.Choices.Count > 0)
{
if (dialogueData.Choices[0].NextDialogue == null)
dialogueData.Choices[0].SetNextDialogue(CompleteDialogue);
}
}
if (IncompleteDialogue != null)
{
if (dialogueData.Choices.Count > 1)
{
if (dialogueData.Choices[1].NextDialogue == null)
dialogueData.Choices[1].SetNextDialogue(IncompleteDialogue);
}
}
}
}
*/
return dialogueData;
}
#if UNITY_EDITOR
///
/// This function is only useful for the Questline Tool in Editor to remove a Step
///
/// The local path
public string GetPath()
{
return AssetDatabase.GetAssetPath(this);
}
#endif
}