using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// Takes care of all things dialogue, whether they are coming from within a Timeline or just from the interaction with a character, or by any other mean.
/// Keeps track of choices in the dialogue (if any) and then gives back control to gameplay when appropriate.
///
public class DialogueManager : MonoBehaviour
{
[SerializeField] private InputReader _inputReader = default;
[SerializeField] DialogueLineChannelSO dialogueLineEvent;
///
/// Called to begin a dialogue, i.e. a sequence of lines that require the player's input to move forward.
///
///
public void BeginDialogue(DialogueLineSO firstLine)
{
_inputReader.EnableDialogueInput();
DisplayDialogueLine(firstLine);
}
///
/// Displays a line of dialogue in the UI, by requesting it to the DialogueManager.
/// This function is also called by DialogueBehaviour from clips on Timeline during cutscenes.
///
///
public void DisplayDialogueLine(DialogueLineSO dialogueLine)
{
//TODO: Interface with a UIManager to allow displayal of the line of dialogue in the UI
//Debug.Log("A line of dialogue has been spoken: \"" + dialogueLine.Sentence + "\" by " + dialogueLine.Actor.ActorName);
if (dialogueLineEvent != null)
dialogueLineEvent.OnEventRaised(dialogueLine);
}
}