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67 行
1.6 KiB

using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "IsDialogueActiveCondition", menuName = "State Machines/Conditions/Is Dialogue Active Condition")]
public class IsDialogueActiveConditionSO : StateConditionSO
{
[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
[SerializeField] private IntEventChannelSO _endDialogueEvent = default;
protected override Condition CreateCondition() => new IsDialogueActiveCondition(_startDialogueEvent, _endDialogueEvent);
}
public class IsDialogueActiveCondition : Condition
{
private DialogueDataChannelSO _startDialogueEvent;
private IntEventChannelSO _endDialogueEvent;
private bool _isDialogueActive = false;
public IsDialogueActiveCondition(DialogueDataChannelSO startDialogueEvent, IntEventChannelSO endDialogueEvent)
{
_startDialogueEvent = startDialogueEvent;
_endDialogueEvent = endDialogueEvent;
}
protected override bool Statement()
{
return _isDialogueActive;
}
public override void OnStateEnter()
{
if (_startDialogueEvent != null)
{
_startDialogueEvent.OnEventRaised += OnDialogueStart;
}
if (_endDialogueEvent != null)
{
_endDialogueEvent.OnEventRaised += OnDialogueEnd;
}
}
public override void OnStateExit()
{
if (_startDialogueEvent != null)
{
_startDialogueEvent.OnEventRaised -= OnDialogueStart;
}
if (_endDialogueEvent != null)
{
_endDialogueEvent.OnEventRaised -= OnDialogueEnd;
}
}
private void OnDialogueStart(DialogueDataSO dialogue)
{
_isDialogueActive = true;
}
private void OnDialogueEnd(int dialogueType)
{
_isDialogueActive = false;
}
}