这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

86 行
2.2 KiB

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Serialization;
public enum StepType
{
Dialogue,
GiveItem,
CheckItem,
RewardItem
}
[CreateAssetMenu(fileName = "step", menuName = "Quests/step", order = 51)]
public class StepSO : ScriptableObject
{
[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 item to check/give/reward")]
[SerializeField]
private Item _item = default;
[Tooltip("The type of the step")]
[SerializeField]
private StepType _type = default;
[SerializeField]
bool _isDone = false;
public DialogueDataSO DialogueBeforeStep => _dialogueBeforeStep;
public DialogueDataSO CompleteDialogue => _completeDialogue;
public DialogueDataSO IncompleteDialogue => _incompleteDialogue;
public Item Item => _item;
public StepType Type => _type;
public bool IsDone => _isDone;
public ActorSO Actor => _actor;
public void FinishStep()
{
_isDone = true;
}
public DialogueDataSO StepToDialogue()
{
DialogueDataSO dialogueData = new DialogueDataSO();
dialogueData.SetActor(Actor);
if (DialogueBeforeStep != null)
{
dialogueData = 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;
}
}