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。
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154 行
3.7 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//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;
[SerializeField]
private GameStateSO _gameStateManager = default;
[Header("Listening to channels")]
[SerializeField] private DialogueActorChannelSO _interactionEvent = default;
[SerializeField] private VoidEventChannelSO _winDialogueEvent = default;
[SerializeField] private VoidEventChannelSO _loseDialogueEvent = default;
//[SerializeField]
public IntEventChannelSO _endDialogueEvent = default;
[Header("Broadcasting on channels")]
//[SerializeField]
public DialogueDataChannelSO _startDialogueEvent = default;
[Header("Dialogue Shot Camera")]
public GameObject dialogueShot;
//check if character is actif. An actif character is the character concerned by the step.
private DialogueDataSO _currentDialogue;
public bool isInDialogue; //Consumed by the state machine
private void Start()
{
if (dialogueShot)
{
dialogueShot.transform.parent = null;
dialogueShot.SetActive(false);
}
}
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()
{
if (_gameStateManager.CurrentGameState == GameState.Gameplay)
{
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);
_endDialogueEvent.OnEventRaised += EndDialogue;
StopConversation();
_winDialogueEvent.OnEventRaised += PlayWinDialogue;
_loseDialogueEvent.OnEventRaised += PlayLoseDialogue;
isInDialogue = true;
if (dialogueShot)
dialogueShot.SetActive(true);
}
void EndDialogue(int dialogueType)
{
_endDialogueEvent.OnEventRaised -= EndDialogue;
_winDialogueEvent.OnEventRaised -= PlayWinDialogue;
_loseDialogueEvent.OnEventRaised -= PlayLoseDialogue;
ResumeConversation();
isInDialogue = false;
if (dialogueShot)
dialogueShot.SetActive(false);
}
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();
}
}
}
private void StopConversation()
{
GameObject[] talkingTo = gameObject.GetComponent<NPC>().talkingTo;
if (talkingTo != null)
{
for (int i = 0; i < talkingTo.Length; ++i)
{
talkingTo[i].GetComponent<NPC>().npcState = NPCState.Idle;
}
}
}
private void ResumeConversation()
{
GameObject[] talkingTo = GetComponent<NPC>().talkingTo;
if (talkingTo != null)
{
for (int i = 0; i < talkingTo.Length; ++i)
{
talkingTo[i].GetComponent<NPC>().npcState = NPCState.Talk;
}
}
}
}