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