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94 行
2.6 KiB
94 行
2.6 KiB
using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Localization;
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using UnityEngine.Playables;
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public class CutsceneManager : MonoBehaviour
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{
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[SerializeField] private DialogueManager _dialogueManager = default;
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[Header("Gameplay Components")]
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[SerializeField] private InputReader _inputReader = default;
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[SerializeField] private GameStateSO _gameState = default;
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[Header("Listening to channels")]
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[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
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[SerializeField] public DialogueLineChannelSO _playDialogueEvent = default;
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[SerializeField] public VoidEventChannelSO _pauseTimelineEvent = default;
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private PlayableDirector _activePlayableDirector;
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private bool _isPaused;
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bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d;
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private void OnEnable()
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{
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_inputReader.advanceDialogueEvent += OnAdvance;
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}
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private void OnDisable()
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{
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_inputReader.advanceDialogueEvent -= OnAdvance;
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}
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private void Start()
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{
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_playCutsceneEvent.OnEventRaised += PlayCutscene;
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_playDialogueEvent.OnEventRaised += PlayDialogueFromClip;
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_pauseTimelineEvent.OnEventRaised += PauseTimeline;
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}
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void PlayCutscene(PlayableDirector activePlayableDirector)
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{
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_inputReader.EnableDialogueInput();
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_gameState.UpdateGameState(GameState.Cutscene);
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_activePlayableDirector = activePlayableDirector;
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_isPaused = false;
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_activePlayableDirector.Play();
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_activePlayableDirector.stopped += HandleDirectorStopped;
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}
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void CutsceneEnded()
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{
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_gameState.ResetToPreviousGameState();
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if (_activePlayableDirector != null)
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_activePlayableDirector.stopped -= HandleDirectorStopped;
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_inputReader.EnableGameplayInput();
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_dialogueManager.DialogueEndedAndCloseDialogueUI();
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}
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private void HandleDirectorStopped(PlayableDirector director) => CutsceneEnded();
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void PlayDialogueFromClip(LocalizedString dialogueLine, ActorSO actor)
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{
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_dialogueManager.DisplayDialogueLine(dialogueLine, actor);
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}
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/// <summary>
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/// This callback is executed when the player presses the button to advance dialogues. If the Timeline is currently paused due to a <c>DialogueControlClip</c>, it will resume its playback.
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/// </summary>
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private void OnAdvance()
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{
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if (_isPaused)
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ResumeTimeline();
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}
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/// <summary>
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/// Called by <c>DialogueControlClip</c> on the Timeline.
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/// </summary>
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void PauseTimeline()
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{
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_isPaused = true;
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_activePlayableDirector.playableGraph.GetRootPlayable(0).SetSpeed(0);
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}
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void ResumeTimeline()
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{
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_isPaused = false;
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_activePlayableDirector.playableGraph.GetRootPlayable(0).SetSpeed(1);
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}
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}
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