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182 行
5.2 KiB
182 行
5.2 KiB
using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Localization;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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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 ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
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[SerializeField] private InputReader _inputReader = default;
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private int _counter;
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private bool _reachedEndOfDialogue { get => _counter >= _currentDialogue.DialogueLines.Count; }
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[Header("Listening on channels")]
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[SerializeField] private DialogueDataChannelSO _startDialogue = default;
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[SerializeField] private DialogueChoiceChannelSO _makeDialogueChoiceEvent = default;
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[Header("BoradCasting on channels")]
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[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
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[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
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[SerializeField] private IntEventChannelSO _endDialogueEvent = default;
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[SerializeField] private VoidEventChannelSO _continueWithStep = default;
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[SerializeField] private VoidEventChannelSO _playWinningQuest = default;
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[SerializeField] private VoidEventChannelSO _playLosingQuest = default;
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[Header("Gameplay Components")]
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[SerializeField]
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private GameStateSO _gameState = default;
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private DialogueDataSO _currentDialogue = default;
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private void Start()
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{
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_startDialogue.OnEventRaised += DisplayDialogueData;
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}
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/// <summary>
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/// Displays DialogueData in the UI, one by one.
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/// </summary>
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/// <param name="dialogueDataSO"></param>
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public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
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{
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if (_gameState.CurrentGameState != GameState.Cutscene)
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_gameState.UpdateGameState(GameState.Dialogue);
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_counter = 0;
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_inputReader.EnableDialogueInput();
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_inputReader.advanceDialogueEvent += OnAdvance;
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_currentDialogue = dialogueDataSO;
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if (_currentDialogue.DialogueLines != null)
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DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], dialogueDataSO.Actor);
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else
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{
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Debug.LogError("Check Dialogue");
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}
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}
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//TODO : Check if there's no dependencies, and remove this function if none
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/// <summary>
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/// Prepare DialogueManager when first time displaying DialogueData.
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/// <param name="dialogueDataSO"></param>
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private void BeginDialogue(DialogueDataSO dialogueDataSO)
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{
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_counter = 0;
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_inputReader.EnableDialogueInput();
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_inputReader.advanceDialogueEvent += OnAdvance;
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_currentDialogue = dialogueDataSO;
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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(LocalizedString dialogueLine, ActorSO actor)
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{
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_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
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}
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private void OnAdvance()
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{
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_counter++;
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if (!_reachedEndOfDialogue)
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{
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DisplayDialogueLine(_currentDialogue.DialogueLines[_counter], _currentDialogue.Actor);
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}
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else
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{
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if (_currentDialogue.Choices.Count > 0)
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{
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DisplayChoices(_currentDialogue.Choices);
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}
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else
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{
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DialogueEndedAndCloseDialogueUI();
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}
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}
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}
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private void DisplayChoices(List<Choice> choices)
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{
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_inputReader.advanceDialogueEvent -= OnAdvance;
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_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
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_showChoicesUIEvent.RaiseEvent(choices);
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}
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private void MakeDialogueChoice(Choice choice)
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{
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_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
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switch (choice.ActionType)
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{
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case ChoiceActionType.continueWithStep:
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if (_continueWithStep != null)
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_continueWithStep.RaiseEvent();
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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break;
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case ChoiceActionType.winningChoice:
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if (_playWinningQuest != null)
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_playWinningQuest.RaiseEvent();
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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else
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DialogueEndedAndCloseDialogueUI();
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break;
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case ChoiceActionType.losingChoice:
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if (_playLosingQuest != null)
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_playLosingQuest.RaiseEvent();
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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else
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DialogueEndedAndCloseDialogueUI();
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break;
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case ChoiceActionType.doNothing:
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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else
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DialogueEndedAndCloseDialogueUI();
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break;
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}
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}
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public void CutsceneDialogueEnded()
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{
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if (_endDialogueEvent != null)
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_endDialogueEvent.RaiseEvent((int)DialogueType.defaultDialogue);
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}
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void DialogueEndedAndCloseDialogueUI()
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{
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//raise the special event for end of dialogue if any
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_currentDialogue.FinishDialogue();
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//raise end dialogue event
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if (_endDialogueEvent != null)
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_endDialogueEvent.RaiseEvent((int)_currentDialogue.DialogueType);
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_gameState.ResetToPreviousGameState();
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_inputReader.advanceDialogueEvent -= OnAdvance;
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_inputReader.EnableGameplayInput();
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}
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}
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