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122 行
2.8 KiB
122 行
2.8 KiB
using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Localization;
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using UnityEngine.Serialization;
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public enum StepType
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{
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Dialogue,
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GiveItem,
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CheckItem,
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RewardItem
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}
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[CreateAssetMenu(fileName = "step", menuName = "Quests/Step")]
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public class StepSO : SerializableScriptableObject
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{
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[Tooltip("The Character this mission will need interaction with")]
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[SerializeField]
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private ActorSO _actor = default;
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[Tooltip("The dialogue that will be diplayed befor an action, if any")]
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[SerializeField]
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private DialogueDataSO _dialogueBeforeStep = default;
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[Tooltip("The dialogue that will be diplayed when the step is achieved")]
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[SerializeField]
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private DialogueDataSO _completeDialogue = default;
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[Tooltip("The dialogue that will be diplayed if the step is not achieved yet")]
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[SerializeField]
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private DialogueDataSO _incompleteDialogue = default;
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[Tooltip("The item to check/give/reward")]
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[SerializeField]
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private ItemSO _item = default;
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[Tooltip("The type of the step")]
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[SerializeField]
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private StepType _type = default;
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[SerializeField]
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bool _isDone = false;
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[SerializeField]
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VoidEventChannelSO _endStepEvent = default;
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public DialogueDataSO DialogueBeforeStep
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{
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get { return _dialogueBeforeStep; }
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set { _dialogueBeforeStep = value; }
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}
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public DialogueDataSO CompleteDialogue
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{
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get { return _completeDialogue; }
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set { _completeDialogue = value; }
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}
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public DialogueDataSO IncompleteDialogue
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{
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get { return _incompleteDialogue; }
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set { _incompleteDialogue = value; }
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}
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public ItemSO Item => _item;
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public VoidEventChannelSO EndStepEvent => _endStepEvent;
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public StepType Type => _type;
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public bool IsDone
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{
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get => _isDone;
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set => _isDone = value;
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}
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public ActorSO Actor => _actor;
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public void FinishStep()
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{
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if (_endStepEvent != null)
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_endStepEvent.RaiseEvent();
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_isDone = true;
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}
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public DialogueDataSO StepToDialogue()
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{
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DialogueDataSO dialogueData = new DialogueDataSO();
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dialogueData.SetActor(Actor);
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if (DialogueBeforeStep != null)
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{
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dialogueData = new DialogueDataSO(DialogueBeforeStep);
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if (DialogueBeforeStep.Choices != null)
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{
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if (CompleteDialogue != null)
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{
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if (dialogueData.Choices.Count > 0)
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{
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if (dialogueData.Choices[0].NextDialogue == null)
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dialogueData.Choices[0].SetNextDialogue(CompleteDialogue);
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}
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}
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if (IncompleteDialogue != null)
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{
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if (dialogueData.Choices.Count > 1)
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{
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if (dialogueData.Choices[1].NextDialogue == null)
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dialogueData.Choices[1].SetNextDialogue(IncompleteDialogue);
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}
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}
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}
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}
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return dialogueData;
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}
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#if UNITY_EDITOR
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/// <summary>
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/// This function is only useful for the Questline Tool in Editor to remove a Step
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/// </summary>
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/// <returns>The local path</returns>
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public string GetPath()
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{
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return AssetDatabase.GetAssetPath(this);
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}
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#endif
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}
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