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82 行
2.0 KiB
82 行
2.0 KiB
using UnityEngine;
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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 InputReader _inputReader = default;
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[SerializeField] private DialogueManager _dialogueManager = default;
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private PlayableDirector _activePlayableDirector;
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private bool _isPaused;
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public bool IsCutscenePlaying => _activePlayableDirector.playableGraph.GetRootPlayable(0).GetSpeed() != 0d;
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private void OnEnable()
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{
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_inputReader.gameInput.Dialogues.AdvanceDialogue.performed += ctx => OnAdvance();
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}
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private void OnDisable()
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{
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_inputReader.gameInput.Dialogues.AdvanceDialogue.performed -= ctx => OnAdvance();
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}
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public void PlayCutscene(PlayableDirector activePlayableDirector)
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{
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_activePlayableDirector = activePlayableDirector;
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_isPaused = false;
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_activePlayableDirector.Play();
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_activePlayableDirector.stopped += ctx => CutsceneEnded();
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EnableDialogueInput();
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}
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public void CutsceneEnded()
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{
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UIManager.Instance.CloseUIDialogue();
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EnableGameplayInput();
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}
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public void PlayDialogueFromClip(DialogueLineSO dialogueLine)
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{
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_dialogueManager.DisplayDialogueLine(dialogueLine);
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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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public 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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public 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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private void EnableDialogueInput()
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{
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_inputReader.gameInput.Dialogues.Enable();
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_inputReader.gameInput.Gameplay.Disable();
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}
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private void EnableGameplayInput()
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{
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_inputReader.gameInput.Gameplay.Enable();
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_inputReader.gameInput.Dialogues.Disable();
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}
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}
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