您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
201 行
6.5 KiB
201 行
6.5 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using TMPro;
|
|
using UnityEngine;
|
|
using UnityEngine.Localization;
|
|
using UnityEngine.Serialization;
|
|
using UnityEngine.UI;
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// Keeps track of choices in the dialogue (if any) and then gives back control to gameplay when appropriate.
|
|
/// </summary>
|
|
public class DialogueManager : MonoBehaviour
|
|
{
|
|
// [SerializeField] private ChoiceBox _choiceBox; // TODO: Demonstration purpose only. Remove or adjust later.
|
|
[SerializeField]
|
|
private List<ActorSO> _actorsList = default;
|
|
[SerializeField] private InputReader _inputReader = default;
|
|
private int _counterDialogue;
|
|
private int _counterLine;
|
|
private bool _reachedEndOfDialogue { get => _counterDialogue >= _currentDialogue._Lines.Count; }
|
|
private bool _reachedEndOfLine { get => _counterLine >= _currentDialogue._Lines[_counterDialogue].TextList.Count; }
|
|
|
|
[Header("Listening on channels")]
|
|
[SerializeField] private DialogueDataChannelSO _startDialogue = default;
|
|
[SerializeField] private DialogueChoiceChannelSO _makeDialogueChoiceEvent = default;
|
|
|
|
[Header("BoradCasting on channels")]
|
|
[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
|
|
[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
|
|
[SerializeField] private IntEventChannelSO _endDialogueWithTypeEvent = default;
|
|
[SerializeField] private VoidEventChannelSO _continueWithStep = default;
|
|
[SerializeField] private VoidEventChannelSO _playIncompleteDialogue = default;
|
|
[SerializeField] private VoidEventChannelSO _makeWinningChoice = default;
|
|
[SerializeField] private VoidEventChannelSO _makeLosingChoice = default;
|
|
|
|
[Header("Gameplay Components")]
|
|
[SerializeField]
|
|
private GameStateSO _gameState = default;
|
|
|
|
private DialogueDataSO _currentDialogue = default;
|
|
|
|
private void Start()
|
|
{
|
|
_startDialogue.OnEventRaised += DisplayDialogueData;
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Displays DialogueData in the UI, one by one.
|
|
/// </summary>
|
|
/// <param name="dialogueDataSO"></param>
|
|
public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
|
|
{
|
|
if (_gameState.CurrentGameState != GameState.Cutscene)
|
|
_gameState.UpdateGameState(GameState.Dialogue);
|
|
_counterDialogue = 0;
|
|
_counterLine = 0;
|
|
_inputReader.EnableDialogueInput();
|
|
_inputReader.advanceDialogueEvent += OnAdvance;
|
|
_currentDialogue = dialogueDataSO;
|
|
|
|
|
|
if (_currentDialogue._Lines != null)
|
|
{
|
|
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
|
|
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
|
|
}
|
|
|
|
else
|
|
{
|
|
Debug.LogError("Check Dialogue");
|
|
}
|
|
}
|
|
//TODO : Check if there's no dependencies, and remove this function if none
|
|
/// <summary>
|
|
/// Prepare DialogueManager when first time displaying DialogueData.
|
|
/// <param name="dialogueDataSO"></param>
|
|
private void BeginDialogue(DialogueDataSO dialogueDataSO)
|
|
{
|
|
_counterDialogue = 0;
|
|
_inputReader.EnableDialogueInput();
|
|
_inputReader.advanceDialogueEvent += OnAdvance;
|
|
_currentDialogue = dialogueDataSO;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Displays a line of dialogue in the UI, by requesting it to the <c>DialogueManager</c>.
|
|
/// This function is also called by <c>DialogueBehaviour</c> from clips on Timeline during cutscenes.
|
|
/// </summary>
|
|
/// <param name="dialogueLine"></param>
|
|
public void DisplayDialogueLine(LocalizedString dialogueLine, ActorSO actor)
|
|
{
|
|
_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
|
|
}
|
|
|
|
|
|
private void OnAdvance()
|
|
{
|
|
_counterLine++;
|
|
if (!_reachedEndOfLine)
|
|
{
|
|
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
|
|
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
|
|
//do
|
|
}
|
|
else if (_currentDialogue._Lines[_counterDialogue].Choices != null)
|
|
{
|
|
if (_currentDialogue._Lines[_counterDialogue].Choices.Count > 0)
|
|
{
|
|
DisplayChoices(_currentDialogue._Lines[_counterDialogue].Choices);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_counterDialogue++;
|
|
if (!_reachedEndOfDialogue)
|
|
{
|
|
_counterLine = 0;
|
|
|
|
ActorSO currentActor = _actorsList.Find(o => o.ActorId == _currentDialogue._Lines[_counterDialogue].Actor); // we don't add a controle, because we need a null reference exeption if the actor is not in the list
|
|
DisplayDialogueLine(_currentDialogue._Lines[_counterDialogue].TextList[_counterLine], currentActor);
|
|
}
|
|
else
|
|
{
|
|
DialogueEndedAndCloseDialogueUI();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void DisplayChoices(List<Choice> choices)
|
|
{
|
|
_inputReader.advanceDialogueEvent -= OnAdvance;
|
|
|
|
_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
|
|
_showChoicesUIEvent.RaiseEvent(choices);
|
|
|
|
}
|
|
|
|
private void MakeDialogueChoice(Choice choice)
|
|
{
|
|
_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
|
|
|
|
switch (choice.ActionType)
|
|
{
|
|
case ChoiceActionType.ContinueWithStep:
|
|
if (_continueWithStep != null)
|
|
_continueWithStep.RaiseEvent();
|
|
if (choice.NextDialogue != null)
|
|
DisplayDialogueData(choice.NextDialogue);
|
|
break;
|
|
case ChoiceActionType.WinningChoice:
|
|
if (_makeWinningChoice != null)
|
|
_makeWinningChoice.RaiseEvent();
|
|
break;
|
|
case ChoiceActionType.LosingChoice:
|
|
if (_makeLosingChoice != null)
|
|
_makeLosingChoice.RaiseEvent();
|
|
|
|
break;
|
|
case ChoiceActionType.DoNothing:
|
|
if (choice.NextDialogue != null)
|
|
DisplayDialogueData(choice.NextDialogue);
|
|
else
|
|
DialogueEndedAndCloseDialogueUI();
|
|
break;
|
|
case ChoiceActionType.IncompleteStep:
|
|
if (_playIncompleteDialogue != null)
|
|
_playIncompleteDialogue.RaiseEvent();
|
|
if (choice.NextDialogue != null)
|
|
DisplayDialogueData(choice.NextDialogue);
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
public void CutsceneDialogueEnded()
|
|
{
|
|
if (_endDialogueWithTypeEvent != null)
|
|
_endDialogueWithTypeEvent.RaiseEvent((int)DialogueType.DefaultDialogue);
|
|
}
|
|
void DialogueEndedAndCloseDialogueUI()
|
|
{
|
|
//raise the special event for end of dialogue if any
|
|
_currentDialogue.FinishDialogue();
|
|
|
|
//raise end dialogue event
|
|
if (_endDialogueWithTypeEvent != null)
|
|
_endDialogueWithTypeEvent.RaiseEvent((int)_currentDialogue.DialogueType);
|
|
_gameState.ResetToPreviousGameState();
|
|
_inputReader.advanceDialogueEvent -= OnAdvance;
|
|
_inputReader.EnableGameplayInput();
|
|
|
|
|
|
|
|
}
|
|
}
|
|
|