这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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312 行
6.1 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "QuestAnchor", menuName = "Quests/QuestAnchor", order = 51)]
public class QuestAncorSO : ScriptableObject
{
[Header("Data")]
[SerializeField] private List<QuestlineSO> _questlines = default;
[SerializeField] private Inventory _inventory = default;
[Header("Linstening to channels")]
[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
[Header("Broadcasting on channels")]
[FormerlySerializedAs("_winDialogueEvent")]
[SerializeField] private VoidEventChannelSO _completeDialogueEvent = default;
[FormerlySerializedAs("_loseDialogueEvent")]
[SerializeField] private VoidEventChannelSO _incompleteDialogueEvent = default;
[SerializeField] private ItemEventChannelSO _giveItemEvent = default;
[SerializeField] private ItemEventChannelSO _rewardItemEvent = default;
private QuestSO _currentQuest = null;
private QuestlineSO _currentQuestline;
private StepSO _currentStep;
private int _currentQuestIndex = 0;
private int _currentQuestlineIndex = 0;
private int _currentStepIndex = 0;
public void StartGame()
{//Add code for saved information
if (_checkStepValidityEvent != null)
{
_checkStepValidityEvent.OnEventRaised += CheckStepValidity;
}
if (_endDialogueEvent != null)
{
_endDialogueEvent.OnEventRaised += EndDialogue;
}
StartQuestline();
}
void StartQuestline()
{
if (_questlines != null)
{
if (_questlines.Exists(o => !o.IsDone))
{
_currentQuestlineIndex = _questlines.FindIndex(o => !o.IsDone);
if (_currentQuestlineIndex >= 0)
_currentQuestline = _questlines.Find(o => !o.IsDone);
}
}
}
bool hasStep(ActorSO actorToCheckWith)
{
if (_currentStep != null)
{
if (_currentStep.Actor == actorToCheckWith)
{
return true;
}
}
return false;
}
bool CheckQuestlineForQuestWithActor(ActorSO actorToCheckWith)
{
if (_currentQuest == null)//check if there's a current quest
{
if (_currentQuestline != null)
{
return _currentQuestline.Quests.Exists(o => !o.IsDone && o.Steps != null && o.Steps[0].Actor == actorToCheckWith);
}
}
return false;
}
public DialogueDataSO InteractWithCharacter(ActorSO actor, bool isCheckValidity, bool isValid)
{
Debug.Log("current quest" + _currentQuest);
if (_currentQuest == null)
{
if (CheckQuestlineForQuestWithActor(actor))
{
StartQuest(actor);
}
}
if (hasStep(actor))
{
if (isCheckValidity)
{
if (isValid)
{
return _currentStep.CompleteDialogue;
}
else
{
return _currentStep.IncompleteDialogue;
}
}
else
{
return _currentStep.DialogueBeforeStep;
}
}
return null;
}
//When Interacting with a character, we ask the quest manager if there's a quest that starts with a step with a certain character
void StartQuest(ActorSO actorToCheckWith)
{
if (_currentQuest != null)//check if there's a current quest
{
return;
}
if (_currentQuestline != null)
{
//find quest index
_currentQuestIndex = _currentQuestline.Quests.FindIndex(o => !o.IsDone && o.Steps != null && o.Steps[0].Actor == actorToCheckWith);
if ((_currentQuestline.Quests.Count > _currentQuestIndex) && (_currentQuestIndex >= 0))
{
_currentQuest = _currentQuestline.Quests[_currentQuestIndex];
//start Step
_currentStepIndex = 0;
_currentStepIndex = _currentQuest.Steps.FindIndex(o => o.IsDone == false);
if (_currentStepIndex >= 0)
StartStep();
}
}
}
void StartStep()
{
if (_currentQuest.Steps != null)
if (_currentQuest.Steps.Count > _currentStepIndex)
{
_currentStep = _currentQuest.Steps[_currentStepIndex];
}
}
void CheckStepValidity()
{
if (_currentStep != null)
{
switch (_currentStep.Type)
{
case stepType.checkItem:
if (_inventory.Contains(_currentStep.Item))
{
_inventory.Contains(_currentStep.Item);
//Trigger win dialogue
_completeDialogueEvent.RaiseEvent();
}
else
{
//trigger lose dialogue
_incompleteDialogueEvent.RaiseEvent();
}
break;
case stepType.giveItem:
if (_inventory.Contains(_currentStep.Item))
{
_giveItemEvent.RaiseEvent(_currentStep.Item);
_completeDialogueEvent.RaiseEvent();
}
else
{
//trigger lose dialogue
_incompleteDialogueEvent.RaiseEvent();
}
break;
case stepType.rewardItem:
_rewardItemEvent.RaiseEvent(_currentStep.Item);
//no dialogue is needed after Reward Item
if (_currentStep.CompleteDialogue != null)
{
_completeDialogueEvent.RaiseEvent();
}
else
{
EndStep();
}
break;
case stepType.dialogue:
//dialogue has already been played
if (_currentStep.CompleteDialogue != null)
{
_completeDialogueEvent.RaiseEvent();
}
else
{
EndStep();
}
break;
}
}
}
void EndDialogue(DialogueDataSO dialogue)
{
//depending on the dialogue that ended, do something
switch (dialogue.DialogueType)
{
case DialogueType.winDialogue:
EndStep();
break;
case DialogueType.startDialogue:
CheckStepValidity();
break;
default:
break;
}
}
void EndStep()
{
_currentStep = null;
if (_currentQuest != null)
if (_currentQuest.Steps.Count > _currentStepIndex)
{
_currentQuest.Steps[_currentStepIndex].FinishStep();
if (_currentQuest.Steps.Count > _currentStepIndex + 1)
{
_currentStepIndex++;
StartStep();
}
else
{
EndQuest();
}
}
}
void EndQuest()
{
if (_currentQuest != null)
_currentQuest.FinishQuest();
_currentQuest = null;
_currentQuestIndex = -1;
if (_currentQuestline != null)
{
if (!_currentQuestline.Quests.Exists(o => !o.IsDone))
{
EndQuestline();
}
}
}
void EndQuestline()
{
if (_questlines != null)
{
if (_currentQuestline != null)
{
_currentQuestline.FinishQuestline();
}
if (_questlines.Exists(o => o.IsDone))
{
StartQuestline();
}
}
}
}