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113 行
2.9 KiB
113 行
2.9 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//this script needs to be put on the actor, and takes care of the current step to accomplish.
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//the step contains a dialogue and maybe an event.
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public class StepController : MonoBehaviour
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{
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[Header("Data")]
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[SerializeField] private ActorSO _actor = default;
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[SerializeField] private DialogueDataSO _defaultDialogue = default;
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[SerializeField] private QuestAncorSO _questAnchor = default;
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[Header("Listening to channels")]
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//[SerializeField] private StepChannelSO _startStepEvent = default;
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//[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
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[SerializeField] private DialogueActorChannelSO _interactionEvent = default;
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//[SerializeField] private DialogueActorChannelSO _PlayDefaultEvent = default;
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[SerializeField] private VoidEventChannelSO _winDialogueEvent = default;
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[SerializeField] private VoidEventChannelSO _loseDialogueEvent = default;
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//[SerializeField] private VoidEventChannelSO _continueWithStep = default;
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//[SerializeField] private VoidEventChannelSO _endStepEvent = default;
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[Header("Broadcasting on channels")]
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//[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
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[SerializeField] private DialogueDataChannelSO _startDialogueEvent = default;
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//check if character is actif. An actif character is the character concerned by the step.
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private DialogueDataSO _currentDialogue;
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private void Start()
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{
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if (_winDialogueEvent != null)
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{ _winDialogueEvent.OnEventRaised += PlayWinDialogue; }
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if (_loseDialogueEvent != null)
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{ _loseDialogueEvent.OnEventRaised += PlayLoseDialogue; }
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}
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void PlayDefaultDialogue()
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{
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if (_defaultDialogue != null)
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{
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_currentDialogue = _defaultDialogue;
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StartDialogue();
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}
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}
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//start a dialogue when interaction
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//some Steps need to be instantanious. And do not need the interact button.
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//when interaction again, restart same dialogue.
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public void InteractWithCharacter()
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{
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DialogueDataSO displayDialogue = _questAnchor.InteractWithCharacter(_actor, false, false);
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Debug.Log("dialogue " + displayDialogue + "actor" + _actor);
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if (displayDialogue != null)
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{
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_currentDialogue = displayDialogue;
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StartDialogue();
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}
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else
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{
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PlayDefaultDialogue();
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}
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}
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void StartDialogue()
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{
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if (_startDialogueEvent != null)
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{
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_startDialogueEvent.RaiseEvent(_currentDialogue);
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}
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}
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void PlayLoseDialogue()
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{
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if (_questAnchor != null)
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{
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DialogueDataSO displayDialogue = _questAnchor.InteractWithCharacter(_actor, true, false);
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if (displayDialogue != null)
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{
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_currentDialogue = displayDialogue;
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StartDialogue();
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}
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}
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}
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void PlayWinDialogue()
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{
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if (_questAnchor != null)
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{
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DialogueDataSO displayDialogue = _questAnchor.InteractWithCharacter(_actor, true, true);
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if (displayDialogue != null)
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{
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_currentDialogue = displayDialogue;
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StartDialogue();
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}
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}
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}
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}
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