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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2.9 KiB

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