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177 行
6.1 KiB
177 行
6.1 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Localization;
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/// <summary>
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/// 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.
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/// Keeps track of choices in the dialogue (if any) and then gives back control to gameplay when appropriate.
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/// </summary>
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public class DialogueManager : MonoBehaviour
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{
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[SerializeField] private List<ActorSO> _actorsList = default;
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[SerializeField] private InputReader _inputReader = default;
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[SerializeField] private GameStateSO _gameState = default;
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[Header("Listening on")]
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[SerializeField] private DialogueDataChannelSO _startDialogue = default;
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[SerializeField] private DialogueChoiceChannelSO _makeDialogueChoiceEvent = default;
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[Header("Broadcasting on")]
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[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
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[SerializeField] private DialogueChoicesChannelSO _showChoicesUIEvent = default;
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[SerializeField] private IntEventChannelSO _endDialogueWithTypeEvent = default;
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[SerializeField] private VoidEventChannelSO _continueWithStep = default;
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[SerializeField] private VoidEventChannelSO _playIncompleteDialogue = default;
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[SerializeField] private VoidEventChannelSO _makeWinningChoice = default;
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[SerializeField] private VoidEventChannelSO _makeLosingChoice = default;
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private int _counterDialogue;
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private int _counterLine;
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private bool _reachedEndOfDialogue { get => _counterDialogue >= _currentDialogue.Lines.Count; }
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private bool _reachedEndOfLine { get => _counterLine >= _currentDialogue.Lines[_counterDialogue].TextList.Count; }
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private DialogueDataSO _currentDialogue = default;
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private void Start()
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{
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_startDialogue.OnEventRaised += DisplayDialogueData;
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}
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/// <summary>
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/// Displays DialogueData in the UI, one by one.
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/// </summary>
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public void DisplayDialogueData(DialogueDataSO dialogueDataSO)
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{
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if (_gameState.CurrentGameState != GameState.Cutscene) // the dialogue state is implied in the cutscene state
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_gameState.UpdateGameState(GameState.Dialogue);
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_counterDialogue = 0;
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_counterLine = 0;
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_inputReader.EnableDialogueInput();
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_inputReader.AdvanceDialogueEvent += OnAdvance;
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_currentDialogue = dialogueDataSO;
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if (_currentDialogue.Lines != null)
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{
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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
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DisplayDialogueLine(_currentDialogue.Lines[_counterDialogue].TextList[_counterLine], currentActor);
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}
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else
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{
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Debug.LogError("Check Dialogue");
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}
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}
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/// <summary>
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/// Displays a line of dialogue in the UI, by requesting it to the <c>DialogueManager</c>.
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/// This function is also called by <c>DialogueBehaviour</c> from clips on Timeline during cutscenes.
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/// </summary>
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/// <param name="dialogueLine"></param>
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public void DisplayDialogueLine(LocalizedString dialogueLine, ActorSO actor)
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{
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_openUIDialogueEvent.RaiseEvent(dialogueLine, actor);
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}
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private void OnAdvance()
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{
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_counterLine++;
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if (!_reachedEndOfLine)
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{
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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
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DisplayDialogueLine(_currentDialogue.Lines[_counterDialogue].TextList[_counterLine], currentActor);
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}
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else if (_currentDialogue.Lines[_counterDialogue].Choices != null
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&& _currentDialogue.Lines[_counterDialogue].Choices.Count > 0)
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{
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if (_currentDialogue.Lines[_counterDialogue].Choices.Count > 0)
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{
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DisplayChoices(_currentDialogue.Lines[_counterDialogue].Choices);
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}
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}
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else
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{
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_counterDialogue++;
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if (!_reachedEndOfDialogue)
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{
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_counterLine = 0;
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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
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DisplayDialogueLine(_currentDialogue.Lines[_counterDialogue].TextList[_counterLine], currentActor);
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}
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else
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{
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DialogueEndedAndCloseDialogueUI();
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}
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}
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}
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private void DisplayChoices(List<Choice> choices)
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{
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_inputReader.AdvanceDialogueEvent -= OnAdvance;
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_makeDialogueChoiceEvent.OnEventRaised += MakeDialogueChoice;
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_showChoicesUIEvent.RaiseEvent(choices);
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}
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private void MakeDialogueChoice(Choice choice)
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{
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_makeDialogueChoiceEvent.OnEventRaised -= MakeDialogueChoice;
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switch (choice.ActionType)
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{
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case ChoiceActionType.ContinueWithStep:
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if (_continueWithStep != null)
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_continueWithStep.RaiseEvent();
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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break;
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case ChoiceActionType.WinningChoice:
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if (_makeWinningChoice != null)
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_makeWinningChoice.RaiseEvent();
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break;
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case ChoiceActionType.LosingChoice:
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if (_makeLosingChoice != null)
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_makeLosingChoice.RaiseEvent();
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break;
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case ChoiceActionType.DoNothing:
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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else
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DialogueEndedAndCloseDialogueUI();
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break;
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case ChoiceActionType.IncompleteStep:
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if (_playIncompleteDialogue != null)
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_playIncompleteDialogue.RaiseEvent();
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if (choice.NextDialogue != null)
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DisplayDialogueData(choice.NextDialogue);
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break;
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}
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}
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public void CutsceneDialogueEnded()
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{
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if (_endDialogueWithTypeEvent != null)
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_endDialogueWithTypeEvent.RaiseEvent((int)DialogueType.DefaultDialogue);
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}
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private void DialogueEndedAndCloseDialogueUI()
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{
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//raise the special event for end of dialogue if any
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_currentDialogue.FinishDialogue();
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//raise end dialogue event
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if (_endDialogueWithTypeEvent != null)
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_endDialogueWithTypeEvent.RaiseEvent((int)_currentDialogue.DialogueType);
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_inputReader.AdvanceDialogueEvent -= OnAdvance;
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_gameState.ResetToPreviousGameState();
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if (_gameState.CurrentGameState == GameState.Gameplay
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|| _gameState.CurrentGameState == GameState.Combat)
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_inputReader.EnableGameplayInput();
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}
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}
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