97 lines
2.9 KiB
C#
97 lines
2.9 KiB
C#
// Copyright (c) Pixel Crushers. All rights reserved.
|
|
|
|
using UnityEngine;
|
|
|
|
namespace PixelCrushers.DialogueSystem
|
|
{
|
|
|
|
/// <summary>
|
|
/// Deprecated by DialogueSystemTrigger.
|
|
/// Barks at the start and/or end of a dialogue event. You can use this to chain barks,
|
|
/// essentially creating an interactive, gameplay conversation of barks.
|
|
/// </summary>
|
|
[AddComponentMenu("")] // Deprecated
|
|
public class BarkOnDialogueEvent : ActOnDialogueEvent
|
|
{
|
|
|
|
/// <summary>
|
|
/// The parameters for a bark action.
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class BarkAction : Action
|
|
{
|
|
|
|
public Transform speaker;
|
|
|
|
public Transform listener;
|
|
|
|
[ConversationPopup]
|
|
public string conversation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Actions to take on the "start" event (e.g., OnConversationStart).
|
|
/// </summary>
|
|
public BarkAction[] onStart = new BarkAction[0];
|
|
|
|
/// <summary>
|
|
/// Actions to take on the "end" event (e.g., OnConversationEnd).
|
|
/// </summary>
|
|
public BarkAction[] onEnd = new BarkAction[0];
|
|
|
|
/// <summary>
|
|
/// The bark order.
|
|
/// </summary>
|
|
[Tooltip("The order in which to bark dialogue entries.")]
|
|
public BarkOrder barkOrder = BarkOrder.Random;
|
|
|
|
/// <summary>
|
|
/// Gets the sequencer used by the current bark, if a bark is playing.
|
|
/// If a bark is not playing, this is undefined. To check if a bark is
|
|
/// playing, check the bark UI's IsPlaying property.
|
|
/// </summary>
|
|
/// <value>The sequencer.</value>
|
|
public Sequencer sequencer { get; private set; }
|
|
|
|
private BarkHistory barkHistory;
|
|
|
|
void Awake()
|
|
{
|
|
barkHistory = new BarkHistory(barkOrder);
|
|
sequencer = null;
|
|
}
|
|
|
|
public override void TryStartActions(Transform actor)
|
|
{
|
|
TryActions(onStart, actor);
|
|
}
|
|
|
|
public override void TryEndActions(Transform actor)
|
|
{
|
|
TryActions(onEnd, actor);
|
|
}
|
|
|
|
private void TryActions(BarkAction[] actions, Transform actor)
|
|
{
|
|
if (actions == null) return;
|
|
foreach (BarkAction action in actions)
|
|
{
|
|
if (action != null && action.condition != null && action.condition.IsTrue(actor)) DoAction(action, actor);
|
|
}
|
|
}
|
|
|
|
public void DoAction(BarkAction action, Transform actor)
|
|
{
|
|
if (action != null)
|
|
{
|
|
Transform speaker = Tools.Select(action.speaker, this.transform);
|
|
Transform listener = Tools.Select(action.listener, actor);
|
|
DialogueManager.Bark(action.conversation, speaker, listener, barkHistory);
|
|
sequencer = BarkController.LastSequencer;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|