177 lines
5.4 KiB
C#
177 lines
5.4 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
|
|
namespace PixelCrushers.DialogueSystem
|
|
{
|
|
|
|
/// <summary>
|
|
/// Deprecated by DialogueSystemTrigger.
|
|
/// The Lua trigger component runs Lua code when the game object receives a specified
|
|
/// trigger event. For example, you can add a Lua trigger and a static trigger collider
|
|
/// to an area. When the player enters the trigger area, this component could set a Lua variable.
|
|
/// </summary>
|
|
[AddComponentMenu("")] // Deprecated
|
|
public class LuaTrigger : DialogueEventStarter
|
|
{
|
|
|
|
/// <summary>
|
|
/// The trigger that runs the Lua code..
|
|
/// </summary>
|
|
[DialogueTriggerEvent]
|
|
public DialogueTriggerEvent trigger = DialogueTriggerEvent.OnUse;
|
|
|
|
/// <summary>
|
|
/// The conditions under which the trigger will fire.
|
|
/// </summary>
|
|
public Condition condition;
|
|
|
|
/// <summary>
|
|
/// The Lua code to run.
|
|
/// </summary>
|
|
[LuaScriptWizard]
|
|
public string luaCode;
|
|
|
|
private bool tryingToStart = false;
|
|
|
|
public void OnBarkEnd(Transform actor)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnBarkEnd)) TryStart(actor);
|
|
}
|
|
|
|
public void OnConversationEnd(Transform actor)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnConversationEnd)) TryStart(actor);
|
|
}
|
|
|
|
public void OnSequenceEnd(Transform actor)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnSequenceEnd)) TryStart(actor);
|
|
}
|
|
|
|
public void OnUse(Transform actor)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnUse)) TryStart(actor);
|
|
}
|
|
|
|
public void OnUse(string message)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnUse)) TryStart(null);
|
|
}
|
|
|
|
public void OnUse()
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnUse)) TryStart(null);
|
|
}
|
|
|
|
public void OnTriggerEnter(Collider other)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerEnter)) TryStart(other.transform);
|
|
}
|
|
|
|
public void OnTriggerExit(Collider other)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStart(other.transform);
|
|
}
|
|
|
|
public void OnCollisionEnter(Collision collision)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnCollisionEnter)) TryStart(collision.collider.transform);
|
|
}
|
|
|
|
public void OnCollisionExit(Collision collision)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStart(collision.collider.transform);
|
|
}
|
|
|
|
#if USE_PHYSICS2D || !UNITY_2018_1_OR_NEWER
|
|
|
|
public void OnTriggerEnter2D(Collider2D other)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerEnter)) TryStart(other.transform);
|
|
}
|
|
|
|
public void OnTriggerExit2D(Collider2D other)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStart(other.transform);
|
|
}
|
|
|
|
public void OnCollisionEnter2D(Collision2D collision)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerEnter)) TryStart(collision.collider.transform);
|
|
}
|
|
|
|
public void OnCollisionExit2D(Collision2D collision)
|
|
{
|
|
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStart(collision.collider.transform);
|
|
}
|
|
|
|
#endif
|
|
|
|
public void Start()
|
|
{
|
|
// Waits one frame to allow all other components to finish their Start() methods.
|
|
if (trigger == DialogueTriggerEvent.OnStart) StartCoroutine(StartAfterOneFrame());
|
|
}
|
|
|
|
private bool listenForOnDestroy = false;
|
|
|
|
public void OnEnable()
|
|
{
|
|
listenForOnDestroy = true;
|
|
// Waits one frame to allow all other components to finish their OnEnable() methods.
|
|
if (trigger == DialogueTriggerEvent.OnEnable) StartCoroutine(StartAfterOneFrame());
|
|
}
|
|
|
|
public void OnDisable()
|
|
{
|
|
if (listenForOnDestroy && trigger == DialogueTriggerEvent.OnDisable) TryStart(null);
|
|
}
|
|
|
|
public void OnLevelWillBeUnloaded()
|
|
{
|
|
listenForOnDestroy = false;
|
|
}
|
|
|
|
public void OnApplicationQuit()
|
|
{
|
|
listenForOnDestroy = false;
|
|
}
|
|
|
|
public void OnDestroy()
|
|
{
|
|
if (listenForOnDestroy && trigger == DialogueTriggerEvent.OnDestroy) TryStart(null);
|
|
}
|
|
|
|
private IEnumerator StartAfterOneFrame()
|
|
{
|
|
yield return null;
|
|
TryStart(null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runs the Lua code if the condition is true.
|
|
/// </summary>
|
|
public void TryStart(Transform actor)
|
|
{
|
|
if (tryingToStart) return;
|
|
tryingToStart = true;
|
|
try
|
|
{
|
|
if (((condition == null) || condition.IsTrue(actor)) && !string.IsNullOrEmpty(luaCode))
|
|
{
|
|
Lua.Run(luaCode, DialogueDebug.logInfo);
|
|
DialogueManager.CheckAlerts();
|
|
DialogueManager.SendUpdateTracker();
|
|
DestroyIfOnce();
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
tryingToStart = false;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|