ProjectDDD/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/Legacy/QuestTrigger.cs
2025-07-08 19:46:31 +09:00

285 lines
8.9 KiB
C#

using UnityEngine;
using System;
using System.Collections;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// Deprecated by DialogueSystemTrigger.
/// The quest trigger component sets a quest status when the game object receives a specified
/// trigger event. For example, you can add a quest trigger and a static trigger collider
/// to an area. When the player enters the trigger area, this component could set a quest status
/// to success.
/// </summary>
[AddComponentMenu("")] // Deprecated
public class QuestTrigger : DialogueEventStarter
{
/// <summary>
/// The trigger that starts the conversation.
/// </summary>
[DialogueTriggerEvent]
public DialogueTriggerEvent trigger = DialogueTriggerEvent.OnUse;
/// <summary>
/// The conditions under which the trigger will fire.
/// </summary>
public Condition condition;
/// <summary>
/// The name of the quest.
/// </summary>
public string questName;
/// <summary>
/// If `true`, set the quest state.
/// </summary>
[Tooltip("Set the main state of the quest.")]
public bool setQuestState = true;
/// <summary>
/// The new state of the quest when triggered.
/// </summary>
[QuestState]
public QuestState questState;
/// <summary>
/// If `true`, set the quest entry state.
/// </summary>
[Tooltip("Set the state of a quest entry (subtask) in the quest.")]
public bool setQuestEntryState = false;
/// <summary>
/// The quest entry number whose state to change.
/// </summary>
[Tooltip("Quest entry number whose state to change.")]
public int questEntryNumber = 1;
/// <summary>
/// The new state of the quest entry when triggered.
/// </summary>
[QuestState]
public QuestState questEntryState;
/// <summary>
/// The lua code to run.
/// </summary>
[Tooltip("(Optional) Run this Lua code after setting the quest state.")]
public string luaCode = string.Empty;
/// <summary>
/// An optional gameplay alert message. Leave blank for no message.
/// </summary>
[Tooltip("(Optional) Show this alert message after setting the quest state.")]
public string alertMessage;
/// <summary>
/// An optional localized text table to use for the alert message.
/// </summary>
[Tooltip("Localized text table to use for the alert message.")]
public LocalizedTextTable localizedTextTable;
[Serializable]
public class SendMessageAction
{
public GameObject gameObject = null;
public string message = "OnUse";
public string parameter = string.Empty;
}
/// <summary>
/// Targets and messages to send when the trigger fires.
/// </summary>
public SendMessageAction[] sendMessages = new SendMessageAction[0];
[HideInInspector]
public bool useQuestNamePicker = true;
[HideInInspector]
public DialogueDatabase selectedDatabase = null;
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>
/// Sets the quest status 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(questName))
{
Fire();
}
}
finally
{
tryingToStart = false;
}
}
public void Fire()
{
if (DialogueDebug.logInfo) Debug.Log(string.Format("{0}: Setting quest '{1}' state to '{2}'", new System.Object[] { DialogueDebug.Prefix, questName, QuestLog.StateToString(questState) }));
// Quest states:
if (!string.IsNullOrEmpty(questName))
{
if (setQuestState) QuestLog.SetQuestState(questName, questState);
if (setQuestEntryState) QuestLog.SetQuestEntryState(questName, questEntryNumber, questEntryState);
}
// Lua:
if (!string.IsNullOrEmpty(luaCode))
{
Lua.Run(luaCode, DialogueDebug.logInfo);
}
// Alert:
if (!string.IsNullOrEmpty(alertMessage))
{
string localizedAlertMessage = alertMessage;
if ((localizedTextTable != null) && localizedTextTable.ContainsField(alertMessage))
{
localizedAlertMessage = localizedTextTable[alertMessage];
}
DialogueManager.ShowAlert(localizedAlertMessage);
}
// Send Messages:
foreach (var sma in sendMessages)
{
if (sma.gameObject != null && !string.IsNullOrEmpty(sma.message))
{
sma.gameObject.SendMessage(sma.message, sma.parameter, SendMessageOptions.DontRequireReceiver);
}
}
DialogueManager.SendUpdateTracker();
// Once?
DestroyIfOnce();
}
}
}