69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
// Copyright (c) Pixel Crushers. All rights reserved.
|
|
|
|
using UnityEngine;
|
|
|
|
namespace PixelCrushers.DialogueSystem
|
|
{
|
|
|
|
/// <summary>
|
|
/// Deprecated by DialogueSystemTrigger.
|
|
/// Sets game objects active or inactive at the start and/or end of a dialogue event. Note that
|
|
/// components on inactive game objects (including SetActiveOnDialogueEvent) do not receive
|
|
/// messages. If you want to activate an inactive game object, you should put this component
|
|
/// on a different, active game object and set the action's target to the inactive object.
|
|
/// </summary>
|
|
[AddComponentMenu("")] // Deprecated
|
|
public class SetActiveOnDialogueEvent : ActOnDialogueEvent
|
|
{
|
|
|
|
[System.Serializable]
|
|
public class SetActiveAction : Action
|
|
{
|
|
public Transform target;
|
|
public Toggle state;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Actions to take on the "start" event (e.g., OnConversationStart).
|
|
/// </summary>
|
|
public SetActiveAction[] onStart = new SetActiveAction[0];
|
|
|
|
/// <summary>
|
|
/// Actions to take on the "end" event (e.g., OnConversationEnd).
|
|
/// </summary>
|
|
public SetActiveAction[] onEnd = new SetActiveAction[0];
|
|
|
|
public override void TryStartActions(Transform actor)
|
|
{
|
|
TryActions(onStart, actor);
|
|
}
|
|
|
|
public override void TryEndActions(Transform actor)
|
|
{
|
|
TryActions(onEnd, actor);
|
|
}
|
|
|
|
private void TryActions(SetActiveAction[] actions, Transform actor)
|
|
{
|
|
if (actions == null) return;
|
|
foreach (SetActiveAction action in actions)
|
|
{
|
|
if (action != null && action.condition != null && action.condition.IsTrue(actor)) DoAction(action, actor);
|
|
}
|
|
}
|
|
|
|
public void DoAction(SetActiveAction action, Transform actor)
|
|
{
|
|
if (action != null)
|
|
{
|
|
Transform target = Tools.Select(action.target, this.transform);
|
|
bool newValue = ToggleUtility.GetNewValue(target.gameObject.activeSelf, action.state);
|
|
if (DialogueDebug.logInfo) Debug.Log(string.Format("{0}: Trigger: {1}.SetActive({2})", new System.Object[] { DialogueDebug.Prefix, target.name, newValue }));
|
|
target.gameObject.SetActive(newValue);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|