ProjectDDD/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Triggers/Triggers/Legacy/SequenceTrigger.cs

146 lines
5.0 KiB
C#

using UnityEngine;
using System.Collections;
namespace PixelCrushers.DialogueSystem
{
/// <summary>
/// Deprecated by DialogueSystemTrigger.
/// The sequence trigger component starts a sequence when the game object receives a specified
/// dialogue event. For example, you can add a sequence trigger and a static trigger collider
/// to a cutscene area. When the player enters the trigger area, this component will start the
/// sequence.
/// </summary>
[AddComponentMenu("")] // Deprecated
public class SequenceTrigger : SequenceStarter
{
/// <summary>
/// The trigger that starts the conversation.
/// </summary>
[Tooltip("Trigger that starts the sequence.")]
[DialogueTriggerEvent]
public DialogueTriggerEvent trigger = DialogueTriggerEvent.OnUse;
[Tooltip("Tick to wait one frame to allow other components to finish their OnStart/OnEnable.")]
public bool waitOneFrameOnStartOrEnable = true;
public void OnBarkEnd(Transform actor)
{
if (enabled && (trigger == DialogueTriggerEvent.OnBarkEnd)) TryStartSequence(actor);
}
public void OnConversationEnd(Transform actor)
{
if (enabled && (trigger == DialogueTriggerEvent.OnConversationEnd)) TryStartSequence(actor);
}
public void OnSequenceEnd(Transform actor)
{
if (enabled && (trigger == DialogueTriggerEvent.OnSequenceEnd)) TryStartSequence(actor);
}
public void OnUse(Transform actor)
{
if (enabled && (trigger == DialogueTriggerEvent.OnUse)) TryStartSequence(actor);
}
public void OnUse(string message)
{
if (enabled && (trigger == DialogueTriggerEvent.OnUse)) TryStartSequence(null);
}
public void OnUse()
{
if (enabled && (trigger == DialogueTriggerEvent.OnUse)) TryStartSequence(null);
}
public void OnTriggerEnter(Collider other)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerEnter)) TryStartSequence(other.transform, other.transform);
}
public void OnTriggerExit(Collider other)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStartSequence(other.transform, other.transform);
}
public void OnCollisionEnter(Collision collision)
{
if (enabled && (trigger == DialogueTriggerEvent.OnCollisionEnter)) TryStartSequence(collision.collider.transform, collision.collider.transform);
}
public void OnCollisionExit(Collision collision)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStartSequence(collision.collider.transform, collision.collider.transform);
}
#if USE_PHYSICS2D || !UNITY_2018_1_OR_NEWER
public void OnTriggerEnter2D(Collider2D other)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerEnter)) TryStartSequence(other.transform, other.transform);
}
public void OnTriggerExit2D(Collider2D other)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStartSequence(other.transform, other.transform);
}
public void OnCollisionEnter2D(Collision2D collision)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerEnter)) TryStartSequence(collision.collider.transform, collision.collider.transform);
}
public void OnCollisionExit2D(Collision2D collision)
{
if (enabled && (trigger == DialogueTriggerEvent.OnTriggerExit)) TryStartSequence(collision.collider.transform, 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(StartSequenceAfterOneFrame());
}
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(StartSequenceAfterOneFrame());
}
public void OnDisable()
{
if (listenForOnDestroy && trigger == DialogueTriggerEvent.OnDisable) TryStartSequence(null);
}
public void OnLevelWillBeUnloaded()
{
listenForOnDestroy = false;
}
public void OnApplicationQuit()
{
listenForOnDestroy = false;
}
public void OnDestroy()
{
if (listenForOnDestroy && trigger == DialogueTriggerEvent.OnDestroy) TryStartSequence(null);
}
private IEnumerator StartSequenceAfterOneFrame()
{
if (waitOneFrameOnStartOrEnable) yield return null;
TryStartSequence(null);
}
}
}