DialogueComponent doodles

This commit is contained in:
2025-09-26 15:47:26 +02:00
committed by Michal Pikulski
parent c8cbc45f04
commit b07eea6aae
35 changed files with 1025 additions and 373 deletions

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@@ -1,63 +1,466 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Core;
using Interactions;
using UnityEngine;
using UnityEngine.InputSystem;
using PuzzleS;
namespace Dialogue
{
[AddComponentMenu("Apple Hills/Dialogue/Dialogue Component")]
public class DialogueComponent : MonoBehaviour
{
[SerializeField]
private RuntimeDialogueGraph runtimeGraph;
private Dictionary<string, RuntimeDialogueNode> _nodeLookup = new Dictionary<string, RuntimeDialogueNode>();
private RuntimeDialogueNode _currentNode;
private void Start()
[SerializeField] private RuntimeDialogueGraph dialogueGraph;
private RuntimeDialogueNode currentNode;
private int currentLineIndex;
private bool isWaitingForCondition;
// Events
public event Action<string, string> OnDialogueLineChanged; // speaker name, dialogue text
public event Action OnDialogueCompleted;
public event Action<bool> OnConditionStatusChanged; // Whether the condition is now met
// References to managers
private ItemManager itemManager;
private PuzzleManager puzzleManager;
// Properties
public bool IsActive { get; private set; }
public bool IsCompleted { get; private set; }
public string CurrentSpeakerName => dialogueGraph?.speakerName;
private void Awake()
{
foreach (var node in runtimeGraph.allNodes)
{
_nodeLookup[node.nodeID] = node;
}
// Auto-injection of managers
itemManager = FindFirstObjectByType<ItemManager>();
puzzleManager = FindFirstObjectByType<PuzzleManager>();
if(string.IsNullOrEmpty(runtimeGraph.entryNodeID))
if (itemManager == null)
Debug.LogWarning("DialogueComponent: ItemManager not found in scene!");
if (puzzleManager == null)
Debug.LogWarning("DialogueComponent: PuzzleManager not found in scene!");
}
public void StartDialogue()
{
if (dialogueGraph == null)
{
EndDialogue();
Debug.LogError("DialogueComponent: No dialogue graph assigned!");
return;
}
ShowNode(runtimeGraph.entryNodeID);
// Reset state
IsActive = true;
IsCompleted = false;
isWaitingForCondition = false;
currentLineIndex = 0;
// Set to entry node
currentNode = dialogueGraph.GetNodeByID(dialogueGraph.entryNodeID);
// Register for events based on current node
RegisterForEvents();
// Try to process the current node
ProcessCurrentNode();
}
private void Update()
public bool CanAdvance()
{
if(Mouse.current.leftButton.wasPressedThisFrame && _currentNode != null)
{
if(string.IsNullOrEmpty(_currentNode.nextNodeID))
{
EndDialogue();
}
else
{
ShowNode(_currentNode.nextNodeID);
}
}
// Can't advance if dialogue is not active or is completed
if (!IsActive || IsCompleted) return false;
// Check if we're waiting for a condition
if (isWaitingForCondition) return false;
// Check if we have more lines in the current node
if (currentLineIndex < currentNode.dialogueLines.Count - 1 ||
(currentNode.loopThroughLines && currentNode.dialogueLines.Count > 0))
return true;
// Check if we have a next node
return !string.IsNullOrEmpty(currentNode.nextNodeID);
}
private void ShowNode(string nodeID)
public void Advance()
{
if (!_nodeLookup.ContainsKey(nodeID))
if (!CanAdvance()) return;
// If we have more lines in the current node, advance to the next line
if (currentLineIndex < currentNode.dialogueLines.Count - 1)
{
EndDialogue();
currentLineIndex++;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
return;
}
_currentNode = _nodeLookup[nodeID];
Debug.Log($"{runtimeGraph.speakerName}: {_currentNode.dialogueLine}");
// If we should loop through lines, reset the index
if (currentNode.loopThroughLines && currentNode.dialogueLines.Count > 0)
{
currentLineIndex = 0;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
return;
}
// Otherwise, move to the next node
MoveToNextNode();
}
private void EndDialogue()
public void AdvanceToNextNode()
{
Application.Quit();
if (!IsActive || IsCompleted) return;
// Force move to the next node, regardless of current line index
MoveToNextNode();
}
public string GetCurrentDialogueLine()
{
if (currentNode == null || currentNode.dialogueLines.Count == 0) return string.Empty;
if (currentLineIndex < 0 || currentLineIndex >= currentNode.dialogueLines.Count)
return string.Empty;
return currentNode.dialogueLines[currentLineIndex];
}
// Methods to handle dialogue responses for item slots
public void HandleItemSlotInteraction(string slotID, string itemID, bool isForbiddenItem)
{
if (!IsActive || IsCompleted || currentNode == null ||
currentNode.nodeType != RuntimeDialogueNodeType.WaitOnSlot)
return;
// If this is the slot we're waiting for
if (currentNode.slotItemID == slotID)
{
// If correct item is slotted, move to next node
if (itemID == slotID)
{
MoveToNextNode();
}
// If it's a forbidden item, show the forbidden dialogue
else if (isForbiddenItem && currentNode.forbiddenItemLines.Count > 0)
{
ShowResponseLines(currentNode.forbiddenItemLines, currentNode.loopThroughForbiddenLines);
}
// Otherwise show incorrect item dialogue
else if (currentNode.incorrectItemLines.Count > 0)
{
ShowResponseLines(currentNode.incorrectItemLines, currentNode.loopThroughIncorrectLines);
}
}
}
private void ShowResponseLines(List<string> lines, bool loopThrough)
{
StartCoroutine(ShowResponseRoutine(lines, loopThrough));
}
private IEnumerator ShowResponseRoutine(List<string> lines, bool loopThrough)
{
// Store original node and line index
var originalNode = currentNode;
var originalLineIndex = currentLineIndex;
// Show each response line
for (int i = 0; i < lines.Count; i++)
{
// Break if dialogue state has changed
if (currentNode != originalNode || !IsActive || IsCompleted)
break;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, lines[i]);
// Wait for input to continue
yield return new WaitForSeconds(2f); // Wait time between lines, can be adjusted
// If we should loop and we're at the end, start over
if (loopThrough && i == lines.Count - 1)
i = -1;
// Break after first iteration if not looping
if (!loopThrough && i == 0)
break;
}
// Restore original dialogue line
if (currentNode == originalNode && IsActive && !IsCompleted)
{
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
}
}
private void MoveToNextNode()
{
// Unregister from events based on current node
UnregisterFromEvents();
// If there's no next node, complete the dialogue
if (string.IsNullOrEmpty(currentNode.nextNodeID))
{
IsActive = false;
IsCompleted = true;
OnDialogueCompleted?.Invoke();
return;
}
// Move to the next node
currentNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
currentLineIndex = 0;
// Register for events based on new node
RegisterForEvents();
// Process the new node
ProcessCurrentNode();
}
private void ProcessCurrentNode()
{
if (currentNode == null)
{
Debug.LogError("DialogueComponent: Current node is null!");
return;
}
// Handle different node types
switch (currentNode.nodeType)
{
case RuntimeDialogueNodeType.Dialogue:
isWaitingForCondition = false;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
break;
case RuntimeDialogueNodeType.WaitOnPuzzleStep:
HandlePuzzleStepNode();
break;
case RuntimeDialogueNodeType.WaitOnPickup:
HandlePickupNode();
break;
case RuntimeDialogueNodeType.WaitOnSlot:
HandleSlotNode();
break;
case RuntimeDialogueNodeType.End:
IsActive = false;
IsCompleted = true;
OnDialogueCompleted?.Invoke();
break;
default:
Debug.LogError($"DialogueComponent: Unknown node type {currentNode.nodeType}");
break;
}
}
private void HandlePuzzleStepNode()
{
if (puzzleManager == null)
{
Debug.LogError("DialogueComponent: PuzzleManager is required for WaitOnPuzzleStep nodes!");
MoveToNextNode();
return;
}
// Check if the puzzle step is already completed
if (IsPuzzleStepComplete(currentNode.puzzleStepID))
{
isWaitingForCondition = false;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
return;
}
// Otherwise, wait for the puzzle step
isWaitingForCondition = true;
OnConditionStatusChanged?.Invoke(false);
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
}
private void HandlePickupNode()
{
if (itemManager == null)
{
Debug.LogError("DialogueComponent: ItemManager is required for WaitOnPickup nodes!");
MoveToNextNode();
return;
}
// Check if the item is already picked up
if (IsItemPickedUp(currentNode.pickupItemID))
{
isWaitingForCondition = false;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
return;
}
// Otherwise, wait for the item pickup
isWaitingForCondition = true;
OnConditionStatusChanged?.Invoke(false);
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
}
private void HandleSlotNode()
{
if (itemManager == null)
{
Debug.LogError("DialogueComponent: ItemManager is required for WaitOnSlot nodes!");
MoveToNextNode();
return;
}
// Check if the slot already has the correct item
if (IsItemSlotted(currentNode.slotItemID))
{
isWaitingForCondition = false;
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
MoveToNextNode();
return;
}
// Otherwise, wait for the correct item to be slotted
isWaitingForCondition = true;
OnConditionStatusChanged?.Invoke(false);
OnDialogueLineChanged?.Invoke(CurrentSpeakerName, GetCurrentDialogueLine());
}
private void RegisterForEvents()
{
if (currentNode == null) return;
switch (currentNode.nodeType)
{
case RuntimeDialogueNodeType.WaitOnPuzzleStep:
if (puzzleManager != null)
puzzleManager.OnStepCompleted += OnStepCompleted;
break;
case RuntimeDialogueNodeType.WaitOnPickup:
if (itemManager != null)
itemManager.OnItemPickedUp += OnItemPickedUp;
break;
case RuntimeDialogueNodeType.WaitOnSlot:
if (itemManager != null)
itemManager.OnCorrectItemSlotted += OnCorrectItemSlotted;
break;
}
}
private void UnregisterFromEvents()
{
if (currentNode == null) return;
switch (currentNode.nodeType)
{
case RuntimeDialogueNodeType.WaitOnPuzzleStep:
if (puzzleManager != null)
puzzleManager.OnStepCompleted -= OnStepCompleted;
break;
case RuntimeDialogueNodeType.WaitOnPickup:
if (itemManager != null)
itemManager.OnItemPickedUp -= OnItemPickedUp;
break;
case RuntimeDialogueNodeType.WaitOnSlot:
if (itemManager != null)
itemManager.OnCorrectItemSlotted -= OnCorrectItemSlotted;
break;
}
}
// Event handlers for PuzzleManager
private void OnStepCompleted(PuzzleStepSO step)
{
if (!IsActive || !isWaitingForCondition || currentNode.nodeType != RuntimeDialogueNodeType.WaitOnPuzzleStep)
return;
if (step.stepId == currentNode.puzzleStepID)
{
isWaitingForCondition = false;
OnConditionStatusChanged?.Invoke(true);
MoveToNextNode();
}
}
// Event handlers for ItemManager
private void OnItemPickedUp(PickupItemData item)
{
if (!IsActive || !isWaitingForCondition || currentNode.nodeType != RuntimeDialogueNodeType.WaitOnPickup)
return;
if (item.itemId == currentNode.pickupItemID)
{
isWaitingForCondition = false;
OnConditionStatusChanged?.Invoke(true);
MoveToNextNode();
}
}
private void OnCorrectItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
{
if (!IsActive || !isWaitingForCondition || currentNode.nodeType != RuntimeDialogueNodeType.WaitOnSlot)
return;
if (slotDefinition.itemId == currentNode.slotItemID)
{
isWaitingForCondition = false;
OnConditionStatusChanged?.Invoke(true);
MoveToNextNode();
}
}
// Helper methods
private bool IsPuzzleStepComplete(string stepID)
{
if (puzzleManager == null) return false;
// Use the public method instead of accessing the private field
return puzzleManager.IsPuzzleStepCompleted(stepID);
}
private bool IsItemPickedUp(string itemID)
{
if (itemManager == null) return false;
// Check if any picked up item has this ID
foreach (var pickup in itemManager.Pickups)
{
if (pickup.isPickedUp && pickup.itemData != null && pickup.itemData.itemId == itemID)
{
return true;
}
}
return false;
}
private bool IsItemSlotted(string slotID)
{
if (itemManager == null) return false;
// Check if any slot has the correct item with this ID
foreach (var slot in itemManager.ItemSlots)
{
if (slot.CurrentSlottedState == ItemSlotState.Correct &&
slot.itemData != null && slot.itemData.itemId == slotID)
{
return true;
}
}
return false;
}
// Editor functionality
public void SetDialogueGraph(RuntimeDialogueGraph graph)
{
dialogueGraph = graph;
}
}
}
}

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@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: 749c3dece1c14b82845c175203a2e7dc
timeCreated: 1758873871
guid: 25bbad45f1fa4183b30ad76c62256fd6
timeCreated: 1758891211

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@@ -4,19 +4,50 @@ using UnityEngine;
namespace Dialogue
{
[Serializable]
public enum RuntimeDialogueNodeType
{
Dialogue,
WaitOnPuzzleStep,
WaitOnPickup,
WaitOnSlot,
End
}
[Serializable]
public class RuntimeDialogueGraph : ScriptableObject
{
public string entryNodeID;
public string speakerName;
public List<RuntimeDialogueNode> allNodes = new List<RuntimeDialogueNode>();
// Helper method to find a node by ID
public RuntimeDialogueNode GetNodeByID(string id)
{
return allNodes.Find(n => n.nodeID == id);
}
}
[Serializable]
public class RuntimeDialogueNode
{
public string nodeID;
public string dialogueLine;
public RuntimeDialogueNodeType nodeType;
public string nextNodeID;
// Basic dialogue
public List<string> dialogueLines = new List<string>();
public bool loopThroughLines;
// Conditional nodes
public string puzzleStepID; // For WaitOnPuzzleStep
public string pickupItemID; // For WaitOnPickup
public string slotItemID; // For WaitOnSlot
// For WaitOnSlot - different responses
public List<string> incorrectItemLines = new List<string>();
public bool loopThroughIncorrectLines;
public List<string> forbiddenItemLines = new List<string>();
public bool loopThroughForbiddenLines;
}
}