Working slotting items
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@@ -18,6 +18,13 @@ namespace Dialogue
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private bool initialized = false;
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private SpeechBubble speechBubble;
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// Flag to track when a condition has been met but dialogue hasn't advanced yet
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private bool _conditionSatisfiedPendingAdvance = false;
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// Track the current slot state for WaitOnSlot nodes
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private ItemSlotState _currentSlotState = ItemSlotState.None;
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private PickupItemData _lastSlottedItem;
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// Properties
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public bool IsActive { get; private set; }
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public bool IsCompleted { get; private set; }
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@@ -36,6 +43,9 @@ namespace Dialogue
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{
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ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp;
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ItemManager.Instance.OnCorrectItemSlotted += OnAnyItemSlotted;
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ItemManager.Instance.OnIncorrectItemSlotted += OnAnyIncorrectItemSlotted;
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ItemManager.Instance.OnForbiddenItemSlotted += OnAnyForbiddenItemSlotted;
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ItemManager.Instance.OnItemSlotCleared += OnAnyItemSlotCleared;
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ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined;
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}
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@@ -87,6 +97,9 @@ namespace Dialogue
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{
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ItemManager.Instance.OnItemPickedUp -= OnAnyItemPickedUp;
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ItemManager.Instance.OnCorrectItemSlotted -= OnAnyItemSlotted;
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ItemManager.Instance.OnIncorrectItemSlotted -= OnAnyIncorrectItemSlotted;
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ItemManager.Instance.OnForbiddenItemSlotted -= OnAnyForbiddenItemSlotted;
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ItemManager.Instance.OnItemSlotCleared -= OnAnyItemSlotCleared;
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ItemManager.Instance.OnItemsCombined -= OnAnyItemsCombined;
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}
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}
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@@ -133,17 +146,55 @@ namespace Dialogue
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StartDialogue();
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}
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if (!IsActive || IsCompleted || currentNode == null || currentNode.dialogueLines.Count == 0)
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if (!IsActive || IsCompleted || currentNode == null)
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return string.Empty;
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// For WaitOnSlot nodes, use the appropriate line type based on slot state
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
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{
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// Choose the appropriate line collection based on the current slot state
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List<string> linesForState = currentNode.dialogueLines; // Default lines
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switch (_currentSlotState)
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{
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case ItemSlotState.Incorrect:
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// Use incorrect item lines if available, otherwise fall back to default lines
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if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
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linesForState = currentNode.incorrectItemLines;
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break;
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case ItemSlotState.Forbidden:
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// Use forbidden item lines if available, otherwise fall back to default lines
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if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
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linesForState = currentNode.forbiddenItemLines;
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break;
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// For None or Correct state, use the default lines
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default:
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linesForState = currentNode.dialogueLines;
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break;
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}
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// If we have lines for this state, return the current one
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if (linesForState != null && linesForState.Count > 0)
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{
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// Make sure index is within bounds
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int index = Mathf.Clamp(currentLineIndex, 0, linesForState.Count - 1);
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return linesForState[index];
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}
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}
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// For other node types, use the default dialogueLines
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if (currentNode.dialogueLines == null || currentNode.dialogueLines.Count == 0)
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return string.Empty;
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// Get current line
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string currentLine = string.Empty;
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if (currentLineIndex >= 0 && currentLineIndex < currentNode.dialogueLines.Count)
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{
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currentLine = currentNode.dialogueLines[currentLineIndex];
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}
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Debug.Log("Returning line: " + currentLine);
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// Return the current line
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return currentLine;
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}
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@@ -155,6 +206,14 @@ namespace Dialogue
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// If the condition was satisfied earlier, move to the next node immediately
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if (_conditionSatisfiedPendingAdvance)
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{
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_conditionSatisfiedPendingAdvance = false; // Reset flag
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MoveToNextNode();
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return;
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}
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// If we have more lines in the current node, advance to the next line
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if (currentLineIndex < currentNode.dialogueLines.Count - 1)
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{
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@@ -186,6 +245,8 @@ namespace Dialogue
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private void MoveToNextNode()
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{
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Debug.Log("MoveToNextNode");
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// If there's no next node, complete the dialogue
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if (string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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@@ -276,14 +337,10 @@ namespace Dialogue
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// Check if this is the step we're waiting for
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if (step.stepId == currentNode.puzzleStepID)
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{
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// Move to next node automatically when condition is met
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MoveToNextNode();
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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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// Notify any listeners about the dialogue change
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// string line = GetCurrentDialogueLine();
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// OnDialogueChanged?.Invoke(line);
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// Update bubble visibility after state change
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// Update bubble visibility after state change to show interaction prompt
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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@@ -301,25 +358,15 @@ namespace Dialogue
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// Check if this is the item we're waiting for
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if (item.itemId == currentNode.pickupItemID)
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{
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// Move to next node automatically when condition is met
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MoveToNextNode();
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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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// Notify any listeners about the dialogue change
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// string line = GetCurrentDialogueLine();
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// OnDialogueChanged?.Invoke(line);
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// Update bubble visibility after state change
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// Update bubble visibility after state change to show interaction prompt
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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}
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}
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// Always check if any dialogue was unblocked by this pickup
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// if (speechBubble != null)
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// {
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// speechBubble.UpdatePromptVisibility(HasAnyLines());
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// }
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}
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private void OnAnyItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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@@ -334,25 +381,15 @@ namespace Dialogue
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// Check if this is the slot we're waiting for
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if (slotDefinition.itemId == currentNode.slotItemID)
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{
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// Move to next node automatically when condition is met
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MoveToNextNode();
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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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// Notify any listeners about the dialogue change
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// string line = GetCurrentDialogueLine();
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// OnDialogueChanged?.Invoke(line);
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// Update bubble visibility after state change
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// Update bubble visibility after state change to show interaction prompt
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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}
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}
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// Always check if any dialogue was unblocked by this slotting
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// if (speechBubble != null)
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// {
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// speechBubble.UpdatePromptVisibility(HasAnyLines());
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// }
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}
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private void OnAnyItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
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@@ -365,25 +402,77 @@ namespace Dialogue
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// Check if this is the result item we're waiting for
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if (resultItem.itemId == currentNode.combinationResultItemID)
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{
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// Move to next node automatically when condition is met
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MoveToNextNode();
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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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// Notify any listeners about the dialogue change
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// string line = GetCurrentDialogueLine();
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// OnDialogueChanged?.Invoke(line);
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// Update bubble visibility after state change
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// Update bubble visibility after state change to show interaction prompt
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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}
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}
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}
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private void OnAnyIncorrectItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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{
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// Update the slot state for displaying the correct dialogue lines
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// Only update state if we're actively waiting on this slot
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot &&
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slotDefinition.itemId == currentNode.slotItemID)
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{
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_currentSlotState = ItemSlotState.Incorrect;
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_lastSlottedItem = slottedItem;
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// Trigger dialogue update
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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}
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}
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}
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private void OnAnyForbiddenItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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{
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// Update the slot state for displaying the correct dialogue lines
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// Only update state if we're actively waiting on this slot
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot &&
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slotDefinition.itemId == currentNode.slotItemID)
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{
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_currentSlotState = ItemSlotState.Forbidden;
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_lastSlottedItem = slottedItem;
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// Trigger dialogue update
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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}
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}
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}
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private void OnAnyItemSlotCleared(PickupItemData removedItem)
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{
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// Update the slot state when an item is removed
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if (!IsActive || IsCompleted || currentNode == null)
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return;
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// Reset slot state if we were tracking this item
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if (_lastSlottedItem != null && _lastSlottedItem == removedItem)
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{
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_currentSlotState = ItemSlotState.None;
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_lastSlottedItem = null;
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// Trigger dialogue update
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if (speechBubble != null)
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{
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speechBubble.UpdatePromptVisibility(HasAnyLines());
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}
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}
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// Always check if any dialogue was unblocked by this combination
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// if (speechBubble != null)
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// {
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// speechBubble.UpdatePromptVisibility(HasAnyLines());
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// }
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}
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// Helper methods
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@@ -468,8 +557,47 @@ namespace Dialogue
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if (!IsActive || IsCompleted || currentNode == null)
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return false;
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// Check if the current node has any lines
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if (currentNode.dialogueLines.Count > 0)
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// Special case: if condition has been satisfied but not yet advanced, we should show lines
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if (_conditionSatisfiedPendingAdvance && !string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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// Check if the next node would have lines
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RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
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return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
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}
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// For WaitOnSlot nodes, check for lines based on current slot state
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if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
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{
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// Choose the appropriate line collection based on the current slot state
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List<string> linesForState = currentNode.dialogueLines; // Default lines
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switch (_currentSlotState)
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{
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case ItemSlotState.Incorrect:
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// Use incorrect item lines if available, otherwise fall back to default lines
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if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
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linesForState = currentNode.incorrectItemLines;
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break;
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case ItemSlotState.Forbidden:
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// Use forbidden item lines if available, otherwise fall back to default lines
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if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
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linesForState = currentNode.forbiddenItemLines;
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break;
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}
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// Check if we have any lines for the current state
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if (linesForState != null && linesForState.Count > 0)
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{
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// If we're not at the end of the lines or we loop through them
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if (currentLineIndex < linesForState.Count - 1 || currentNode.loopThroughLines)
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{
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return true;
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}
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}
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}
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// For other node types, use the standard check
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else if (currentNode.dialogueLines.Count > 0)
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{
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// If we're not at the end of the lines or we loop through them
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if (currentLineIndex < currentNode.dialogueLines.Count - 1 || currentNode.loopThroughLines)
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@@ -486,12 +614,7 @@ namespace Dialogue
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}
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}
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// Special case for conditional nodes waiting on conditions
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// if (IsWaitingForCondition())
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// {
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// return currentNode.dialogueLines.Count > 0;
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// }
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return false;
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}
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