Create a simple dialogue authoring system, tied into our items (#10)
- Editor dialogue graph - Asset importer for processing the graph into runtime data - DialogueComponent that steers the dialogue interactions - DialogueCanbas with a scalable speech bubble to display everything - Brief README overview of the system Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #10
This commit is contained in:
627
Assets/Scripts/Dialogue/DialogueComponent.cs
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627
Assets/Scripts/Dialogue/DialogueComponent.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Core;
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using Interactions;
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using UnityEngine;
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using PuzzleS;
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namespace Dialogue
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{
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[AddComponentMenu("Apple Hills/Dialogue/Dialogue Component")]
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public class DialogueComponent : MonoBehaviour
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{
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[SerializeField] private RuntimeDialogueGraph dialogueGraph;
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private RuntimeDialogueNode currentNode;
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private int currentLineIndex;
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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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public string CurrentSpeakerName => dialogueGraph?.speakerName;
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// Event for UI updates if needed
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public event Action<string> OnDialogueChanged;
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private void Start()
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{
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// Register for global events
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if (PuzzleManager.Instance != null)
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PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted;
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if (ItemManager.Instance != null)
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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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speechBubble = GetComponentInChildren<SpeechBubble>();
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if (speechBubble == null)
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{
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Debug.LogError("SpeechBubble component is missing on Dialogue Component");
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}
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// Auto-start the dialogue
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// StartDialogue();
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var interactable = GetComponent<Interactable>();
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if (interactable != null)
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{
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interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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// Update bubble visibility based on whether we have lines
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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 OnCharacterArrived()
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{
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if (speechBubble == null || ! HasAnyLines()) return;
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AdvanceDialogueState();
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// Get the current dialogue line
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string line = GetCurrentDialogueLine();
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// Display the line with the new method that handles timed updates
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speechBubble.DisplayDialogueLine(line, HasAnyLines());
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// Advance dialogue state for next interaction
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}
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private void OnDestroy()
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{
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// Unregister from events
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if (PuzzleManager.Instance != null)
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PuzzleManager.Instance.OnStepCompleted -= OnAnyPuzzleStepCompleted;
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if (ItemManager.Instance != null)
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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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/// <summary>
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/// Start the dialogue from the beginning
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/// </summary>
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public void StartDialogue()
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{
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if (dialogueGraph == null)
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{
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Debug.LogError("DialogueComponent: No dialogue graph assigned!");
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return;
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}
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// Reset state
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IsActive = true;
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IsCompleted = false;
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currentLineIndex = 0;
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initialized = true;
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// Set to entry node
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currentNode = dialogueGraph.GetNodeByID(dialogueGraph.entryNodeID);
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// Process the node
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ProcessCurrentNode();
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// Update bubble visibility based on whether we have lines
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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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/// <summary>
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/// Get the current dialogue line and advance to the next line or node if appropriate
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/// Each call represents one interaction with the NPC
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/// </summary>
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public string GetCurrentDialogueLine()
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{
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// Initialize if needed
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if (!initialized)
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{
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StartDialogue();
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}
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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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return currentLine;
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}
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/// <summary>
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/// Advance dialogue state for the next interaction
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/// </summary>
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private void AdvanceDialogueState()
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{
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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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currentLineIndex++;
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return;
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}
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// If we should loop through lines, reset the index
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if (currentNode.loopThroughLines && currentNode.dialogueLines.Count > 0)
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{
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currentLineIndex = 0;
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return;
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}
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// If we're at a node that doesn't have a next node, we're done
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if (string.IsNullOrEmpty(currentNode.nextNodeID))
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{
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IsActive = false;
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IsCompleted = true;
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return;
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}
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// Move to the next node only if no conditions to wait for
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if (!IsWaitingForCondition())
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{
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MoveToNextNode();
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}
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}
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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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IsActive = false;
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IsCompleted = true;
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return;
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}
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// Move to the next node
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currentNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
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currentLineIndex = 0;
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// Process the new node
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ProcessCurrentNode();
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}
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private void ProcessCurrentNode()
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{
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if (currentNode == null)
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{
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Debug.LogError("DialogueComponent: Current node is null!");
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return;
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}
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// Handle different node types
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switch (currentNode.nodeType)
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{
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case RuntimeDialogueNodeType.Dialogue:
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// Regular dialogue node, nothing special to do
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break;
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case RuntimeDialogueNodeType.WaitOnPuzzleStep:
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// Check if the puzzle step is already completed
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if (IsPuzzleStepComplete(currentNode.puzzleStepID))
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{
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// If it's already complete, move past this node automatically
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MoveToNextNode();
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}
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break;
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case RuntimeDialogueNodeType.WaitOnPickup:
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// Check if the item is already picked up
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if (IsItemPickedUp(currentNode.pickupItemID))
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{
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// If it's already picked up, move past this node automatically
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MoveToNextNode();
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}
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break;
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case RuntimeDialogueNodeType.WaitOnSlot:
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// Check if the item is already slotted
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if (IsItemSlotted(currentNode.slotItemID))
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{
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// If it's already slotted, move past this node automatically
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MoveToNextNode();
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}
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break;
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case RuntimeDialogueNodeType.WaitOnCombination:
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// Check if the result item is already created through combination
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if (IsResultItemCreated(currentNode.combinationResultItemID))
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{
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// If it's already created, move past this node automatically
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MoveToNextNode();
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}
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break;
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case RuntimeDialogueNodeType.End:
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// End node, complete the dialogue
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IsActive = false;
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IsCompleted = true;
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break;
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default:
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Debug.LogError($"DialogueComponent: Unknown node type {currentNode.nodeType}");
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break;
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}
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}
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// Global event handlers
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private void OnAnyPuzzleStepCompleted(PuzzleStepSO step)
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{
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// Only react if we're active and waiting on a puzzle step
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if (!IsActive || IsCompleted || currentNode == null ||
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currentNode.nodeType != RuntimeDialogueNodeType.WaitOnPuzzleStep)
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return;
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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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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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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 OnAnyItemPickedUp(PickupItemData item)
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{
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// Only react if we're active and waiting on an item pickup
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if (!IsActive || IsCompleted || currentNode == null ||
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currentNode.nodeType != RuntimeDialogueNodeType.WaitOnPickup)
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return;
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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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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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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 OnAnyItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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{
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Debug.Log("[DialogueComponent] OnAnyItemSlotted");
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// Only react if we're active and waiting on a slot
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if (!IsActive || IsCompleted || currentNode == null ||
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currentNode.nodeType != RuntimeDialogueNodeType.WaitOnSlot)
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return;
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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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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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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 OnAnyItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
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{
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// Only react if we're active and waiting on a combination
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if (!IsActive || IsCompleted || currentNode == null ||
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currentNode.nodeType != RuntimeDialogueNodeType.WaitOnCombination)
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return;
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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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// Instead of immediately moving to the next node, set the flag
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_conditionSatisfiedPendingAdvance = true;
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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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}
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// Helper methods
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private bool IsWaitingForCondition()
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{
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if (currentNode == null) return false;
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switch (currentNode.nodeType)
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{
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case RuntimeDialogueNodeType.WaitOnPuzzleStep:
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return !IsPuzzleStepComplete(currentNode.puzzleStepID);
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case RuntimeDialogueNodeType.WaitOnPickup:
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return !IsItemPickedUp(currentNode.pickupItemID);
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case RuntimeDialogueNodeType.WaitOnSlot:
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return !IsItemSlotted(currentNode.slotItemID);
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case RuntimeDialogueNodeType.WaitOnCombination:
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return !IsResultItemCreated(currentNode.combinationResultItemID);
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default:
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return false;
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}
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}
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private bool IsPuzzleStepComplete(string stepID)
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{
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return PuzzleManager.Instance != null &&
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PuzzleManager.Instance.IsPuzzleStepCompleted(stepID);
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}
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private bool IsItemPickedUp(string itemID)
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{
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if (ItemManager.Instance == null) return false;
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// Check all pickups for the given ID
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foreach (var pickup in ItemManager.Instance.Pickups)
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{
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if (pickup.isPickedUp && pickup.itemData != null &&
|
||||
pickup.itemData.itemId == itemID)
|
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{
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return true;
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}
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}
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return false;
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}
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private bool IsItemSlotted(string slotID)
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{
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if (ItemManager.Instance == null) return false;
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||||
// Check if any slot with this ID has the correct item
|
||||
foreach (var slot in ItemManager.Instance.ItemSlots)
|
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{
|
||||
if (slot.itemData != null && slot.itemData.itemId == slotID &&
|
||||
slot.CurrentSlottedState == ItemSlotState.Correct)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool IsResultItemCreated(string resultItemId)
|
||||
{
|
||||
if (ItemManager.Instance == null) return false;
|
||||
|
||||
// Use the ItemManager's tracking of items created through combination
|
||||
return ItemManager.Instance.WasItemCreatedThroughCombination(resultItemId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the dialogue component has any lines available to serve
|
||||
/// </summary>
|
||||
/// <returns>True if there are lines available, false otherwise</returns>
|
||||
public bool HasAnyLines()
|
||||
{
|
||||
if (!initialized)
|
||||
{
|
||||
// If not initialized yet but has a dialogue graph, it will have lines when initialized
|
||||
return dialogueGraph != null;
|
||||
}
|
||||
|
||||
// No lines if dialogue is not active or is completed
|
||||
if (!IsActive || IsCompleted || currentNode == null)
|
||||
return false;
|
||||
|
||||
// Special case: if condition has been satisfied but not yet advanced, we should show lines
|
||||
if (_conditionSatisfiedPendingAdvance && !string.IsNullOrEmpty(currentNode.nextNodeID))
|
||||
{
|
||||
// Check if the next node would have lines
|
||||
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
|
||||
return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
|
||||
}
|
||||
|
||||
// For WaitOnSlot nodes, check for lines based on current slot state
|
||||
if (currentNode.nodeType == RuntimeDialogueNodeType.WaitOnSlot)
|
||||
{
|
||||
// Choose the appropriate line collection based on the current slot state
|
||||
List<string> linesForState = currentNode.dialogueLines; // Default lines
|
||||
|
||||
switch (_currentSlotState)
|
||||
{
|
||||
case ItemSlotState.Incorrect:
|
||||
// Use incorrect item lines if available, otherwise fall back to default lines
|
||||
if (currentNode.incorrectItemLines != null && currentNode.incorrectItemLines.Count > 0)
|
||||
linesForState = currentNode.incorrectItemLines;
|
||||
break;
|
||||
|
||||
case ItemSlotState.Forbidden:
|
||||
// Use forbidden item lines if available, otherwise fall back to default lines
|
||||
if (currentNode.forbiddenItemLines != null && currentNode.forbiddenItemLines.Count > 0)
|
||||
linesForState = currentNode.forbiddenItemLines;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check if we have any lines for the current state
|
||||
if (linesForState != null && linesForState.Count > 0)
|
||||
{
|
||||
// If we're not at the end of the lines or we loop through them
|
||||
if (currentLineIndex < linesForState.Count - 1 || currentNode.loopThroughLines)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// For other node types, use the standard check
|
||||
else if (currentNode.dialogueLines.Count > 0)
|
||||
{
|
||||
// If we're not at the end of the lines or we loop through them
|
||||
if (currentLineIndex < currentNode.dialogueLines.Count - 1 || currentNode.loopThroughLines)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// If we're at the end of lines but not waiting for a condition and have a next node
|
||||
if (!IsWaitingForCondition() && !string.IsNullOrEmpty(currentNode.nextNodeID))
|
||||
{
|
||||
// We need to check if the next node would have lines
|
||||
RuntimeDialogueNode nextNode = dialogueGraph.GetNodeByID(currentNode.nextNodeID);
|
||||
return nextNode != null && (nextNode.dialogueLines.Count > 0 || nextNode.nodeType != RuntimeDialogueNodeType.End);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Editor functionality
|
||||
public void SetDialogueGraph(RuntimeDialogueGraph graph)
|
||||
{
|
||||
dialogueGraph = graph;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user