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:
@@ -1,20 +1,51 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using System; // for Action<T>
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using Core; // register with ItemManager
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namespace Interactions
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{
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// New enum describing possible states for the slotted item
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public enum ItemSlotState
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{
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None,
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Correct,
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Incorrect,
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Forbidden
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}
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/// <summary>
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/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
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/// </summary>
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[RequireComponent(typeof(Interactable))]
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public class ItemSlot : Pickup
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{
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// Tracks the current state of the slotted item
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private ItemSlotState _currentState = ItemSlotState.None;
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/// <summary>
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/// Read-only access to the current slotted item state.
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/// </summary>
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public ItemSlotState CurrentSlottedState => _currentState;
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public UnityEvent onItemSlotted;
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public UnityEvent onItemSlotRemoved;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData> OnItemSlotRemoved;
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public UnityEvent onCorrectItemSlotted;
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// Native C# event alternative to the UnityEvent for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
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public UnityEvent onIncorrectItemSlotted;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
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public UnityEvent onForbiddenItemSlotted;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
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private PickupItemData _currentlySlottedItemData;
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public SpriteRenderer slottedItemRenderer;
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private GameObject _currentlySlottedItemObject = null;
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@@ -35,6 +66,8 @@ namespace Interactions
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protected override void OnCharacterArrived()
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{
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Debug.Log("[ItemSlot] OnCharacterArrived");
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var heldItemData = FollowerController.CurrentlyHeldItemData;
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var heldItemObj = FollowerController.GetHeldPickupObject();
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var config = GameManager.Instance.GetSlotItemConfig(itemData);
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@@ -48,6 +81,8 @@ namespace Interactions
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{
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DebugUIMessage.Show("Can't place that here.", Color.red);
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onForbiddenItemSlotted?.Invoke();
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OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
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_currentState = ItemSlotState.Forbidden;
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Interactable.BroadcastInteractionComplete(false);
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return;
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}
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@@ -62,6 +97,8 @@ namespace Interactions
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{
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FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
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onItemSlotRemoved?.Invoke();
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OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
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_currentState = ItemSlotState.None;
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SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
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return;
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}
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@@ -105,10 +142,22 @@ namespace Interactions
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public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
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{
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// Cache the previous item data before clearing, needed for OnItemSlotRemoved event
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var previousItemData = _currentlySlottedItemData;
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bool wasSlotCleared = _currentlySlottedItemObject != null && itemToSlot == null;
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if (itemToSlot == null)
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{
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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// Clear state when no item is slotted
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_currentState = ItemSlotState.None;
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// Fire native event for slot clearing
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if (wasSlotCleared)
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{
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OnItemSlotRemoved?.Invoke(previousItemData);
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}
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}
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else
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{
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@@ -117,6 +166,7 @@ namespace Interactions
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SetSlottedObject(itemToSlot);
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_currentlySlottedItemData = itemToSlotData;
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}
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if (clearFollowerHeldItem)
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{
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FollowerController.ClearHeldItem();
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@@ -133,6 +183,8 @@ namespace Interactions
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{
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DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
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onCorrectItemSlotted?.Invoke();
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OnCorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
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_currentState = ItemSlotState.Correct;
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}
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Interactable.BroadcastInteractionComplete(true);
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@@ -143,9 +195,22 @@ namespace Interactions
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{
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DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
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onIncorrectItemSlotted?.Invoke();
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OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
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_currentState = ItemSlotState.Incorrect;
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}
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Interactable.BroadcastInteractionComplete(false);
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}
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}
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// Register with ItemManager when enabled
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void Start()
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{
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ItemManager.Instance?.RegisterItemSlot(this);
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}
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void OnDestroy()
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{
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ItemManager.Instance?.UnregisterItemSlot(this);
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}
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}
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}
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