Create a simple dialogue authoring system, tied into our items #10
@@ -44,6 +44,18 @@ namespace Core
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// Args: slot's itemData (the slot definition), then the slotted item data
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public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
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// Broadcasts when any registered ItemSlot reports an incorrect item slotted
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// Args: slot's itemData (the slot definition), then the slotted item data
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public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
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// Broadcasts when any registered ItemSlot reports a forbidden item slotted
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// Args: slot's itemData (the slot definition), then the slotted item data
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public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
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// Broadcasts when any registered ItemSlot is cleared (item removed)
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// Args: the item data that was removed
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public event Action<PickupItemData> OnItemSlotCleared;
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// Broadcasts when any two items are successfully combined
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// Args: first item data, second item data, result item data
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public event Action<PickupItemData, PickupItemData, PickupItemData> OnItemsCombined;
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@@ -81,6 +93,48 @@ namespace Core
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ClearAllRegistrations();
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}
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// Handler that forwards pickup events
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private void Pickup_OnItemPickedUp(PickupItemData data)
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{
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OnItemPickedUp?.Invoke(data);
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}
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// Handler that forwards correct-slot events
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private void ItemSlot_OnCorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnCorrectItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards incorrect-slot events
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private void ItemSlot_OnIncorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnIncorrectItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards forbidden-slot events
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private void ItemSlot_OnForbiddenItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnForbiddenItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards item combination events
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private void Pickup_OnItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
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{
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// Track the created item
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if (resultItem != null)
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{
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_itemsCreatedThroughCombination.Add(resultItem.itemId);
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}
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OnItemsCombined?.Invoke(itemA, itemB, resultItem);
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}
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// Handler that forwards slot-removed events
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private void ItemSlot_OnItemSlotRemoved(PickupItemData removedItem)
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{
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OnItemSlotCleared?.Invoke(removedItem);
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}
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/// <summary>
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/// Unsubscribe all pickup/slot event handlers and clear registries and manager events.
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/// </summary>
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@@ -103,7 +157,12 @@ namespace Core
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foreach (var s in slotsCopy)
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{
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if (s != null)
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{
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s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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s.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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_itemSlots.Clear();
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@@ -113,6 +172,9 @@ namespace Core
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// Clear manager-level event subscribers
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OnItemPickedUp = null;
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OnCorrectItemSlotted = null;
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OnIncorrectItemSlotted = null;
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OnForbiddenItemSlotted = null;
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OnItemSlotCleared = null;
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OnItemsCombined = null;
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}
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@@ -142,7 +204,11 @@ namespace Core
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if (slot == null) return;
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if (_itemSlots.Add(slot))
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{
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// Subscribe to all slot events
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slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted += ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved;
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}
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}
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@@ -151,34 +217,14 @@ namespace Core
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if (slot == null) return;
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if (_itemSlots.Remove(slot))
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{
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// Unsubscribe from all slot events
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slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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// Handler that forwards pickup events
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private void Pickup_OnItemPickedUp(PickupItemData data)
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{
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OnItemPickedUp?.Invoke(data);
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}
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// Handler that forwards correct-slot events
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private void ItemSlot_OnCorrectItemSlotted(PickupItemData slotData, PickupItemData slottedItem)
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{
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OnCorrectItemSlotted?.Invoke(slotData, slottedItem);
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}
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// Handler that forwards item combination events
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private void Pickup_OnItemsCombined(PickupItemData itemA, PickupItemData itemB, PickupItemData resultItem)
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{
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// Track the created item
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if (resultItem != null)
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{
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_itemsCreatedThroughCombination.Add(resultItem.itemId);
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}
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OnItemsCombined?.Invoke(itemA, itemB, resultItem);
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}
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/// <summary>
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/// Checks if a specific item has been created through item combination.
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/// </summary>
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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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|
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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)
|
||||
{
|
||||
// Choose the appropriate line collection based on the current slot state
|
||||
List<string> linesForState = currentNode.dialogueLines; // Default lines
|
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|
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switch (_currentSlotState)
|
||||
{
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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:
|
||||
// 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)
|
||||
@@ -486,12 +614,7 @@ namespace Dialogue
|
||||
}
|
||||
}
|
||||
|
||||
// Special case for conditional nodes waiting on conditions
|
||||
// if (IsWaitingForCondition())
|
||||
// {
|
||||
// return currentNode.dialogueLines.Count > 0;
|
||||
// }
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -31,11 +31,21 @@ namespace Interactions
|
||||
|
||||
public UnityEvent onItemSlotted;
|
||||
public UnityEvent onItemSlotRemoved;
|
||||
// Native C# event alternative for code-only subscribers
|
||||
public event Action<PickupItemData> OnItemSlotRemoved;
|
||||
|
||||
public UnityEvent onCorrectItemSlotted;
|
||||
// Native C# event alternative to the UnityEvent for code-only subscribers
|
||||
public event Action<PickupItemData, PickupItemData> OnCorrectItemSlotted;
|
||||
|
||||
public UnityEvent onIncorrectItemSlotted;
|
||||
// Native C# event alternative for code-only subscribers
|
||||
public event Action<PickupItemData, PickupItemData> OnIncorrectItemSlotted;
|
||||
|
||||
public UnityEvent onForbiddenItemSlotted;
|
||||
// Native C# event alternative for code-only subscribers
|
||||
public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
|
||||
|
||||
private PickupItemData _currentlySlottedItemData;
|
||||
public SpriteRenderer slottedItemRenderer;
|
||||
private GameObject _currentlySlottedItemObject = null;
|
||||
@@ -71,6 +81,7 @@ namespace Interactions
|
||||
{
|
||||
DebugUIMessage.Show("Can't place that here.", Color.red);
|
||||
onForbiddenItemSlotted?.Invoke();
|
||||
OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
|
||||
_currentState = ItemSlotState.Forbidden;
|
||||
Interactable.BroadcastInteractionComplete(false);
|
||||
return;
|
||||
@@ -86,6 +97,7 @@ namespace Interactions
|
||||
{
|
||||
FollowerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
|
||||
onItemSlotRemoved?.Invoke();
|
||||
OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
|
||||
_currentState = ItemSlotState.None;
|
||||
SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
|
||||
return;
|
||||
@@ -130,12 +142,22 @@ namespace Interactions
|
||||
|
||||
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
|
||||
{
|
||||
// Cache the previous item data before clearing, needed for OnItemSlotRemoved event
|
||||
var previousItemData = _currentlySlottedItemData;
|
||||
bool wasSlotCleared = _currentlySlottedItemObject != null && itemToSlot == null;
|
||||
|
||||
if (itemToSlot == null)
|
||||
{
|
||||
_currentlySlottedItemObject = null;
|
||||
_currentlySlottedItemData = null;
|
||||
// Clear state when no item is slotted
|
||||
_currentState = ItemSlotState.None;
|
||||
|
||||
// Fire native event for slot clearing
|
||||
if (wasSlotCleared)
|
||||
{
|
||||
OnItemSlotRemoved?.Invoke(previousItemData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -144,6 +166,7 @@ namespace Interactions
|
||||
SetSlottedObject(itemToSlot);
|
||||
_currentlySlottedItemData = itemToSlotData;
|
||||
}
|
||||
|
||||
if (clearFollowerHeldItem)
|
||||
{
|
||||
FollowerController.ClearHeldItem();
|
||||
@@ -172,6 +195,7 @@ namespace Interactions
|
||||
{
|
||||
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
|
||||
onIncorrectItemSlotted?.Invoke();
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
|
||||
_currentState = ItemSlotState.Incorrect;
|
||||
}
|
||||
Interactable.BroadcastInteractionComplete(false);
|
||||
|
||||
Reference in New Issue
Block a user