/
NPC_Manager.cs
318 lines (231 loc) · 8.99 KB
/
NPC_Manager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class NPC_Manager : MonoBehaviour
{
public NPCInteractions currentNPC;
[Header("Questions References")]
public List<Animator> questionsAnim;
public List<TextMeshProUGUI> questionsTexts;
public List<Question_Ref> questionRef;
[Header("Dialogue OPTION curve")]
public AnimationCurve blancheIconCurve;
public float currentTime;
public float maxTime;
public float percent;
[Header("Variables 4 curve")]
public Image blancheIcon;
public TextMeshProUGUI nameCharacter;
public Image nameBox;
//public Image returnIcon;
//public Button returnButton;
[Header("Fade IN or OUT")]
public bool isCurveNeeded = false;
public bool onReverse = false;
[Header("Dialogues state")]
public bool isEveryDialogueDone;
public Animator returnAnim;
public static NPC_Manager Instance;
private void Awake()
{
Instance = this;
}
private void Update()
{
if (isCurveNeeded)
{
AnimationCurveForBlanche();
}
}
/// <summary>
/// Set les différents boutons nécéssaires (avant leur activation)
/// </summary>
public void SetDialogueOPTION()
{
int nbrDialogueAsked = 0;
//Debug.Log("AT SET currentNPC.questionIndex.Count = " + currentNPC.questionIndex.Count);
if (currentNPC != null)
{
if (currentNPC.dialogue[currentNPC.currentDialogueIndex].questDialogueSystems.isForCinematic == false)
{
for (int i = 0; i < currentNPC.questionIndex.Count; i++)
{
//Debug.Log("count = " + currentNPC.questionIndex.Count);
//Debug.Log("current i = " + i);
if (currentNPC.dialogue[currentNPC.questionIndex[i]].isNewQuest == true)
{
questionsAnim[i].SetBool("Discovered", true);
nbrDialogueAsked -= 1;
}
else
{
questionsAnim[i].SetBool("Discovered", false);
}
if (currentNPC.dialogue[currentNPC.questionIndex[i]].questHasBeenAsked == true)
{
questionsAnim[i].SetBool("hasBeenAsked", true);
nbrDialogueAsked += 1;
}
else
{
questionsAnim[i].SetBool("hasBeenAsked", false);
}
questionsTexts[i].text = currentNPC.dialogue[currentNPC.questionIndex[i]].questQuestion;
questionsAnim[i].ResetTrigger("FadeIN");
questionsAnim[i].ResetTrigger("Selected");
questionsAnim[i].ResetTrigger("Gone");
}
if (nbrDialogueAsked == currentNPC.questionIndex.Count)
{
isEveryDialogueDone = true;
}
else
{
isEveryDialogueDone = false;
}
}
}
}
/// <summary>
/// Lance l'apparition des boutons
/// </summary>
private void ActivateDialogueOPTION()
{
GameManager.Instance.SwitchModeTo(GameManager.GameMode.Dialogue);
if (currentNPC != null)
{
SetDialogueOPTION();
nameCharacter.text = currentNPC.gameObject.name;
}
Examine_Script.Instance.examineButton.interactable = false;
currentNPC.dialogue[0].questDialogueSystems.actorsIcon[0].gameObject.SetActive(true);
//Debug.Log("AT ACTIVATION currentNPC.questionIndex.Count = " + currentNPC.questionIndex.Count);
for (int i = 0; i < currentNPC.questionIndex.Count; i++)
{
questionsAnim[i].SetTrigger("FadeIN");
}
onReverse = false;
isCurveNeeded = true;
returnAnim.ResetTrigger("Off");
returnAnim.ResetTrigger("Selected");
if (GameManager.Instance.currentGameMode != GameManager.GameMode.CinematicMode && GameManager.Instance.currentGameMode != GameManager.GameMode.ClueMode)
returnAnim.SetTrigger("On");
}
private void ReturnToDialogueOPTION()
{
GameManager.Instance.SwitchModeTo(GameManager.GameMode.Dialogue);
currentNPC.dialogue[currentNPC.currentDialogueIndex].questDialogueSystems.gameObject.SetActive(false);
currentNPC.dialogue[0].questDialogueSystems.actorsIcon[0].gameObject.SetActive(true);
//Debug.Log("AT RETURN currentNPC.questionIndex.Count = " + currentNPC.questionIndex.Count);
for (int i = 0; i < currentNPC.questionIndex.Count; i++)
{
questionsAnim[i].ResetTrigger("Gone");
questionsAnim[i].SetTrigger("FadeIN");
}
returnAnim.ResetTrigger("Off");
returnAnim.ResetTrigger("Selected");
returnAnim.SetTrigger("On");
}
public void ActivateDialogueOptionIN(float time)
{
StartCoroutine(StartDialogueOPTIONAnimIn(time));
}
/// <summary>
/// Lance la disparition des boutons
/// </summary>
public void DeactivateDialogueOPTION()
{
returnAnim.ResetTrigger("On");
//returnButton.interactable = false;
returnAnim.SetTrigger("Selected");
//returnAnim.SetTrigger("Off");
for (int i = 0; i < currentNPC.questionIndex.Count; i++)
{
//Debug.Log("i " + i);
questionsAnim[i].ResetTrigger("FadeIN");
questionsAnim[i].SetTrigger("Selected");
}
if (GameManager.Instance.currentGameMode != GameManager.GameMode.CinematicMode && GameManager.Instance.previousGameMode != GameManager.GameMode.Dialogue && GameManager.Instance.previousGameMode != GameManager.GameMode.ClueMode)
Examine_Script.Instance.examineButton.interactable = true;
onReverse = true;
isCurveNeeded = true;
}
/// <summary>
/// Lance la fonction Dialogue du current NPC
/// </summary>
public void TalkToCurrentNPC(int dialogueIndex)
{
currentNPC.currentDialogueIndex = currentNPC.questionIndex[dialogueIndex];
currentNPC.dialogue[currentNPC.currentDialogueIndex].questDialogueSystems.gameObject.SetActive(true);
StartCoroutine(StartDialogueIn(1.5f, dialogueIndex));
returnAnim.SetTrigger("Off");
questionsAnim[dialogueIndex].SetBool("hasBeenAsked", true);
currentNPC.dialogue[currentNPC.questionIndex[dialogueIndex]].isNewQuest = false;
GameManager.Instance.SwitchModeTo(GameManager.GameMode.Dialogue);
}
IEnumerator StartDialogueIn(float time, int index)
{
yield return new WaitForSeconds(time);
currentNPC.StartDialogueAbout(index);
}
public IEnumerator StartInvokeIn(float time)
{
CellPlacement.Instance.ReactivateCells();
yield return new WaitForSeconds(time);
//Debug.Log("currentDialogueIndex = " + currentNPC.currentDialogueIndex);
currentNPC.dialogue[currentNPC.currentDialogueIndex].questEvents.Invoke();
yield return new WaitForSeconds(0.1f);
if (currentNPC != null)
SetDialogueOPTION();
}
public IEnumerator StartDialogueOPTIONAnimIn(float time)
{
yield return new WaitForSeconds(time);
if (GameManager.Instance.currentGameMode != GameManager.GameMode.CinematicMode && GameManager.Instance.currentGameMode != GameManager.GameMode.ClueMode)
ActivateDialogueOPTION();
}
public IEnumerator ReturnToDialogueOPTIONAnimIn(float time)
{
yield return new WaitForSeconds(time);
if (GameManager.Instance.currentGameMode != GameManager.GameMode.CinematicMode && GameManager.Instance.currentGameMode != GameManager.GameMode.ClueMode)
ReturnToDialogueOPTION();
}
/// <summary>
/// AnimationCurve de Blanche
/// </summary>
private void AnimationCurveForBlanche()
{
if (!onReverse)
{
if (currentTime < maxTime)
{
currentTime += Time.deltaTime;
}
else
{
isCurveNeeded = false;
//Examine_Script.Instance.examineButton.interactable = true;
//returnButton.interactable = true;
}
}
else
{
if (currentTime > 0)
{
currentTime -= Time.deltaTime;
}
else
{
isCurveNeeded = false;
currentTime = 0;
}
}
percent = blancheIconCurve.Evaluate(currentTime / maxTime);
blancheIcon.color = new Color(1, 1, 1, (0 + (1 * percent)));
nameBox.color = new Color(1, 1, 1, (0 + (1 * percent)));
nameCharacter.color = new Color(1, 1, 1, (0 + (1 * percent)));
//returnIcon.color = new Color(1, 1, 1, (0 + (1 * percent)));
}
}