Files
aibis-dream/Assets/Scripts/Dialog System/DialogController.cs
T

228 lines
6.3 KiB
C#

using System;
using AibisDream.Kit;
using UnityEngine;
using UnityEngine.Events;
using AibisDream.Framework;
using Yarn.Unity;
namespace AibisDream
{
public class DialogController : Singleton<DialogController>
{
private DialogueRunner _dialogueRunner;
[SerializeField] private LineAdvanceInput lineAdvanceInput;
private void Start()
{
_dialogueRunner = GetComponentInChildren<DialogueRunner>();
_dialogueRunner.onDialogueStart ??= new UnityEvent();
_dialogueRunner.onDialogueComplete ??= new UnityEvent();
_dialogueRunner.onDialogueStart.AddListener(() =>
{
EnumEventSystem.Global.Send(InteractionEventEnum.DialogStart);
});
_dialogueRunner.onDialogueComplete.AddListener(() =>
{
EnumEventSystem.Global.Send(InteractionEventEnum.DialogEnd);
});
}
private void OnEnable()
{
SingleCastEventSystem.Global.Register<DialogEventEnum, string>(DialogEventEnum.StartNode, StartDialogNode);
EnumEventSystem.Global.Register(GameLoopEnum.GameStart, ResetAdvanceMode);
EnumEventSystem.Global.Register(GameLoopEnum.GameQuit, ResetAdvanceMode);
EnumEventSystem.Global.Register(DialogEventEnum.OptionShow, OnOptionShow);
EnumEventSystem.Global.Register<DialogEventEnum, LineInfo>(DialogEventEnum.OptionSelected, OnOptionSelected);
}
private void OnDisable()
{
SingleCastEventSystem.Global.Unregister(DialogEventEnum.StartNode);
EnumEventSystem.Global.UnRegister(GameLoopEnum.GameStart, ResetAdvanceMode);
EnumEventSystem.Global.UnRegister(GameLoopEnum.GameQuit, ResetAdvanceMode);
EnumEventSystem.Global.UnRegister(DialogEventEnum.OptionShow, OnOptionShow);
EnumEventSystem.Global.UnRegister<DialogEventEnum, LineInfo>(DialogEventEnum.OptionSelected, OnOptionSelected);
}
private void ResetAdvanceMode()
{
advanceMode.Value = new AdvanceMode
{
isAuto = false,
isQuick = false
};
isInOption = false;
lineSyncToken = null;
Time.timeScale = 1f;
}
#region Yarn控制
/// <summary>
/// 开启对话
/// </summary>
/// <param name="yarnProject">Yarn组</param>
public void StartDialog(YarnProject yarnProject)
{
_dialogueRunner.SetProject(yarnProject);
_ = _dialogueRunner.StartDialogue("Start");
}
public void StopDialog()
{
_ = _dialogueRunner.Stop();
StorageSystem.Instance.Clear();
DialogUIManager.Instance.HideDialog();
}
public void LoadDialog(YarnProject yarnProject)
{
_dialogueRunner.SetProject(yarnProject);
_ = _dialogueRunner.StartDialogue("Center");
}
public void StartDialogNode(string nodeName)
{
// 检查对话是否正在运行
if (_dialogueRunner.IsDialogueRunning)
{
Debug.LogWarning($"对话正在运行中,无法启动新节点: {nodeName}");
return;
}
if (CheckIfNodeExistInCurrentYarnProject(nodeName))
{
_ = _dialogueRunner.StartDialogue(nodeName);
}
else
{
Debug.LogWarning($"节点 {nodeName} 不存在!");
}
}
private bool CheckIfNodeExistInCurrentYarnProject(string nodeName)
{
var currentProject = _dialogueRunner.YarnProject;
if (currentProject == null)
{
Debug.LogWarning("当前没有可用的 YarnProject,无法检查节点");
return false;
}
string[] nodeNames = currentProject.NodeNames;
if (Array.Exists(nodeNames, item => item == nodeName))
{
return true;
}
else
{
Debug.Log($"节点 {nodeName} 不存在!");
return false;
}
}
#endregion
#region 推进方式修改
public BindProperty<AdvanceMode> advanceMode = new(new AdvanceMode());
public void SwitchAutoMode()
{
var mode = advanceMode.Value;
mode.isAuto = !mode.isAuto;
advanceMode.Value = mode;
}
public void SwitchQuickMode()
{
var mode = advanceMode.Value;
mode.isQuick = !mode.isQuick;
advanceMode.Value = mode;
Time.timeScale = advanceMode.Value.CurrentMode == AdvanceModeEnum.Quick ? 8f : 1f;
}
#endregion
private LineSyncToken _lineSyncToken;
public LineSyncToken lineSyncToken
{
get => _lineSyncToken;
set
{
_lineSyncToken = value;
lineAdvanceInput?.RunLine(value);
}
}
public bool isInOption;
public LineSyncState GetDialogState()
{
if (lineSyncToken != null && lineSyncToken.state != LineSyncState.Advanced)
{
return lineSyncToken.state;
}
else if (isInOption)
{
return LineSyncState.InOption;
}
else
{
return LineSyncState.Default;
}
}
private void OnOptionShow()
{
isInOption = true;
}
private void OnOptionSelected(LineInfo lineInfo)
{
isInOption = false;
}
}
public struct AdvanceMode
{
public bool isAuto;
public bool isQuick;
public AdvanceModeEnum CurrentMode
{
get
{
if (isQuick)
{
return AdvanceModeEnum.Quick;
}
else if (isAuto)
{
return AdvanceModeEnum.Auto;
}
else
{
return AdvanceModeEnum.Default;
}
}
}
}
public enum AdvanceModeEnum
{
Default,
Auto,
Quick
}
}