fixed barks/laments pauses while in conversation
This commit is contained in:
@@ -21,7 +21,7 @@ MonoBehaviour:
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LevelNameToDisplay: Test Hub
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DialogueVariableName:
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LoadSceneMode: 0
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- LevelName: Wasteland
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- LevelName: Wasteland_Arenas
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LevelNameToDisplay: Wasteland
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DialogueVariableName:
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LoadSceneMode: 0
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@@ -2,11 +2,12 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using PixelCrushers; // For Saver
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using Sirenix.OdinInspector; // For ReadOnly/Button attributes (Optional: remove if not using Odin)
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using PixelCrushers.DialogueSystem; // REQUIRED: Added for DialogueManager events
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using Sirenix.OdinInspector;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Beyond // Ensure this namespace matches your project
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namespace Beyond
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{
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[RequireComponent(typeof(Collider))]
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public class BarkPlayer : Saver
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@@ -28,6 +29,10 @@ namespace Beyond // Ensure this namespace matches your project
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[Tooltip("Play barks within each entry in a random order (shuffled when the entry starts).")]
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public bool shuffleOrder = false;
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[Header("Dialogue Integration")] // --- NEW SECTION ---
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[Tooltip("How long to wait after a dialogue ends before resuming barks.")]
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public float resumeDelayAfterDialogue = 2.0f;
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[Header("Trigger Settings")]
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[Tooltip("Layers that can activate this bark trigger.")]
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public LayerMask triggeringLayers;
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@@ -36,30 +41,30 @@ namespace Beyond // Ensure this namespace matches your project
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[Tooltip("If true, the BarkPlayer will be active automatically when the game starts or when loaded without existing save data for it.")]
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public bool startAutomaticallyOnLoad = false;
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// Runtime state fields remain private but visible for debugging if needed
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[Header("Runtime State (Read Only)")]
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[SerializeField, ReadOnly] // Use Sirenix ReadOnly or remove if not using Odin
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private bool _runtime_IsStarted = false; // Tracks the current operational state
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[SerializeField, ReadOnly]
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private bool _runtime_IsStarted = false;
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[SerializeField, ReadOnly]
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private int currentEntryArrayIndex = 0; // Index for barkManagerEntryIndices array
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private int currentEntryArrayIndex = 0;
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[SerializeField, ReadOnly]
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private int nextBarkSequenceIndex = 0; // Index for playbackOrder (within current entry)
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private int nextBarkSequenceIndex = 0;
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[SerializeField, ReadOnly]
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private bool isTriggeringObjectInside = false; // Is a valid object currently inside?
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private bool isTriggeringObjectInside = false;
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#endregion
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#region Internal Variables
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private List<int> playbackOrder; // Stores the bark order for the CURRENTLY active entry
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private List<int> playbackOrder;
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private bool isInitialized = false;
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private Collider triggerCollider;
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private BarkManager barkManager; // Cached reference
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private BarkManager barkManager;
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private Coroutine currentPlaybackCoroutine = null;
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private Transform currentTriggererTransform = null; // Transform of the object inside
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private Coroutine resumeCoroutine = null; // To track the resume timer
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private Transform currentTriggererTransform = null;
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#endregion
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@@ -68,10 +73,10 @@ namespace Beyond // Ensure this namespace matches your project
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[System.Serializable]
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public class BarkPlayerData
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{
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public bool savedIsStarted; // Tracks the saved state from _runtime_IsStarted
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public bool savedIsStarted;
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public int savedCurrentEntryArrayIndex;
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public int savedNextBarkSequenceIndex;
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public bool wasShuffled; // Tracks shuffle setting at time of save
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public bool wasShuffled;
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}
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private BarkPlayerData m_saveData = new BarkPlayerData();
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@@ -87,23 +92,36 @@ namespace Beyond // Ensure this namespace matches your project
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triggerCollider = GetComponent<Collider>();
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if (!triggerCollider.isTrigger)
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{
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Debug.LogWarning($"BarkPlayer on {gameObject.name}: Collider was not set to 'Is Trigger'. Forcing it.", this);
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triggerCollider.isTrigger = true;
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}
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if (triggeringLayers.value == 0)
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{
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int playerLayer = LayerMask.NameToLayer("Player");
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if (playerLayer != -1)
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{
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triggeringLayers = LayerMask.GetMask("Player");
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Debug.LogWarning($"BarkPlayer on {gameObject.name}: Triggering Layers not set in inspector, defaulting to 'Player' layer.", this);
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}
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else
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}
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public override void OnEnable()
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Triggering Layers is not set in the inspector, and the default 'Player' layer was not found. This trigger will likely not activate.", this);
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base.OnEnable();
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// Subscribe to global Dialogue System events
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// We use the C# event delegates instead of the component message system for reliability
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if (DialogueManager.instance != null)
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{
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DialogueManager.instance.conversationStarted += OnDialogueStarted;
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DialogueManager.instance.conversationEnded += OnDialogueEnded;
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}
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}
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public override void OnDisable()
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{
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base.OnDisable();
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// Unsubscribe to prevent memory leaks
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if (DialogueManager.instance != null)
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{
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DialogueManager.instance.conversationStarted -= OnDialogueStarted;
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DialogueManager.instance.conversationEnded -= OnDialogueEnded;
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}
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}
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private void Start()
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@@ -111,7 +129,6 @@ namespace Beyond // Ensure this namespace matches your project
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barkManager = BarkManager.Instance;
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if (barkManager == null)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Could not find BarkManager instance! Disabling component.", this);
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enabled = false;
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return;
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}
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@@ -120,22 +137,12 @@ namespace Beyond // Ensure this namespace matches your project
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if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
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{
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Debug.LogWarning($"BarkPlayer ({gameObject.name}): No Bark Manager Entry Indices provided. Disabling.", this);
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enabled = false;
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return;
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}
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for (int i = 0; i < barkManagerEntryIndices.Length; i++)
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{
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if (barkManagerEntryIndices[i] < 0 || barkManagerEntryIndices[i] >= barkManager.m_barks.Length)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Invalid Bark Manager Entry Index {barkManagerEntryIndices[i]} at array position {i}. Max index is {barkManager.m_barks.Length - 1}. Disabling.", this);
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enabled = false;
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return;
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}
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}
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isInitialized = true;
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CheckForAutoStartIfInside(); // Check immediately if conditions are met
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CheckForAutoStartIfInside();
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}
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private void OnDrawGizmos()
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@@ -151,73 +158,91 @@ namespace Beyond // Ensure this namespace matches your project
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#endregion
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#region Dialogue System Event Handlers (New Logic)
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// Called automatically by Dialogue System whenever ANY conversation starts
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private void OnDialogueStarted(Transform actor)
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{
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if (resumeCoroutine != null) StopCoroutine(resumeCoroutine);
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// Halt the bark loop immediately
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if (currentPlaybackCoroutine != null)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Dialogue started. Halting barks.", this);
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StopCoroutine(currentPlaybackCoroutine);
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currentPlaybackCoroutine = null;
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}
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}
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// Called automatically by Dialogue System whenever ANY conversation ends
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private void OnDialogueEnded(Transform actor)
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{
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// Don't resume if we aren't supposed to be running or nobody is inside
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if (_runtime_IsStarted && isTriggeringObjectInside && enabled)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Dialogue ended. Resuming in {resumeDelayAfterDialogue}s.", this);
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resumeCoroutine = StartCoroutine(ResumeAfterDialogueDelay());
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}
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}
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private IEnumerator ResumeAfterDialogueDelay()
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{
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yield return new WaitForSeconds(resumeDelayAfterDialogue);
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// Check conditions again in case player left during the wait
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CheckForAutoStartIfInside();
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resumeCoroutine = null;
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}
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#endregion
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#region Trigger Handling
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private void OnTriggerEnter(Collider other)
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{
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// Only ignore if not initialized or component is disabled
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if (!isInitialized || !enabled) return;
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// --- Layer Check ---
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int otherLayer = other.gameObject.layer;
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if ((triggeringLayers.value & (1 << otherLayer)) == 0)
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{
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return; // Layer not in mask, ignore this trigger event
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}
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if ((triggeringLayers.value & (1 << otherLayer)) == 0) return;
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// --- Check if already processing an object ---
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// This prevents multiple triggering objects from interfering. Only the first one in matters.
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if (isTriggeringObjectInside && other.transform != currentTriggererTransform)
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if (isTriggeringObjectInside && other.transform != currentTriggererTransform) return;
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if (isTriggeringObjectInside) return;
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isTriggeringObjectInside = true;
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currentTriggererTransform = other.transform;
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// Added check: Don't start barking if a conversation is ALREADY active
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if (DialogueManager.isConversationActive)
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{
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// If another object enters while one is already tracked, ignore the new one.
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// If it's the *same* object re-entering (somehow), this check might be too strict,
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// but standard OnTriggerEnter/Exit should handle one object at a time.
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Debug.Log($"BarkPlayer ({gameObject.name}): Trigger entered, but dialogue is active. Waiting for dialogue end.", this);
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return;
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}
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if (isTriggeringObjectInside) return; // Simplified: if already tracking one, ignore others.
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// --- Valid Trigger - Mark presence ---
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// We set these REGARDLESS of _runtime_IsStarted so state is correct when StartPlayer() is called
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Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' entered (tracking presence).", this);
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isTriggeringObjectInside = true;
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currentTriggererTransform = other.transform; // Store the transform for barking
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// --- Start Playback Coroutine if player is started and not already running ---
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// This handles the case where the player enters *after* StartPlayer() has been called
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if (_runtime_IsStarted && currentPlaybackCoroutine == null)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Player is active. Starting playback loop due to new entry.", this);
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// Apply potentially loaded/saved array index before starting loop
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currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
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// nextBarkSequenceIndex will be set by PrepareEntrySequence inside the coroutine
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currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
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}
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// If !_runtime_IsStarted, isTriggeringObjectInside is now true,
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// and CheckForAutoStartIfInside() (called by StartPlayer()) will pick it up.
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}
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private void OnTriggerExit(Collider other)
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{
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if (!isInitialized || !enabled) return;
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int otherLayer = other.gameObject.layer;
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if ((triggeringLayers.value & (1 << otherLayer)) == 0)
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{
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return;
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}
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if ((triggeringLayers.value & (1 << otherLayer)) == 0) return;
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if (other.transform == currentTriggererTransform)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Tracked triggering object '{other.name}' exited.", this);
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isTriggeringObjectInside = false;
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currentTriggererTransform = null;
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if (resumeCoroutine != null) StopCoroutine(resumeCoroutine);
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if (currentPlaybackCoroutine != null)
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{
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StopCoroutine(currentPlaybackCoroutine);
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currentPlaybackCoroutine = null;
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Debug.Log($"BarkPlayer ({gameObject.name}): Stopping playback loop due to exit.", this);
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}
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}
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}
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@@ -233,7 +258,6 @@ namespace Beyond // Ensure this namespace matches your project
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int barkCount = barkManager.GetBarkCountInEntry(entryIndexToPrepare);
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if (barkCount <= 0)
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{
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Debug.LogWarning($"BarkPlayer ({gameObject.name}): BarkEntry {entryIndexToPrepare} (from array index {currentEntryArrayIndex}) has no barks. Skipping entry.", this);
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playbackOrder = new List<int>();
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nextBarkSequenceIndex = 0;
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return false;
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@@ -249,9 +273,8 @@ namespace Beyond // Ensure this namespace matches your project
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}
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}
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// Apply saved index ONLY if the loaded entry array index matches the current one
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// AND if the shuffle setting at time of save matches current.
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// If shuffle setting changed, it's safer to restart the entry.
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// If we are resuming mid-sequence (because coroutine was stopped/restarted),
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// we try to respect the saved index, otherwise reset to 0.
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if (currentEntryArrayIndex == m_saveData.savedCurrentEntryArrayIndex && shuffleOrder == m_saveData.wasShuffled)
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{
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nextBarkSequenceIndex = Mathf.Clamp(m_saveData.savedNextBarkSequenceIndex, 0, playbackOrder.Count);
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@@ -260,36 +283,26 @@ namespace Beyond // Ensure this namespace matches your project
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{
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nextBarkSequenceIndex = 0;
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}
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// Clear the saved next bark index after applying it or deciding not to,
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// so it's not incorrectly reused if we loop back to this entry without saving/loading.
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// m_saveData.savedNextBarkSequenceIndex = 0; // Reconsider this - only clear on actual load/new entry start.
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return true;
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}
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private IEnumerator ContinuousPlaybackLoop()
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Starting playback loop.", this);
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if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Cannot start loop, entry indices array is empty or null.", this);
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currentPlaybackCoroutine = null;
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yield break;
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}
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// Outer loop: Continues as long as a valid triggering object is inside AND player is started
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while (isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted) // Added _runtime_IsStarted check here too
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while (isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
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{
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// Safety check: if dialogue started while we were in a yield, break immediately
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if (DialogueManager.isConversationActive) break;
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if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
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{
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currentEntryArrayIndex = 0;
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if (barkManagerEntryIndices.Length == 0)
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{
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Debug.LogError($"BarkPlayer ({gameObject.name}): Entry indices array became empty during loop?", this);
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currentPlaybackCoroutine = null; // Ensure it's cleared
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yield break;
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}
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}
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int currentManagerEntryIndex = barkManagerEntryIndices[currentEntryArrayIndex];
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@@ -298,25 +311,30 @@ namespace Beyond // Ensure this namespace matches your project
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if (!canPlayEntry)
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{
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currentEntryArrayIndex++;
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m_saveData.savedNextBarkSequenceIndex = 0; // Ensure next time this entry is loaded (if looping), it starts fresh
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m_saveData.savedNextBarkSequenceIndex = 0;
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yield return null;
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continue;
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}
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while (nextBarkSequenceIndex < playbackOrder.Count && isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
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{
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while (barkManager.IsPlaying && isTriggeringObjectInside && _runtime_IsStarted)
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// Wait for any other barks (or dialogue) to finish
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while ((barkManager.IsPlaying || DialogueManager.isConversationActive) && isTriggeringObjectInside && _runtime_IsStarted)
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{
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// If dialogue becomes active during this wait, the OnDialogueStarted event
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// will kill this coroutine, so this check is just a backup.
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yield return null;
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}
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if (!isTriggeringObjectInside || currentTriggererTransform == null || !_runtime_IsStarted) break;
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int barkIndexToPlay = playbackOrder[nextBarkSequenceIndex];
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Debug.Log($"BarkPlayer ({gameObject.name}): Playing Bark {nextBarkSequenceIndex + 1}/{playbackOrder.Count} (Actual Index: {barkIndexToPlay}) from Entry {currentManagerEntryIndex}.", this);
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AudioClip playedClip = barkManager.PlayBark(currentManagerEntryIndex, currentTriggererTransform, barkIndexToPlay);
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nextBarkSequenceIndex++;
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// Update Save Data immediately so if we stop mid-sequence we know where we were
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m_saveData.savedNextBarkSequenceIndex = nextBarkSequenceIndex;
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float waitTime = delayBetweenBarks;
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if (playedClip != null) { waitTime += Mathf.Max(0f, playedClip.length); }
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@@ -325,6 +343,7 @@ namespace Beyond // Ensure this namespace matches your project
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float timer = 0f;
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while (timer < waitTime && isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
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{
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if (DialogueManager.isConversationActive) break; // Break timer on dialogue
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timer += Time.deltaTime;
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yield return null;
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}
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@@ -334,39 +353,41 @@ namespace Beyond // Ensure this namespace matches your project
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yield return null;
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}
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if (DialogueManager.isConversationActive) break; // Exit loop if dialogue started
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if (!isTriggeringObjectInside || currentTriggererTransform == null || !_runtime_IsStarted) break;
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}
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// If we broke out due to dialogue, exit the outer loop properly
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if (DialogueManager.isConversationActive) break;
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if (isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Finished sequence for Entry {currentManagerEntryIndex}.", this);
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currentEntryArrayIndex++;
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m_saveData.savedNextBarkSequenceIndex = 0; // Reset for next entry
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m_saveData.savedNextBarkSequenceIndex = 0;
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// Reset save data sequence index for next entry
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m_saveData.savedCurrentEntryArrayIndex = currentEntryArrayIndex;
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if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Finished all entries in the array. Looping back.", this);
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currentEntryArrayIndex = 0;
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}
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if (delayBetweenEntries > 0)
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{
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Debug.Log($"BarkPlayer ({gameObject.name}): Waiting {delayBetweenEntries}s before next entry.", this);
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float timer = 0f;
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while (timer < delayBetweenEntries && isTriggeringObjectInside && currentTriggererTransform != null && _runtime_IsStarted)
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{
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if (DialogueManager.isConversationActive) break;
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timer += Time.deltaTime;
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yield return null;
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}
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if (DialogueManager.isConversationActive) break;
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if (!isTriggeringObjectInside || currentTriggererTransform == null || !_runtime_IsStarted) break;
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}
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}
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}
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Debug.Log($"BarkPlayer ({gameObject.name}): Playback loop finished.", this);
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// Only clear if this instance of the coroutine is the one stopping.
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// If StopPlayer() was called, it would have already nulled currentPlaybackCoroutine.
|
||||
if (currentPlaybackCoroutine == this.currentPlaybackCoroutine) // Check if this is still the active coroutine
|
||||
if (currentPlaybackCoroutine == this.currentPlaybackCoroutine)
|
||||
{
|
||||
currentPlaybackCoroutine = null;
|
||||
}
|
||||
@@ -381,23 +402,12 @@ namespace Beyond // Ensure this namespace matches your project
|
||||
{
|
||||
if (!_runtime_IsStarted)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Explicitly Started.", this);
|
||||
_runtime_IsStarted = true;
|
||||
// Clear any previously saved next bark index when explicitly starting,
|
||||
// unless shuffle settings are the same and we are on the same entry.
|
||||
// This is tricky. For now, CheckForAutoStartIfInside will rely on PrepareEntrySequence
|
||||
// to correctly determine if it should resume.
|
||||
// m_saveData.savedNextBarkSequenceIndex = 0; // Maybe too aggressive.
|
||||
|
||||
if (isInitialized)
|
||||
{
|
||||
CheckForAutoStartIfInside();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime was already started.", this);
|
||||
}
|
||||
}
|
||||
|
||||
[Button]
|
||||
@@ -405,53 +415,38 @@ namespace Beyond // Ensure this namespace matches your project
|
||||
{
|
||||
if (_runtime_IsStarted)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Explicitly Stopped.", this);
|
||||
_runtime_IsStarted = false;
|
||||
|
||||
if (resumeCoroutine != null) StopCoroutine(resumeCoroutine);
|
||||
if (currentPlaybackCoroutine != null)
|
||||
{
|
||||
StopCoroutine(currentPlaybackCoroutine);
|
||||
currentPlaybackCoroutine = null;
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping active playback loop due to StopPlayer call.", this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckForAutoStartIfInside()
|
||||
{
|
||||
// This is called from Start() and StartPlayer()
|
||||
if (_runtime_IsStarted && isTriggeringObjectInside && currentTriggererTransform != null && currentPlaybackCoroutine == null && isInitialized)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Conditions met for auto-start. Object inside, player started, no active coroutine. Starting playback loop.", this);
|
||||
// Ensure currentEntryArrayIndex is correctly set from save data before starting
|
||||
// (it should already be from Start() or ApplyData(), but good to be sure)
|
||||
// Double check dialogue isn't running before starting
|
||||
if (!DialogueManager.isConversationActive)
|
||||
{
|
||||
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
|
||||
// nextBarkSequenceIndex will be determined by PrepareEntrySequence
|
||||
currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Save System Integration (Pixel Crushers Saver)
|
||||
#region Save System Integration
|
||||
|
||||
public override string RecordData()
|
||||
{
|
||||
m_saveData.savedIsStarted = this._runtime_IsStarted;
|
||||
m_saveData.savedCurrentEntryArrayIndex = this.currentEntryArrayIndex;
|
||||
// Only save nextBarkSequenceIndex if a coroutine is running and we are "mid-sequence"
|
||||
// Otherwise, it should be 0 for the next entry.
|
||||
if (currentPlaybackCoroutine != null && nextBarkSequenceIndex > 0 && nextBarkSequenceIndex < (playbackOrder?.Count ?? 0))
|
||||
{
|
||||
m_saveData.savedNextBarkSequenceIndex = this.nextBarkSequenceIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If not actively playing a sequence or at the start/end, save 0.
|
||||
// This means when loading, it will either start the currentEntryArrayIndex from the beginning,
|
||||
// or if currentEntryArrayIndex was incremented after an entry finished, it will start the *new* entry from beginning.
|
||||
m_saveData.savedNextBarkSequenceIndex = 0;
|
||||
}
|
||||
m_saveData.wasShuffled = this.shuffleOrder;
|
||||
|
||||
return SaveSystem.Serialize(m_saveData);
|
||||
@@ -462,12 +457,11 @@ namespace Beyond // Ensure this namespace matches your project
|
||||
if (string.IsNullOrEmpty(s))
|
||||
{
|
||||
_runtime_IsStarted = startAutomaticallyOnLoad;
|
||||
m_saveData = new BarkPlayerData(); // Ensure fresh save data container
|
||||
m_saveData.savedIsStarted = _runtime_IsStarted; // Sync with runtime
|
||||
m_saveData = new BarkPlayerData();
|
||||
m_saveData.savedIsStarted = _runtime_IsStarted;
|
||||
m_saveData.savedCurrentEntryArrayIndex = 0;
|
||||
m_saveData.savedNextBarkSequenceIndex = 0;
|
||||
m_saveData.wasShuffled = shuffleOrder; // Use current inspector setting
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): No save data, using startAutomaticallyOnLoad ({_runtime_IsStarted}).", this);
|
||||
m_saveData.wasShuffled = shuffleOrder;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -476,22 +470,10 @@ namespace Beyond // Ensure this namespace matches your project
|
||||
{
|
||||
m_saveData = loadedData;
|
||||
this._runtime_IsStarted = m_saveData.savedIsStarted;
|
||||
// currentEntryArrayIndex and nextBarkSequenceIndex will be used by Start() and PrepareEntrySequence()
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Applied loaded data. Started={_runtime_IsStarted}, EntryIdx={m_saveData.savedCurrentEntryArrayIndex}, BarkIdx={m_saveData.savedNextBarkSequenceIndex}, WasShuffled={m_saveData.wasShuffled}.", this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Failed to deserialize save data. Using defaults.", this);
|
||||
_runtime_IsStarted = startAutomaticallyOnLoad;
|
||||
m_saveData = new BarkPlayerData();
|
||||
m_saveData.savedIsStarted = _runtime_IsStarted;
|
||||
m_saveData.savedCurrentEntryArrayIndex = 0;
|
||||
m_saveData.savedNextBarkSequenceIndex = 0;
|
||||
m_saveData.wasShuffled = shuffleOrder;
|
||||
this.currentEntryArrayIndex = m_saveData.savedCurrentEntryArrayIndex;
|
||||
this.nextBarkSequenceIndex = m_saveData.savedNextBarkSequenceIndex;
|
||||
}
|
||||
|
||||
// After applying data, if loaded state is 'stopped', ensure coroutine is also stopped.
|
||||
// CheckForAutoStartIfInside in Start() will handle restarting if needed.
|
||||
if (!this._runtime_IsStarted && currentPlaybackCoroutine != null)
|
||||
{
|
||||
StopCoroutine(currentPlaybackCoroutine);
|
||||
|
||||
Reference in New Issue
Block a user