wasteland till prisoner
This commit is contained in:
@@ -2,192 +2,242 @@
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using Invector.vCharacterController;
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using Invector.vCharacterController.vActions;
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using System.Collections;
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using System.Collections.Generic; // Required for List
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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using Sirenix.OdinInspector;
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using PixelCrushers.QuestMachine;
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using PixelCrushers.QuestMachine; // Required for Quest Machine
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using PixelCrushers.DialogueSystem;
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using TMPro;
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namespace Beyond
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{
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[vClassHeader("bTrigger Generic Action", false, iconName = "triggerIcon")]
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public class bTriggerGenericAction : vTriggerGenericAction
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{
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[vEditorToolbar("Conditions", order = 0)] [SerializeField]
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private Condition m_questCondition;
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public bool m_itemChecking;
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public int m_itemToCheckId;
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[vHelpBox("Disable Selected HUD OnValidate, and enable OnInvalidate. Script ActionTriggerEvent.cs")]
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public bool disableHUD = true;
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[vHelpBox("Changes interaction image")]
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//public bool isDialogueTrigger = false;
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public TriggerDescriptor.TriggerType triggerType = TriggerDescriptor.TriggerType.Generic;
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public UnityEvent OnPlayerMatchTargetPosition;
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[vEditorToolbar("Animation", order = 2)] [SerializeField]
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public bool useFadeOnMatchingToTarget;
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[SerializeField] private AnimationCurve m_fadeInCurve;
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[SerializeField] private AnimationCurve m_fadeOutCurve;
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[SerializeField] private float m_fadeSpeed = 2f;
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[vEditorToolbar("Interaction", order = 4)] [SerializeField]
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private bool m_enableInteractionLegality;
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public Quest m_guilt;
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private bool m_faded;
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public bool Faded => m_faded;
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public float animationDelay = 0f;
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private TriggerDescriptor m_triggerDescriptor;
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private void OnEnable()
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[vClassHeader("bTrigger Generic Action", false, iconName = "triggerIcon")]
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public class bTriggerGenericAction : vTriggerGenericAction
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{
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if (useFadeOnMatchingToTarget)
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#region --- CONDITIONS ---
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[vEditorToolbar("Conditions", order = 0)]
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[LabelText("Dialogue Condition")]
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[Tooltip("Lua condition from Dialogue System")]
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[SerializeField]
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private Condition m_questCondition;
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[LabelText("Quest Requirements")]
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[InfoBox("The trigger will only activate if these Quest Machine states are met.")]
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[SerializeField]
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public List<QuestRequirement> questRequirements = new List<QuestRequirement>();
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[Title("Item Checking")]
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public bool m_itemChecking;
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[ShowIf("m_itemChecking")]
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public int m_itemToCheckId;
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#endregion
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#region --- SETTINGS ---
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[vHelpBox("Disable Selected HUD OnValidate, and enable OnInvalidate. Script ActionTriggerEvent.cs")]
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public bool disableHUD = true;
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public TriggerDescriptor.TriggerType triggerType = TriggerDescriptor.TriggerType.Generic;
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public UnityEvent OnPlayerMatchTargetPosition;
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[vEditorToolbar("Animation", order = 2)] [SerializeField]
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public bool useFadeOnMatchingToTarget;
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[SerializeField] private AnimationCurve m_fadeInCurve;
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[SerializeField] private AnimationCurve m_fadeOutCurve;
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[SerializeField] private float m_fadeSpeed = 2f;
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[vEditorToolbar("Interaction", order = 4)] [SerializeField]
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private bool m_enableInteractionLegality;
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public Quest m_guilt;
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private bool m_faded;
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public bool Faded => m_faded;
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public float animationDelay = 0f;
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private TriggerDescriptor m_triggerDescriptor;
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#endregion
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#region --- LIFECYCLE ---
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private void OnEnable()
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{
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OnPressActionInput.AddListener(ToggleFade);
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OnPlayerMatchTargetPosition.AddListener(ToggleFade);
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if (FadeCanvasGroup.Instance)
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if (useFadeOnMatchingToTarget)
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{
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FadeCanvasGroup.Instance.OnFadeInEnd.AddListener(OnFadeInEnd);
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FadeCanvasGroup.Instance.OnFadeOutEnd.AddListener(OnFadeOutEnd);
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OnPressActionInput.AddListener(ToggleFade);
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OnPlayerMatchTargetPosition.AddListener(ToggleFade);
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if (FadeCanvasGroup.Instance)
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{
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FadeCanvasGroup.Instance.OnFadeInEnd.AddListener(OnFadeInEnd);
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FadeCanvasGroup.Instance.OnFadeOutEnd.AddListener(OnFadeOutEnd);
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}
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}
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}
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}
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private void OnDisable()
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{
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if (useFadeOnMatchingToTarget)
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private void OnDisable()
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{
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OnPressActionInput.RemoveListener(ToggleFade);
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OnPlayerMatchTargetPosition.RemoveListener(ToggleFade);
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if (FadeCanvasGroup.Instance)
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if (useFadeOnMatchingToTarget)
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{
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FadeCanvasGroup.Instance.OnFadeInEnd.RemoveListener(OnFadeInEnd);
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FadeCanvasGroup.Instance.OnFadeOutEnd.RemoveListener(OnFadeOutEnd);
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OnPressActionInput.RemoveListener(ToggleFade);
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OnPlayerMatchTargetPosition.RemoveListener(ToggleFade);
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if (FadeCanvasGroup.Instance)
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{
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FadeCanvasGroup.Instance.OnFadeInEnd.RemoveListener(OnFadeInEnd);
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FadeCanvasGroup.Instance.OnFadeOutEnd.RemoveListener(OnFadeOutEnd);
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}
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}
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}
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protected override void Start()
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{
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base.Start();
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m_triggerDescriptor = new TriggerDescriptor(gameObject, triggerType);
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OnValidate.AddListener(OnActionTriggerEnter);
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OnInvalidate.AddListener(OnActionTriggerExit);
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OnEndAnimation.AddListener(() => OnActionEndAnimation(gameObject));
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}
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#endregion
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#region --- ACTION LOGIC ---
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public override IEnumerator OnPressActionDelay(GameObject obj)
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{
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// 1. Security Check: Re-validate conditions before executing
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// This prevents race conditions where the player pressed the button just as the quest state changed.
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if (!AreConditionsMet())
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{
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yield break;
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}
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if (!m_itemChecking)
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{
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yield return base.OnPressActionDelay(obj);
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}
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else
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{
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if (Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
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{
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yield return base.OnPressActionDelay(obj);
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}
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else
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{
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var item = Player.Instance.ItemManager.itemListData.items.Find(x => x.id == m_itemToCheckId);
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string itemName = item != null ? item.name : "Item";
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DialogueManager.BarkString($"{itemName} Required", Player.Instance.transform);
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}
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}
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}
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private void OnActionTriggerEnter(GameObject gameObject)
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{
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// 1. Check all conditions (Dialogue System + Quest Machine)
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if (!AreConditionsMet())
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{
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return;
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}
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerEnter?.Invoke(m_triggerDescriptor);
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}
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if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
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{
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Player.Instance.SetDialogueIntaractableButtonImage();
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}
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}
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private void OnActionTriggerExit(GameObject gameObject)
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{
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
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}
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if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
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{
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Player.Instance.ResetIntaractableButtonImage();
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}
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}
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#endregion
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#region --- HELPER METHODS ---
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private bool AreConditionsMet()
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{
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// 1. Check Dialogue System Condition
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if (!m_questCondition.IsTrue(null))
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{
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return false;
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}
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// 2. Check Quest Machine Requirements
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if (questRequirements != null && questRequirements.Count > 0)
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{
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foreach (var req in questRequirements)
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{
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if (!req.IsMet()) return false;
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}
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}
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return true;
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}
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private void OnActionEndAnimation(GameObject gameObject)
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{
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
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}
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if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
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{
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Player.Instance.ResetIntaractableButtonImage();
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}
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if (!m_enableInteractionLegality)
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{
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return;
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}
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if (m_guilt == null)
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{
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Debug.LogError("There is no guilt assigned to interactable game object: " + gameObject.name);
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return;
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}
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Player.Instance.PlayerConfessionController.AddGuilt(m_guilt);
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}
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private void ToggleFade()
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{
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if (FadeCanvasGroup.Instance == null) return;
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if (!m_faded)
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{
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m_faded = true;
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FadeCanvasGroup.Instance.FadeOut(1f / m_fadeSpeed);
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return;
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}
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FadeCanvasGroup.Instance.FadeIn(1f / m_fadeSpeed);
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}
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private void OnFadeInEnd() => m_faded = false;
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private void OnFadeOutEnd() => m_faded = true;
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#endregion
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}
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public override IEnumerator OnPressActionDelay(GameObject obj)
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{
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if (!m_itemChecking)
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{
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yield return base.OnPressActionDelay(obj);
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}
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if (m_itemChecking && Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
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{
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yield return base.OnPressActionDelay(obj);
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}
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if (!Player.Instance.ItemManager.ContainItem(m_itemToCheckId))
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{
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var item = Player.Instance.ItemManager.itemListData.items.Find(item => item.id == m_itemToCheckId);
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DialogueManager.BarkString($"{item.name} Required", Player.Instance.transform);
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}
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}
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private void OnActionTriggerEnter(GameObject gameObject)
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{
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if (!m_questCondition.IsTrue(null))
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{
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return;
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}
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerEnter?.Invoke(m_triggerDescriptor);
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}
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if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
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{
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Player.Instance.SetDialogueIntaractableButtonImage();
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}
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}
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private void OnActionTriggerExit(GameObject gameObject)
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{
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
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}
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if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
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{
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Player.Instance.ResetIntaractableButtonImage();
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}
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}
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private void OnActionEndAnimation(GameObject gameObject)
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{
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if (disableHUD)
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{
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ActionTriggerEvent.ActionTriggerExit?.Invoke(m_triggerDescriptor);
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}
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if (triggerType == TriggerDescriptor.TriggerType.Dialogue)
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{
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Player.Instance.ResetIntaractableButtonImage();
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}
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if (!m_enableInteractionLegality)
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{
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return;
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}
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if (m_guilt == null)
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{
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Debug.LogError("There is no quilt assigned to interactable game object: " + gameObject.name);
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return;
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}
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Player.Instance.PlayerConfessionController.AddGuilt(m_guilt);
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}
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private void ToggleFade()
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{
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if (FadeCanvasGroup.Instance == null)
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{
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return;
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}
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if (!m_faded)
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{
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m_faded = true;
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FadeCanvasGroup.Instance.FadeOut(1f / m_fadeSpeed);
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//.InvokeFade(m_fadeInCurve, m_fadeSpeed);
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return;
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}
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FadeCanvasGroup.Instance.FadeIn(1f / m_fadeSpeed);
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//FadeCanvasGroup.InvokeFade(m_fadeOutCurve, m_fadeSpeed);
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}
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private void OnFadeInEnd()
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{
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m_faded = false;
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}
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private void OnFadeOutEnd()
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{
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m_faded = true;
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}
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protected override void Start()
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{
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base.Start();
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m_triggerDescriptor = new TriggerDescriptor(gameObject, triggerType);
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OnValidate.AddListener(OnActionTriggerEnter);
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OnInvalidate.AddListener(OnActionTriggerExit);
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OnEndAnimation.AddListener(() => OnActionEndAnimation(gameObject));
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}
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}
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}
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}
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@@ -1,26 +1,24 @@
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// --- THIS SCRIPT CAN BE PLACED ANYWHERE IN YOUR ASSETS FOLDER ---
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using UnityEngine;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using PixelCrushers.DialogueSystem; // Required for [ConversationPopup] attribute
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using PixelCrushers.QuestMachine;
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using Invector.vCharacterController.vActions; // Required for the vTriggerGenericAction reference
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using PixelCrushers.DialogueSystem;
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using PixelCrushers.QuestMachine; // Required
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using Invector.vCharacterController.vActions;
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using UnityEngine.Events;
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namespace Beyond
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{
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[AddComponentMenu("Beyond/Quests/Generic Quest Trigger")]
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[RequireComponent(typeof(vTriggerGenericAction))] // IMPORTANT: Ensures the Invector trigger is always on the same GameObject
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[RequireComponent(typeof(bTriggerGenericAction))]
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public class GenericQuestTrigger : MonoBehaviour
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{
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#region --- ODIN-POWERED INSPECTOR ---
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[Title("Invector Trigger Link")]
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[InfoBox("This component links into the vTriggerGenericAction below and adds quest/dialogue functionality to its events.")]
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[Required("A vTriggerGenericAction component is required on this GameObject.")]
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[OnInspectorInit("FindTriggerReference")] // Odin attribute to auto-fill the reference on first view
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public vTriggerGenericAction invectorTrigger;
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[InfoBox("Links into bTriggerGenericAction to add quest/dialogue functionality.")]
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[Required("A bTriggerGenericAction component is required.")]
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[OnInspectorInit("FindTriggerReference")]
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public bTriggerGenericAction invectorTrigger;
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[Title("Quest and Dialogue Actions")]
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[ListDrawerSettings(Expanded = true, DraggableItems = true, NumberOfItemsPerPage = 10)]
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@@ -30,27 +28,22 @@ namespace Beyond
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private GameObject _lastInteractor;
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// This is a helper method for the Odin attribute [OnInspectorInit]
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private void FindTriggerReference()
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{
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if (invectorTrigger == null)
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{
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invectorTrigger = GetComponent<vTriggerGenericAction>();
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}
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if (invectorTrigger == null) invectorTrigger = GetComponent<bTriggerGenericAction>();
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}
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#region --- CORE LOGIC (Lifecycle & Event Handlers) ---
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||||
#region --- CORE LOGIC ---
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||||
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||||
private void Start()
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||||
{
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if (invectorTrigger == null)
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||||
{
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Debug.LogError("GenericQuestTrigger requires a vTriggerGenericAction component, but none was found. Disabling component.", this);
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this.enabled = false;
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return;
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}
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// Subscribe our methods to the events on the Invector component
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// Subscribe to Invector Events
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invectorTrigger.OnPressActionInput.AddListener(() => HandleEvent(TriggerEventType.OnPressActionInput, _lastInteractor));
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invectorTrigger.OnStartAnimation.AddListener(() => HandleEvent(TriggerEventType.OnStartAnimation, _lastInteractor));
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invectorTrigger.OnEndAnimation.AddListener(() => HandleEvent(TriggerEventType.OnEndAnimation, _lastInteractor));
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@@ -60,29 +53,20 @@ namespace Beyond
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||||
invectorTrigger.OnValidate.AddListener((interactor) => HandleEvent(TriggerEventType.OnValidate, interactor));
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invectorTrigger.OnInvalidate.AddListener((interactor) => HandleEvent(TriggerEventType.OnInvalidate, interactor));
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if (DialogueManager.instance != null)
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{
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DialogueManager.instance.conversationEnded += OnConversationEnded;
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}
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||||
if (DialogueManager.instance != null) DialogueManager.instance.conversationEnded += OnConversationEnded;
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||||
}
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||||
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||||
private void OnDisable()
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{
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if (DialogueManager.instance != null)
|
||||
{
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DialogueManager.instance.conversationEnded -= OnConversationEnded;
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}
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if (DialogueManager.instance != null) DialogueManager.instance.conversationEnded -= OnConversationEnded;
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||||
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||||
// It's good practice to unsubscribe from events when disabled/destroyed to prevent memory leaks
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if (invectorTrigger != null)
|
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{
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invectorTrigger.OnPressActionInput.RemoveListener(() => HandleEvent(TriggerEventType.OnPressActionInput, _lastInteractor));
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||||
invectorTrigger.OnStartAnimation.RemoveListener(() => HandleEvent(TriggerEventType.OnStartAnimation, _lastInteractor));
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invectorTrigger.OnEndAnimation.RemoveListener(() => HandleEvent(TriggerEventType.OnEndAnimation, _lastInteractor));
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||||
invectorTrigger.OnPressActionInput.RemoveAllListeners();
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||||
invectorTrigger.OnStartAnimation.RemoveAllListeners();
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||||
invectorTrigger.OnEndAnimation.RemoveAllListeners();
|
||||
invectorTrigger.OnPlayerEnter.RemoveListener(HandlePlayerEnter);
|
||||
invectorTrigger.OnPlayerExit.RemoveListener(HandlePlayerExit);
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||||
invectorTrigger.OnValidate.RemoveListener((interactor) => HandleEvent(TriggerEventType.OnValidate, interactor));
|
||||
invectorTrigger.OnInvalidate.RemoveListener((interactor) => HandleEvent(TriggerEventType.OnInvalidate, interactor));
|
||||
}
|
||||
}
|
||||
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||||
@@ -112,8 +96,24 @@ namespace Beyond
|
||||
{
|
||||
if (action.triggerEvent == eventType)
|
||||
{
|
||||
// Check if the optional Dialogue System condition is met
|
||||
if (action.condition == null || action.condition.IsTrue(interactor?.transform))
|
||||
// 1. Check Dialogue System (Lua)
|
||||
bool dsConditionMet = action.condition == null || action.condition.IsTrue(interactor?.transform);
|
||||
|
||||
// 2. Check Quest Machine (Synchronous State Check)
|
||||
bool qmConditionMet = true;
|
||||
if (action.questRequirements != null && action.questRequirements.Count > 0)
|
||||
{
|
||||
foreach (var req in action.questRequirements)
|
||||
{
|
||||
if (!req.IsMet())
|
||||
{
|
||||
qmConditionMet = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (dsConditionMet && qmConditionMet)
|
||||
{
|
||||
PerformAction(action, interactor);
|
||||
}
|
||||
@@ -136,31 +136,19 @@ namespace Beyond
|
||||
break;
|
||||
|
||||
case ActionType.ExecuteLua:
|
||||
if (!string.IsNullOrEmpty(action.luaCode))
|
||||
{
|
||||
Lua.Run(action.luaCode, true);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(action.luaCode)) Lua.Run(action.luaCode, true);
|
||||
break;
|
||||
|
||||
case ActionType.SendQuestMachineMessage:
|
||||
if (!string.IsNullOrEmpty(action.questMachineMessage))
|
||||
{
|
||||
QuestMachineMessages.SendCompositeMessage(this, action.questMachineMessage);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(action.questMachineMessage)) QuestMachineMessages.SendCompositeMessage(this, action.questMachineMessage);
|
||||
break;
|
||||
|
||||
case ActionType.SetQuestState:
|
||||
if (!string.IsNullOrEmpty(action.questID))
|
||||
{
|
||||
QuestMachine.SetQuestState(action.questID, action.questState);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(action.questID)) QuestMachine.SetQuestState(action.questID, action.questState);
|
||||
break;
|
||||
|
||||
case ActionType.SetQuestNodeState:
|
||||
if (!string.IsNullOrEmpty(action.questID) && !string.IsNullOrEmpty(action.questNodeID))
|
||||
{
|
||||
QuestMachine.SetQuestNodeState(action.questID, action.questNodeID, action.questNodeState);
|
||||
}
|
||||
if (!string.IsNullOrEmpty(action.questID) && !string.IsNullOrEmpty(action.questNodeID)) QuestMachine.SetQuestNodeState(action.questID, action.questNodeID, action.questNodeState);
|
||||
break;
|
||||
|
||||
case ActionType.InvokeUnityEvent:
|
||||
@@ -172,29 +160,19 @@ namespace Beyond
|
||||
#endregion
|
||||
}
|
||||
|
||||
#region --- Action Definitions (Enums and Class) ---
|
||||
#region --- Definitions ---
|
||||
|
||||
public enum TriggerEventType
|
||||
{
|
||||
OnPlayerEnter,
|
||||
OnPlayerExit,
|
||||
OnValidate,
|
||||
OnInvalidate,
|
||||
OnPressActionInput,
|
||||
OnStartAnimation,
|
||||
OnEndAnimation,
|
||||
OnConversationEnd
|
||||
OnPlayerEnter, OnPlayerExit, OnValidate, OnInvalidate, OnPressActionInput, OnStartAnimation, OnEndAnimation, OnConversationEnd
|
||||
}
|
||||
|
||||
public enum ActionType
|
||||
{
|
||||
StartConversation,
|
||||
ExecuteLua,
|
||||
SendQuestMachineMessage,
|
||||
SetQuestState,
|
||||
SetQuestNodeState,
|
||||
InvokeUnityEvent
|
||||
StartConversation, ExecuteLua, SendQuestMachineMessage, SetQuestState, SetQuestNodeState, InvokeUnityEvent
|
||||
}
|
||||
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
public class TriggeredAction
|
||||
@@ -208,20 +186,24 @@ namespace Beyond
|
||||
[EnumToggleButtons, HideLabel]
|
||||
public ActionType actionType;
|
||||
|
||||
[BoxGroup("Settings")]
|
||||
[Tooltip("Optional Dialogue System condition that must be true for this action to fire.")]
|
||||
[DrawWithUnity] // <-- Tells Odin to use the Pixel Crushers drawer for this field.
|
||||
[BoxGroup("Conditions")]
|
||||
[LabelText("Dialogue Condition")]
|
||||
[DrawWithUnity]
|
||||
public Condition condition;
|
||||
|
||||
[BoxGroup("Conditions")]
|
||||
[LabelText("Quest Requirements")]
|
||||
[InfoBox("All requirements listed here must be met.")]
|
||||
public List<QuestRequirement> questRequirements = new List<QuestRequirement>();
|
||||
|
||||
[BoxGroup("Settings")]
|
||||
[ShowIf("actionType", ActionType.StartConversation)]
|
||||
[ConversationPopup(false)] // <-- The Dialogue System attribute that creates the dropdown.
|
||||
[DrawWithUnity] // <-- The Odin attribute that allows the above attribute to work.
|
||||
[ConversationPopup(false)]
|
||||
[DrawWithUnity]
|
||||
public string conversation;
|
||||
|
||||
[BoxGroup("Settings")]
|
||||
[ShowIf("actionType", ActionType.StartConversation)]
|
||||
[Tooltip("The other participant in the conversation. If unassigned, this trigger object will be the conversant.")]
|
||||
public Transform conversant;
|
||||
|
||||
[BoxGroup("Settings")]
|
||||
@@ -235,18 +217,18 @@ namespace Beyond
|
||||
|
||||
[BoxGroup("Settings")]
|
||||
[ShowIf("@this.actionType == ActionType.SetQuestState || this.actionType == ActionType.SetQuestNodeState")]
|
||||
[DrawWithUnity] // <-- Tells Odin to use the Quest Machine drawer for the quest ID field.
|
||||
public string questID;
|
||||
|
||||
// --- AMBIGUITY FIXED: Explicitly using Quest Machine types ---
|
||||
[BoxGroup("Settings")]
|
||||
[ShowIf("actionType", ActionType.SetQuestState)]
|
||||
public PixelCrushers.QuestMachine.QuestState questState;
|
||||
|
||||
[BoxGroup("Settings")]
|
||||
[ShowIf("actionType", ActionType.SetQuestNodeState)]
|
||||
[DrawWithUnity] // <-- Tells Odin to use the Quest Machine drawer for the node ID field.
|
||||
public string questNodeID;
|
||||
|
||||
// --- AMBIGUITY FIXED: Explicitly using Quest Machine types ---
|
||||
[BoxGroup("Settings")]
|
||||
[ShowIf("actionType", ActionType.SetQuestNodeState)]
|
||||
public PixelCrushers.QuestMachine.QuestNodeState questNodeState;
|
||||
|
||||
40
Assets/Scripts/Triggers/QuestRequirement.cs
Normal file
40
Assets/Scripts/Triggers/QuestRequirement.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector; // Required for [ShowIf]
|
||||
using PixelCrushers.QuestMachine; // Required for Quest Machine types
|
||||
|
||||
namespace Beyond
|
||||
{
|
||||
[System.Serializable]
|
||||
public class QuestRequirement
|
||||
{
|
||||
[Tooltip("The ID of the quest to check. (Case-sensitive, copy from Quest Editor)")]
|
||||
public string questID;
|
||||
|
||||
[Tooltip("If checking a specific node, enter ID here. Leave empty to check the overall Quest State.")]
|
||||
public string questNodeID;
|
||||
|
||||
[ShowIf("@string.IsNullOrEmpty(this.questNodeID)")]
|
||||
[Tooltip("The state the Main Quest must be in.")]
|
||||
public QuestState requiredQuestState = QuestState.Active;
|
||||
|
||||
[ShowIf("@!string.IsNullOrEmpty(this.questNodeID)")]
|
||||
[Tooltip("The state the specific Node must be in.")]
|
||||
public QuestNodeState requiredNodeState = QuestNodeState.Active;
|
||||
|
||||
public bool IsMet()
|
||||
{
|
||||
if (string.IsNullOrEmpty(questID)) return true;
|
||||
|
||||
if (string.IsNullOrEmpty(questNodeID))
|
||||
{
|
||||
// CHECK QUEST STATE
|
||||
return QuestMachine.GetQuestState(questID) == requiredQuestState;
|
||||
}
|
||||
else
|
||||
{
|
||||
// CHECK NODE STATE
|
||||
return QuestMachine.GetQuestNodeState(questID, questNodeID) == requiredNodeState;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Triggers/QuestRequirement.cs.meta
Normal file
2
Assets/Scripts/Triggers/QuestRequirement.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4eb8c508c00e347708412631a7d08e68
|
||||
Reference in New Issue
Block a user