260 lines
11 KiB
C#
260 lines
11 KiB
C#
// --- 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 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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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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[Title("Quest and Dialogue Actions")]
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[ListDrawerSettings(Expanded = true, DraggableItems = true, NumberOfItemsPerPage = 10)]
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public List<TriggeredAction> actions = new List<TriggeredAction>();
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#endregion
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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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}
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#region --- CORE LOGIC (Lifecycle & Event Handlers) ---
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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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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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invectorTrigger.OnPlayerEnter.AddListener(HandlePlayerEnter);
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invectorTrigger.OnPlayerExit.AddListener(HandlePlayerExit);
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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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}
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private void OnDisable()
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{
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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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// 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.OnPlayerEnter.RemoveListener(HandlePlayerEnter);
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invectorTrigger.OnPlayerExit.RemoveListener(HandlePlayerExit);
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invectorTrigger.OnValidate.RemoveListener((interactor) => HandleEvent(TriggerEventType.OnValidate, interactor));
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invectorTrigger.OnInvalidate.RemoveListener((interactor) => HandleEvent(TriggerEventType.OnInvalidate, interactor));
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}
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}
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private void HandlePlayerEnter(GameObject interactor)
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{
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_lastInteractor = interactor;
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HandleEvent(TriggerEventType.OnPlayerEnter, interactor);
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}
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private void HandlePlayerExit(GameObject interactor)
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{
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HandleEvent(TriggerEventType.OnPlayerExit, interactor);
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_lastInteractor = null;
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}
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private void OnConversationEnded(Transform actor)
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{
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if (_lastInteractor != null && actor.gameObject == _lastInteractor)
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{
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HandleEvent(TriggerEventType.OnConversationEnd, actor.gameObject);
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}
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}
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private void HandleEvent(TriggerEventType eventType, GameObject interactor)
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{
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foreach (var action in actions)
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{
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if (action.triggerEvent == eventType)
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{
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// Check if the optional Dialogue System condition is met
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if (action.condition == null || action.condition.IsTrue(interactor?.transform))
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{
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PerformAction(action, interactor);
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}
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}
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}
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}
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private void PerformAction(TriggeredAction action, GameObject interactor)
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{
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var actorTransform = interactor?.transform;
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switch (action.actionType)
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{
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case ActionType.StartConversation:
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if (!string.IsNullOrEmpty(action.conversation))
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{
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Transform conversant = action.conversant != null ? action.conversant : this.transform;
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DialogueManager.StartConversation(action.conversation, actorTransform, conversant);
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}
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break;
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case ActionType.ExecuteLua:
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if (!string.IsNullOrEmpty(action.luaCode))
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{
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Lua.Run(action.luaCode, true);
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}
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break;
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case ActionType.SendQuestMachineMessage:
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if (!string.IsNullOrEmpty(action.questMachineMessage))
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{
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QuestMachineMessages.SendCompositeMessage(this, action.questMachineMessage);
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}
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break;
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case ActionType.SetQuestState:
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if (!string.IsNullOrEmpty(action.questID))
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{
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QuestMachine.SetQuestState(action.questID, action.questState);
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}
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break;
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case ActionType.SetQuestNodeState:
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if (!string.IsNullOrEmpty(action.questID) && !string.IsNullOrEmpty(action.questNodeID))
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{
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QuestMachine.SetQuestNodeState(action.questID, action.questNodeID, action.questNodeState);
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}
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break;
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case ActionType.InvokeUnityEvent:
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action.onExecute?.Invoke();
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break;
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}
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}
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#endregion
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}
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#region --- Action Definitions (Enums and Class) ---
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public enum TriggerEventType
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{
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OnPlayerEnter,
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OnPlayerExit,
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OnValidate,
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OnInvalidate,
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OnPressActionInput,
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OnStartAnimation,
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OnEndAnimation,
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OnConversationEnd
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}
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public enum ActionType
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{
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StartConversation,
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ExecuteLua,
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SendQuestMachineMessage,
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SetQuestState,
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SetQuestNodeState,
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InvokeUnityEvent
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}
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[System.Serializable]
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public class TriggeredAction
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{
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[HorizontalGroup("Top", 120)]
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[BoxGroup("Top/Trigger", showLabel: false)]
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[EnumToggleButtons, HideLabel]
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public TriggerEventType triggerEvent;
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[BoxGroup("Top/Action", showLabel: false)]
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[EnumToggleButtons, HideLabel]
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public ActionType actionType;
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[BoxGroup("Settings")]
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[Tooltip("Optional Dialogue System condition that must be true for this action to fire.")]
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[DrawWithUnity] // <-- Tells Odin to use the Pixel Crushers drawer for this field.
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public Condition condition;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.StartConversation)]
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[ConversationPopup(false)] // <-- The Dialogue System attribute that creates the dropdown.
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[DrawWithUnity] // <-- The Odin attribute that allows the above attribute to work.
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public string conversation;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.StartConversation)]
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[Tooltip("The other participant in the conversation. If unassigned, this trigger object will be the conversant.")]
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public Transform conversant;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.ExecuteLua)]
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[TextArea(2, 5)]
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public string luaCode;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.SendQuestMachineMessage)]
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public string questMachineMessage;
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[BoxGroup("Settings")]
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[ShowIf("@this.actionType == ActionType.SetQuestState || this.actionType == ActionType.SetQuestNodeState")]
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[DrawWithUnity] // <-- Tells Odin to use the Quest Machine drawer for the quest ID field.
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public string questID;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.SetQuestState)]
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public PixelCrushers.QuestMachine.QuestState questState;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.SetQuestNodeState)]
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[DrawWithUnity] // <-- Tells Odin to use the Quest Machine drawer for the node ID field.
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public string questNodeID;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.SetQuestNodeState)]
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public PixelCrushers.QuestMachine.QuestNodeState questNodeState;
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[BoxGroup("Settings")]
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[ShowIf("actionType", ActionType.InvokeUnityEvent)]
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public UnityEvent onExecute;
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}
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#endregion
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} |