game: npc dialogue flow

This commit is contained in:
kookiekenobi 2025-02-16 15:08:48 +08:00
parent 224b7f2af4
commit 6481bd71ec
14 changed files with 451 additions and 249 deletions

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CanvasRenderer: CanvasRenderer:
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View file

@ -29,20 +29,6 @@ public class GameManager : MonoBehaviour
public GameObject currentNPC; public GameObject currentNPC;
public string currentNPCCorrectDepartment; public string currentNPCCorrectDepartment;
public bool buttonsPressedBefore;
///<summary>
/// References for player-npc dialogue
/// </summary>
[Header("NPC Dialogue")]
public TextMeshProUGUI playerQuestionOneText;
public TextMeshProUGUI playerQuestionTwoText;
public TextMeshProUGUI playerQuestionThreeText;
public TextMeshProUGUI playerResponse;
public GameObject playerDialogue;
/// <summary> /// <summary>
/// Do Not Destroy on Load /// Do Not Destroy on Load
/// </summary> /// </summary>
@ -57,9 +43,7 @@ public class GameManager : MonoBehaviour
{ {
Destroy(gameObject); Destroy(gameObject);
} }
}
playerDialogue.SetActive(false);
}
/// <summary> /// <summary>
/// Setting NPC in front of desk as current /// Setting NPC in front of desk as current

View file

@ -80,7 +80,7 @@ public class NpcMovementRework : MonoBehaviour
GameManager.instance.SetCurrentNPC(this.gameObject); GameManager.instance.SetCurrentNPC(this.gameObject);
npcSpeechBubble.SetActive(true); npcSpeechBubble.SetActive(true);
GameManager.instance.playerDialogue.SetActive(true); PlayerDialogueInteraction.instance.playerDialogue.SetActive(true);
yield return new WaitUntil(() => npcData != null); yield return new WaitUntil(() => npcData != null);
@ -148,14 +148,10 @@ public class NpcMovementRework : MonoBehaviour
npcWelcomeText.text = "Hello"; npcWelcomeText.text = "Hello";
initialStatementText.text = npcData.initialStatement; initialStatementText.text = npcData.initialStatement;
GameManager.instance.playerQuestionOneText.text = npcData.question1;
GameManager.instance.playerQuestionTwoText.text = npcData.question2;
GameManager.instance.playerQuestionThreeText.text = npcData.question3;
npcAnswerOneText.text = npcData.answer1; npcAnswerOneText.text = npcData.answer1;
npcAnswerTwoText.text = npcData.answer2; npcAnswerTwoText.text = npcData.answer2;
npcAnswerThreeText.text = npcData.answer3; npcAnswerThreeText.text = npcData.answer3;
GameManager.instance.playerResponse.text = npcData.response3; PlayerDialogueInteraction.instance.SetPlayerQuestions(npcData.question1, npcData.question2, npcData.question3);
} }
} }

View file

@ -7,33 +7,127 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
public class PlayerDialogueInteraction : MonoBehaviour public class PlayerDialogueInteraction : MonoBehaviour
{ {
[Header("Checklist Ticks")] public static PlayerDialogueInteraction instance;
///<summary>
/// References for player-npc dialogue
/// </summary>
[Header("Player UI")]
public GameObject playerDialogue;
public GameObject welcomeButton;
public GameObject questionPanel;
public GameObject responsePanel;
public TextMeshProUGUI playerQuestionOneText;
public TextMeshProUGUI playerQuestionTwoText;
public TextMeshProUGUI playerQuestionThreeText;
public TextMeshProUGUI playerResponseText;
private bool question1Asked = false;
private bool question2Asked = false;
private bool question3Asked = false;
[Header("Checklist UI")]
public GameObject welcomeTick; public GameObject welcomeTick;
public GameObject situationTick; public GameObject situationTick;
public GameObject serviceTick;
public GameObject takeDocumentsTick; public GameObject takeDocumentsTick;
public GameObject servicesTick;
public GameObject giveDocumentsTick; public GameObject giveDocumentsTick;
/// <summary> void Awake()
/// Resets checklist when npc is finished
/// </summary>
public void ResetChecklist()
{ {
welcomeTick.SetActive(false); if (instance == null)
situationTick.SetActive(false); {
takeDocumentsTick.SetActive(false); instance = this;
servicesTick.SetActive(false); }
giveDocumentsTick.SetActive(false); else
{
Destroy(gameObject);
}
ResetDialogue();
ResetChecklist();
} }
public void ResetDialogue() public void ResetDialogue()
{ {
GameManager.instance.playerDialogue.SetActive(false); playerDialogue.SetActive(false);
questionPanel.SetActive(false);
responsePanel.SetActive(false);
welcomeButton.SetActive(true);
question1Asked = false;
question2Asked = false;
question3Asked = false;
} }
public void ResetChecklist()
{
welcomeTick.SetActive(false);
situationTick.SetActive(false);
serviceTick.SetActive(false);
giveDocumentsTick.SetActive(false);
takeDocumentsTick.SetActive(false);
}
public void SetPlayerQuestions(string q1, string q2, string q3)
{
playerQuestionOneText.text = q1;
playerQuestionTwoText.text = q2;
playerQuestionThreeText.text = q3;
}
public void WelcomePressed()
{
questionPanel.SetActive(true);
welcomeButton.SetActive(false);
welcomeTick.SetActive(true);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcWelcomeText.gameObject.SetActive(false);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().initialStatementText.gameObject.SetActive(true);
}
public void OnQuestionSelected(int questionIndex)
{
if (questionIndex == 1)
{
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerOneText.gameObject.SetActive(true);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerTwoText.gameObject.SetActive(false);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerThreeText.gameObject.SetActive(false);
question1Asked = true;
}
else if (questionIndex == 2)
{
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerOneText.gameObject.SetActive(false);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerTwoText.gameObject.SetActive(true);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerThreeText.gameObject.SetActive(false);
question2Asked = true;
}
else if (questionIndex == 3)
{
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerOneText.gameObject.SetActive(false);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerTwoText.gameObject.SetActive(false);
GameManager.instance.currentNPC.GetComponent<NpcMovementRework>().npcAnswerThreeText.gameObject.SetActive(true);
question3Asked = true;
}
CheckAllQuestionsAsked();
}
void CheckAllQuestionsAsked()
{
if (question1Asked && question2Asked && question3Asked)
{
situationTick.SetActive(true);
}
}
} }