implemented NPC system and working bartender conversation
This commit is contained in:
@@ -5,8 +5,14 @@ using Yarn.Unity;
|
||||
namespace NightclubArcadia.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// Registers the <<enter_environment>> Yarn command, which steps the player
|
||||
/// out of dialogue and hands control to the 3D environment.
|
||||
/// Owns the hand-off between dialogue and the 3D environment: locks the
|
||||
/// player's controls for as long as a conversation is running, and registers
|
||||
/// the <<enter_environment>> Yarn command that hands control back.
|
||||
///
|
||||
/// The lock is driven by the DialogueRunner's own lifecycle events rather
|
||||
/// than by each interactable, so every entry point — auto-started nodes,
|
||||
/// NPCStandIn, DialogueInteractable — gets the same behaviour without
|
||||
/// having to remember to do it.
|
||||
/// </summary>
|
||||
public class DialogueTransitionController : MonoBehaviour
|
||||
{
|
||||
@@ -15,25 +21,93 @@ namespace NightclubArcadia.Dialogue
|
||||
[SerializeField] private GameObject playerArmature;
|
||||
|
||||
private ThirdPersonController playerController;
|
||||
private StarterAssetsInputs playerInputs;
|
||||
private Animator playerAnimator;
|
||||
|
||||
static readonly int AnimIDSpeed = Animator.StringToHash("Speed");
|
||||
static readonly int AnimIDMotionSpeed = Animator.StringToHash("MotionSpeed");
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (playerArmature != null)
|
||||
{
|
||||
playerController = playerArmature.GetComponent<ThirdPersonController>();
|
||||
playerInputs = playerArmature.GetComponent<StarterAssetsInputs>();
|
||||
playerAnimator = playerArmature.GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// Subscribed in Awake rather than Start: the runner auto-starts its
|
||||
// first node from its own Start(), and script execution order
|
||||
// between the two is not guaranteed.
|
||||
dialogueRunner.onDialogueStart?.AddListener(OnDialogueStart);
|
||||
dialogueRunner.onDialogueComplete?.AddListener(OnDialogueComplete);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
playerController = playerArmature.GetComponent<ThirdPersonController>();
|
||||
|
||||
// Dialogue is in progress as soon as this controller is active (including
|
||||
// auto-started nodes), so the player stays locked out until <<enter_environment>>.
|
||||
// The armature itself stays active/visible — only its controls are disabled.
|
||||
if (playerController != null)
|
||||
playerController.enabled = false;
|
||||
// Dialogue is in progress as soon as this controller is active
|
||||
// (including auto-started nodes), so the player stays locked out
|
||||
// until <<enter_environment>>. The armature itself stays
|
||||
// active/visible — only its controls are disabled.
|
||||
SetPlayerControlEnabled(false);
|
||||
|
||||
dialogueRunner.AddCommandHandler("enter_environment", EnterEnvironment);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
dialogueRunner.onDialogueStart?.RemoveListener(OnDialogueStart);
|
||||
dialogueRunner.onDialogueComplete?.RemoveListener(OnDialogueComplete);
|
||||
}
|
||||
|
||||
void OnDialogueStart()
|
||||
{
|
||||
DialogueUIVisibility.Show(dialogueUI);
|
||||
SetPlayerControlEnabled(false);
|
||||
}
|
||||
|
||||
// Safety net: a node that ends without <<enter_environment>> must still
|
||||
// give the player their controls back.
|
||||
void OnDialogueComplete() => EnterEnvironment();
|
||||
|
||||
void EnterEnvironment()
|
||||
{
|
||||
dialogueUI.SetActive(false);
|
||||
if (playerController != null)
|
||||
playerController.enabled = true;
|
||||
// Hide, don't deactivate: deactivating the Canvas breaks TMP's
|
||||
// cached Canvas reference and makes the next conversation throw.
|
||||
// See DialogueUIVisibility.
|
||||
DialogueUIVisibility.Hide(dialogueUI);
|
||||
SetPlayerControlEnabled(true);
|
||||
}
|
||||
|
||||
void SetPlayerControlEnabled(bool value)
|
||||
{
|
||||
if (playerController == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!value)
|
||||
{
|
||||
// Clear pending input and the locomotion blend before freezing
|
||||
// the controller. Disabling it mid-stride otherwise leaves
|
||||
// Speed at its last value, and the character keeps running on
|
||||
// the spot for the whole conversation.
|
||||
if (playerInputs != null)
|
||||
{
|
||||
playerInputs.MoveInput(Vector2.zero);
|
||||
playerInputs.LookInput(Vector2.zero);
|
||||
playerInputs.SprintInput(false);
|
||||
playerInputs.JumpInput(false);
|
||||
}
|
||||
|
||||
if (playerAnimator != null)
|
||||
{
|
||||
playerAnimator.SetFloat(AnimIDSpeed, 0f);
|
||||
playerAnimator.SetFloat(AnimIDMotionSpeed, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
playerController.enabled = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user