DialogueInteractable, DialogueTransitionController, and DialogueUIVisibility are reworked against the new UI layer: visibility is driven by UIStateController rather than each component toggling canvases itself, which removes the duplicated show/hide logic the two had accumulated. NPCStandIn now ignores the interact button while UIStateController reports a menu open, so pressing interact through an open panel no longer starts a conversation behind it. The yarnproject change is graph-editor node positions only. Co-Authored-By: Claude Opus 5 <[email protected]>
86 lines
3.4 KiB
C#
86 lines
3.4 KiB
C#
using NightclubArcadia.UI;
|
|
using UnityEngine;
|
|
using Yarn.Unity;
|
|
|
|
namespace NightclubArcadia.Dialogue
|
|
{
|
|
/// <summary>
|
|
/// 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. Control locking is delegated to
|
|
/// <see cref="PlayerControlLock"/> so the player menu can hold a second
|
|
/// independent lock without re-enabling movement mid-conversation.
|
|
/// </summary>
|
|
public class DialogueTransitionController : MonoBehaviour
|
|
{
|
|
[SerializeField] private DialogueRunner dialogueRunner;
|
|
[SerializeField] private GameObject dialogueUI;
|
|
[SerializeField] private GameObject playerArmature;
|
|
[SerializeField] private PlayerControlLock controlLock;
|
|
|
|
void Awake()
|
|
{
|
|
if (controlLock == null && playerArmature != null)
|
|
{
|
|
controlLock = playerArmature.GetComponent<PlayerControlLock>();
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
if (controlLock == null && playerArmature != null)
|
|
{
|
|
controlLock = playerArmature.GetComponent<PlayerControlLock>();
|
|
}
|
|
|
|
// 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.
|
|
controlLock?.Acquire(this);
|
|
|
|
dialogueRunner.AddCommandHandler("enter_environment", EnterEnvironment);
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
dialogueRunner.onDialogueStart?.RemoveListener(OnDialogueStart);
|
|
dialogueRunner.onDialogueComplete?.RemoveListener(OnDialogueComplete);
|
|
}
|
|
|
|
void OnDialogueStart()
|
|
{
|
|
DialogueUIVisibility.Show(dialogueUI);
|
|
UIStateController.Instance?.SetDialogueActive(true);
|
|
controlLock?.Acquire(this);
|
|
}
|
|
|
|
// Safety net: a node that ends without <<enter_environment>> must still
|
|
// give the player their controls back.
|
|
void OnDialogueComplete() => EnterEnvironment();
|
|
|
|
void EnterEnvironment()
|
|
{
|
|
// Hide, don't deactivate: deactivating the Canvas breaks TMP's
|
|
// cached Canvas reference and makes the next conversation throw.
|
|
// See DialogueUIVisibility / PanelVisibility.
|
|
DialogueUIVisibility.Hide(dialogueUI);
|
|
UIStateController.Instance?.SetDialogueActive(false);
|
|
// Release is idempotent on a HashSet — safe when both
|
|
// <<enter_environment>> and onDialogueComplete fire.
|
|
controlLock?.Release(this);
|
|
}
|
|
}
|
|
}
|