DialogueManager.cs 6.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Common.Utility.CombatEvent;
  4. using Core.Event.Event;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.Mono;
  8. using Fort23.UTool;
  9. using GameLogic.Bag;
  10. using GameLogic.Combat.CombatTool;
  11. using GameLogic.Player;
  12. using UnityEngine;
  13. using Utility;
  14. public class DialogueManager : Singleton<DialogueManager>
  15. {
  16. private int currentDialogueID;
  17. private Action onDialogueComplete;
  18. private Action onCancel;
  19. private EventConfig eventConfig;
  20. IDialogueMono dialogue;
  21. public void CustomInit(IDialogueMono dialogueMono)
  22. {
  23. dialogue = dialogueMono;
  24. }
  25. /// <summary>
  26. /// 开始对话
  27. /// </summary>
  28. public void StartDialogue(int dialogueID, int eventId, Action onComplete = null, Action onCancel = null)
  29. {
  30. this.onCancel = onCancel;
  31. currentDialogueID = dialogueID;
  32. onDialogueComplete = onComplete;
  33. eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventId);
  34. if (eventConfig.EventType == 2)
  35. {
  36. EndDialogue1();
  37. }
  38. else
  39. {
  40. PlayDialogue(dialogueID);
  41. }
  42. }
  43. private void PlayDialogue(int dialogueID)
  44. {
  45. currentDialogueID = dialogueID;
  46. //神识探索的事件记录步骤
  47. if (EventSystemManager.Instance.CurrentEventList != null)
  48. EventSystemManager.Instance.CurrentEventList.curStep = currentDialogueID;
  49. AccountFileInfo.Instance.SavePlayerData();
  50. // 找到当前对话组
  51. var dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(dialogueID);
  52. if (dialogueConfig.ID == 0)
  53. {
  54. EndDialogue();
  55. return;
  56. }
  57. //挂机事件 弹出简单气泡对话
  58. if (eventConfig.EventTriggerType != 2)
  59. {
  60. dialogue.OpenDialoguePanel(dialogueConfig.ID, null, ShowDialogueEventData.MessageShowType.Verbatim,
  61. FishDialogue);
  62. }
  63. else
  64. {
  65. dialogue.OpenDialoguePanel(dialogueConfig.ID, FishDialogue);
  66. }
  67. }
  68. public void FishDialogue(int? selectedOptionID)
  69. {
  70. if (selectedOptionID.HasValue)
  71. {
  72. // 玩家选择了选项,处理结果
  73. SelectOption(selectedOptionID.Value);
  74. }
  75. else
  76. {
  77. // 无选
  78. EndDialogue1();
  79. }
  80. }
  81. /// <summary>
  82. /// 处理选项选择
  83. /// </summary>
  84. public void SelectOption(int optionID)
  85. {
  86. PlayDialogue(optionID);
  87. }
  88. /// <summary>
  89. /// 结束对话
  90. /// </summary>
  91. private async void EndDialogue1()
  92. {
  93. EventConditionConfig dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(currentDialogueID);
  94. bool isCombatWin = false;
  95. switch (dialogueConfig.optionType)
  96. {
  97. //选项在这里不处理 在ui层处理 所有这里不是走到1 直接return
  98. case 1:
  99. EndDialogue();
  100. return;
  101. //进入战斗
  102. case 2:
  103. LogTool.Log("对话结束,进入战斗");
  104. //不是一次性事件弹出boss界面
  105. if (eventConfig.EventTriggerType !=2)
  106. {
  107. bool relust = await dialogue.OpenBossInfoPanel(dialogueConfig.optionPara1[0]);
  108. if (relust)
  109. {
  110. CTask cTask = CTask.Create();
  111. dialogue.StartCombat(dialogueConfig.optionPara1[0],
  112. delegate(bool isWin)
  113. {
  114. LogTool.Log("战斗完成" + isWin);
  115. isCombatWin = isWin;
  116. cTask.SetResult();
  117. });
  118. await cTask;
  119. dialogue.ChangeComabtState(CombatController.idle);
  120. }
  121. else
  122. {
  123. onCancel?.Invoke();
  124. return;
  125. }
  126. }
  127. else
  128. {
  129. CTask cTask = CTask.Create();
  130. dialogue.StartCombat(dialogueConfig.optionPara1[0],
  131. delegate(bool isWin)
  132. {
  133. LogTool.Log("战斗完成" + isWin);
  134. isCombatWin = isWin;
  135. cTask.SetResult();
  136. });
  137. await cTask;
  138. dialogue.ChangeComabtState(CombatController.idle);
  139. }
  140. break;
  141. //获得奖励
  142. case 3:
  143. List<ItemInfo> itemInfos = new List<ItemInfo>();
  144. for (var i = 0; i < dialogueConfig.PrizeIDs.Length; i++)
  145. {
  146. DropConfig dropConfig = ConfigComponent.Instance.Get<DropConfig>(dialogueConfig.PrizeIDs[i]);
  147. if (dropConfig.dropType == 3)
  148. {
  149. ItemInfo itemInfo = new ItemInfo(dropConfig.dropGroupID[0], dialogueConfig.PrizeNums[i]);
  150. itemInfos.Add(itemInfo);
  151. }
  152. else
  153. {
  154. List<ItemInfo> items = DropManager.Instance.DropItem(dialogueConfig.PrizeIDs[i]);
  155. itemInfos.AddRange(items);
  156. }
  157. }
  158. await dialogue.OpenRewardsPanel(eventConfig.ID, itemInfos);
  159. LogTool.Log("对话结束,获得奖励");
  160. break;
  161. }
  162. //如果有下一个对话id 走下一个id
  163. if (dialogueConfig.ResultOptions != null && dialogueConfig.ResultOptions.Length > 0)
  164. {
  165. if (dialogueConfig.optionType == 2)
  166. {
  167. if (isCombatWin)
  168. {
  169. PlayDialogue(dialogueConfig.ResultOptions[0]);
  170. }
  171. else
  172. {
  173. PlayDialogue(dialogueConfig.ResultOptions[1]);
  174. }
  175. }
  176. else
  177. {
  178. PlayDialogue(dialogueConfig.ResultOptions[0]);
  179. }
  180. }
  181. else
  182. {
  183. EndDialogue();
  184. }
  185. }
  186. /// <summary>
  187. /// 结束对话
  188. /// </summary>
  189. private void EndDialogue()
  190. {
  191. onDialogueComplete?.Invoke();
  192. }
  193. }