DialogueManager.cs 3.4 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 UnityEngine;
  11. using Utility;
  12. public class DialogueManager : Singleton<DialogueManager>
  13. {
  14. private int currentDialogueID;
  15. private Action onDialogueComplete;
  16. private EventConfig eventConfig;
  17. IDialogueMono dialogue;
  18. public void CustomInit(IDialogueMono dialogueMono)
  19. {
  20. dialogue = dialogueMono;
  21. }
  22. /// <summary>
  23. /// 开始对话
  24. /// </summary>
  25. public void StartDialogue(int dialogueID, int eventId, Action onComplete = null)
  26. {
  27. currentDialogueID = dialogueID;
  28. onDialogueComplete = onComplete;
  29. eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventId);
  30. PlayDialogue(dialogueID);
  31. }
  32. private void PlayDialogue(int dialogueID)
  33. {
  34. currentDialogueID = dialogueID;
  35. // 找到当前对话组
  36. var dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(dialogueID);
  37. if (dialogueConfig.ID == 0)
  38. {
  39. EndDialogue();
  40. return;
  41. }
  42. //挂机事件 弹出简单气泡对话
  43. if (eventConfig.EventTriggerType != 2)
  44. {
  45. dialogue.OpenDialoguePanel(dialogueConfig.ID, null, ShowDialogueEventData.MessageShowType.Verbatim, FishDialogue);
  46. }
  47. else
  48. {
  49. dialogue.OpenDialoguePanel(dialogueConfig.ID, FishDialogue);
  50. }
  51. }
  52. public void FishDialogue(int? selectedOptionID)
  53. {
  54. if (selectedOptionID.HasValue)
  55. {
  56. // 玩家选择了选项,处理结果
  57. SelectOption(selectedOptionID.Value);
  58. }
  59. else
  60. {
  61. // 无选
  62. EndDialogue1();
  63. }
  64. }
  65. /// <summary>
  66. /// 处理选项选择
  67. /// </summary>
  68. public void SelectOption(int optionID)
  69. {
  70. PlayDialogue(optionID);
  71. }
  72. /// <summary>
  73. /// 结束对话
  74. /// </summary>
  75. private async void EndDialogue1()
  76. {
  77. EventConditionConfig dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(currentDialogueID);
  78. switch (dialogueConfig.optionType)
  79. {
  80. //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
  81. case 1:
  82. EndDialogue();
  83. return;
  84. //进入战斗
  85. case 2:
  86. LogTool.Log("对话结束,进入战斗");
  87. break;
  88. //获得奖励
  89. case 3:
  90. List<ItemInfo> itemInfos = new List<ItemInfo>();
  91. for (var i = 0; i < dialogueConfig.PrizeIDs.Length; i++)
  92. {
  93. ItemInfo itemInfo = new ItemInfo(dialogueConfig.PrizeIDs[i], dialogueConfig.PrizeNums[i]);
  94. itemInfos.Add(itemInfo);
  95. }
  96. await dialogue.OpenRewardsPanel(itemInfos);
  97. LogTool.Log("对话结束,获得奖励");
  98. break;
  99. }
  100. //如果有下一个对话id 走下一个id
  101. if (dialogueConfig.ResultOptions != 0)
  102. {
  103. PlayDialogue(dialogueConfig.ResultOptions);
  104. }
  105. }
  106. /// <summary>
  107. /// 结束对话
  108. /// </summary>
  109. private void EndDialogue()
  110. {
  111. onDialogueComplete?.Invoke();
  112. }
  113. }