DialogueManager.cs 3.8 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. EventSystemManager.Instance.CurrentEventList.curStep = currentDialogueID;
  36. AccountFileInfo.Instance.SavePlayerData();
  37. // 找到当前对话组
  38. var dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(dialogueID);
  39. if (dialogueConfig.ID == 0)
  40. {
  41. EndDialogue();
  42. return;
  43. }
  44. //挂机事件 弹出简单气泡对话
  45. if (eventConfig.EventTriggerType != 2)
  46. {
  47. dialogue.OpenDialoguePanel(dialogueConfig.ID, null, ShowDialogueEventData.MessageShowType.Verbatim,
  48. FishDialogue);
  49. }
  50. else
  51. {
  52. dialogue.OpenDialoguePanel(dialogueConfig.ID, FishDialogue);
  53. }
  54. }
  55. public void FishDialogue(int? selectedOptionID)
  56. {
  57. if (selectedOptionID.HasValue)
  58. {
  59. // 玩家选择了选项,处理结果
  60. SelectOption(selectedOptionID.Value);
  61. }
  62. else
  63. {
  64. // 无选
  65. EndDialogue1();
  66. }
  67. }
  68. /// <summary>
  69. /// 处理选项选择
  70. /// </summary>
  71. public void SelectOption(int optionID)
  72. {
  73. PlayDialogue(optionID);
  74. }
  75. /// <summary>
  76. /// 结束对话
  77. /// </summary>
  78. private async void EndDialogue1()
  79. {
  80. EventConditionConfig dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(currentDialogueID);
  81. switch (dialogueConfig.optionType)
  82. {
  83. //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
  84. case 1:
  85. EndDialogue();
  86. return;
  87. //进入战斗
  88. case 2:
  89. LogTool.Log("对话结束,进入战斗");
  90. dialogue.StartCombat(dialogueConfig.optionPara1[0],
  91. delegate(bool isWin)
  92. {
  93. LogTool.Log("战斗完成" + isWin);
  94. });
  95. break;
  96. //获得奖励
  97. case 3:
  98. List<ItemInfo> itemInfos = new List<ItemInfo>();
  99. for (var i = 0; i < dialogueConfig.PrizeIDs.Length; i++)
  100. {
  101. ItemInfo itemInfo = new ItemInfo(dialogueConfig.PrizeIDs[i], dialogueConfig.PrizeNums[i]);
  102. itemInfos.Add(itemInfo);
  103. }
  104. await dialogue.OpenRewardsPanel(itemInfos);
  105. LogTool.Log("对话结束,获得奖励");
  106. break;
  107. }
  108. //如果有下一个对话id 走下一个id
  109. if (dialogueConfig.ResultOptions != 0)
  110. {
  111. PlayDialogue(dialogueConfig.ResultOptions);
  112. }
  113. else
  114. {
  115. EndDialogue();
  116. }
  117. }
  118. /// <summary>
  119. /// 结束对话
  120. /// </summary>
  121. private void EndDialogue()
  122. {
  123. onDialogueComplete?.Invoke();
  124. }
  125. }