DialogueManager.cs 4.6 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 UnityEngine;
  12. using Utility;
  13. public class DialogueManager : Singleton<DialogueManager>
  14. {
  15. private int currentDialogueID;
  16. private Action onDialogueComplete;
  17. private EventConfig eventConfig;
  18. IDialogueMono dialogue;
  19. public void CustomInit(IDialogueMono dialogueMono)
  20. {
  21. dialogue = dialogueMono;
  22. }
  23. /// <summary>
  24. /// 开始对话
  25. /// </summary>
  26. public void StartDialogue(int dialogueID, int eventId, Action onComplete = null)
  27. {
  28. currentDialogueID = dialogueID;
  29. onDialogueComplete = onComplete;
  30. eventConfig = ConfigComponent.Instance.Get<EventConfig>(eventId);
  31. PlayDialogue(dialogueID);
  32. }
  33. private void PlayDialogue(int dialogueID)
  34. {
  35. currentDialogueID = dialogueID;
  36. //神识探索的事件记录步骤
  37. if (EventSystemManager.Instance.CurrentEventList != null)
  38. EventSystemManager.Instance.CurrentEventList.curStep = currentDialogueID;
  39. AccountFileInfo.Instance.SavePlayerData();
  40. // 找到当前对话组
  41. var dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(dialogueID);
  42. if (dialogueConfig.ID == 0)
  43. {
  44. EndDialogue();
  45. return;
  46. }
  47. //挂机事件 弹出简单气泡对话
  48. if (eventConfig.EventTriggerType != 2)
  49. {
  50. dialogue.OpenDialoguePanel(dialogueConfig.ID, null, ShowDialogueEventData.MessageShowType.Verbatim,
  51. FishDialogue);
  52. }
  53. else
  54. {
  55. dialogue.OpenDialoguePanel(dialogueConfig.ID, FishDialogue);
  56. }
  57. }
  58. public void FishDialogue(int? selectedOptionID)
  59. {
  60. if (selectedOptionID.HasValue)
  61. {
  62. // 玩家选择了选项,处理结果
  63. SelectOption(selectedOptionID.Value);
  64. }
  65. else
  66. {
  67. // 无选
  68. EndDialogue1();
  69. }
  70. }
  71. /// <summary>
  72. /// 处理选项选择
  73. /// </summary>
  74. public void SelectOption(int optionID)
  75. {
  76. PlayDialogue(optionID);
  77. }
  78. /// <summary>
  79. /// 结束对话
  80. /// </summary>
  81. private async void EndDialogue1()
  82. {
  83. EventConditionConfig dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(currentDialogueID);
  84. bool isCombatWin = false;
  85. switch (dialogueConfig.optionType)
  86. {
  87. //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
  88. case 1:
  89. EndDialogue();
  90. return;
  91. //进入战斗
  92. case 2:
  93. LogTool.Log("对话结束,进入战斗");
  94. CTask cTask = CTask.Create();
  95. dialogue.StartCombat(dialogueConfig.optionPara1[0],
  96. delegate(bool isWin)
  97. {
  98. LogTool.Log("战斗完成" + isWin);
  99. isCombatWin = isWin;
  100. cTask.SetResult();
  101. });
  102. await cTask;
  103. dialogue.ChangeComabtState(CombatController.idle);
  104. break;
  105. //获得奖励
  106. case 3:
  107. List<ItemInfo> itemInfos = new List<ItemInfo>();
  108. for (var i = 0; i < dialogueConfig.PrizeIDs.Length; i++)
  109. {
  110. ItemInfo itemInfo = new ItemInfo(dialogueConfig.PrizeIDs[i], dialogueConfig.PrizeNums[i]);
  111. itemInfos.Add(itemInfo);
  112. }
  113. await dialogue.OpenRewardsPanel(eventConfig.ID,itemInfos);
  114. LogTool.Log("对话结束,获得奖励");
  115. break;
  116. }
  117. //如果有下一个对话id 走下一个id
  118. if (dialogueConfig.ResultOptions != null && dialogueConfig.ResultOptions.Length > 0)
  119. {
  120. if (dialogueConfig.optionType == 2)
  121. {
  122. if (isCombatWin)
  123. {
  124. PlayDialogue(dialogueConfig.ResultOptions[0]);
  125. }
  126. else
  127. {
  128. PlayDialogue(dialogueConfig.ResultOptions[1]);
  129. }
  130. }
  131. else
  132. {
  133. PlayDialogue(dialogueConfig.ResultOptions[0]);
  134. }
  135. }
  136. else
  137. {
  138. EndDialogue();
  139. }
  140. }
  141. /// <summary>
  142. /// 结束对话
  143. /// </summary>
  144. private void EndDialogue()
  145. {
  146. onDialogueComplete?.Invoke();
  147. }
  148. }