DialogueManager.cs 3.7 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,
  46. FishDialogue);
  47. }
  48. else
  49. {
  50. dialogue.OpenDialoguePanel(dialogueConfig.ID, FishDialogue);
  51. }
  52. }
  53. public void FishDialogue(int? selectedOptionID)
  54. {
  55. if (selectedOptionID.HasValue)
  56. {
  57. // 玩家选择了选项,处理结果
  58. SelectOption(selectedOptionID.Value);
  59. }
  60. else
  61. {
  62. // 无选
  63. EndDialogue1();
  64. }
  65. }
  66. /// <summary>
  67. /// 处理选项选择
  68. /// </summary>
  69. public void SelectOption(int optionID)
  70. {
  71. PlayDialogue(optionID);
  72. }
  73. /// <summary>
  74. /// 结束对话
  75. /// </summary>
  76. private async void EndDialogue1()
  77. {
  78. EventConditionConfig dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(currentDialogueID);
  79. switch (dialogueConfig.optionType)
  80. {
  81. //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
  82. case 1:
  83. EndDialogue();
  84. return;
  85. //进入战斗
  86. case 2:
  87. LogTool.Log("对话结束,进入战斗");
  88. dialogue.StartCombat(dialogueConfig.optionPara1[0],
  89. delegate(bool isWin)
  90. {
  91. LogTool.Log("战斗完成" + isWin);
  92. });
  93. break;
  94. //获得奖励
  95. case 3:
  96. List<ItemInfo> itemInfos = new List<ItemInfo>();
  97. for (var i = 0; i < dialogueConfig.PrizeIDs.Length; i++)
  98. {
  99. ItemInfo itemInfo = new ItemInfo(dialogueConfig.PrizeIDs[i], dialogueConfig.PrizeNums[i]);
  100. itemInfos.Add(itemInfo);
  101. }
  102. await dialogue.OpenRewardsPanel(itemInfos);
  103. LogTool.Log("对话结束,获得奖励");
  104. break;
  105. }
  106. //如果有下一个对话id 走下一个id
  107. if (dialogueConfig.ResultOptions != 0)
  108. {
  109. PlayDialogue(dialogueConfig.ResultOptions);
  110. }
  111. else
  112. {
  113. EndDialogue();
  114. }
  115. }
  116. /// <summary>
  117. /// 结束对话
  118. /// </summary>
  119. private void EndDialogue()
  120. {
  121. onDialogueComplete?.Invoke();
  122. }
  123. }