DialogueManager.cs 4.5 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. //神识探索的事件记录步骤
  36. if (EventSystemManager.Instance.CurrentEventList != null)
  37. EventSystemManager.Instance.CurrentEventList.curStep = currentDialogueID;
  38. AccountFileInfo.Instance.SavePlayerData();
  39. // 找到当前对话组
  40. var dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(dialogueID);
  41. if (dialogueConfig.ID == 0)
  42. {
  43. EndDialogue();
  44. return;
  45. }
  46. //挂机事件 弹出简单气泡对话
  47. if (eventConfig.EventTriggerType != 2)
  48. {
  49. dialogue.OpenDialoguePanel(dialogueConfig.ID, null, ShowDialogueEventData.MessageShowType.Verbatim,
  50. FishDialogue);
  51. }
  52. else
  53. {
  54. dialogue.OpenDialoguePanel(dialogueConfig.ID, FishDialogue);
  55. }
  56. }
  57. public void FishDialogue(int? selectedOptionID)
  58. {
  59. if (selectedOptionID.HasValue)
  60. {
  61. // 玩家选择了选项,处理结果
  62. SelectOption(selectedOptionID.Value);
  63. }
  64. else
  65. {
  66. // 无选
  67. EndDialogue1();
  68. }
  69. }
  70. /// <summary>
  71. /// 处理选项选择
  72. /// </summary>
  73. public void SelectOption(int optionID)
  74. {
  75. PlayDialogue(optionID);
  76. }
  77. /// <summary>
  78. /// 结束对话
  79. /// </summary>
  80. private async void EndDialogue1()
  81. {
  82. EventConditionConfig dialogueConfig = ConfigComponent.Instance.Get<EventConditionConfig>(currentDialogueID);
  83. bool isCombatWin = false;
  84. switch (dialogueConfig.optionType)
  85. {
  86. //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
  87. case 1:
  88. EndDialogue();
  89. return;
  90. //进入战斗
  91. case 2:
  92. LogTool.Log("对话结束,进入战斗");
  93. CTask cTask = CTask.Create();
  94. dialogue.StartCombat(dialogueConfig.optionPara1[0],
  95. delegate(bool isWin)
  96. {
  97. LogTool.Log("战斗完成" + isWin);
  98. isCombatWin = isWin;
  99. cTask.SetResult();
  100. });
  101. await cTask;
  102. break;
  103. //获得奖励
  104. case 3:
  105. List<ItemInfo> itemInfos = new List<ItemInfo>();
  106. for (var i = 0; i < dialogueConfig.PrizeIDs.Length; i++)
  107. {
  108. ItemInfo itemInfo = new ItemInfo(dialogueConfig.PrizeIDs[i], dialogueConfig.PrizeNums[i]);
  109. itemInfos.Add(itemInfo);
  110. }
  111. await dialogue.OpenRewardsPanel(itemInfos);
  112. LogTool.Log("对话结束,获得奖励");
  113. break;
  114. }
  115. //如果有下一个对话id 走下一个id
  116. if (dialogueConfig.ResultOptions != null && dialogueConfig.ResultOptions.Length > 0)
  117. {
  118. if (dialogueConfig.optionType == 2)
  119. {
  120. if (isCombatWin)
  121. {
  122. PlayDialogue(dialogueConfig.ResultOptions[0]);
  123. }
  124. else
  125. {
  126. PlayDialogue(dialogueConfig.ResultOptions[1]);
  127. }
  128. }
  129. else
  130. {
  131. PlayDialogue(dialogueConfig.ResultOptions[0]);
  132. }
  133. }
  134. else
  135. {
  136. EndDialogue();
  137. }
  138. }
  139. /// <summary>
  140. /// 结束对话
  141. /// </summary>
  142. private void EndDialogue()
  143. {
  144. onDialogueComplete?.Invoke();
  145. }
  146. }