net.dreditor.choices 0.0.0-stage → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -0,0 +1,317 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using DREditor.Dialogues;
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+ using DREditor.Dialogues.Ending;
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+ using DREditor.Dialogues.Events;
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+ using DREditor.EventObjects;
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+ using DREditor.Progressing.Handling;
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+ using DREditor.Services;
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+ using DREditor.UI;
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+ using System;
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+ using System.Collections;
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+ using System.Collections.Generic;
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+ using UnityEngine;
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+ using UnityEngine.Events;
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+ using UnityEngine.EventSystems;
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+ using UnityEngine.InputSystem;
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+
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+ namespace DREditor.Choices
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [ClassHeader(nameof(ServiceHolder<IChoiceManager>) + " for type: " + nameof(IChoiceManager) +
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+ "\n\n")]
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+ public class ChoiceManager : ServiceHolder<IChoiceManager>, IChoiceManager, IDialogueInteruptable, IToTitleScreen
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Space]
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+ [Divider]
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+ [Space]
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+ [Tooltip("")]
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+ [SerializeField] protected InputActionReference submit = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent isLeaving = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent fastForwardModeWasEnabled = null;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Divider]
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+ [Tooltip("")]
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+ [SerializeField] protected MenuGroupBase ChoiceGroup = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected ChoiceSaveHandler choiceSaveHandler = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float displayChoiceBufferTime = 0.3f;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected List<ChoiceOptionUI> choiceOptions = new();
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+
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+
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+ [Header("")]
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+ [SerializeField] protected UnityEvent OnChoiceStarted = null;
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+
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+ [Header("")]
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+ [SerializeField] protected UnityEvent OnChoiceConfirmed = null;
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+
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+
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+ public event Action<DialogueCore[]> OnInteruptWithNewDialogue;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected List<Action> allChoiceActions = new();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected Dialogue currentDialogue;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected Action exitParentRoutine = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected int selectedChoiceIndex = -1;
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+
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+
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+ /// <inheritdoc/>
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+ protected override void Awake()
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+ {
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+ base.Awake();
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+
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+ ClearChoiceText();
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+ }
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+
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+ /// <inheritdoc/>
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+ public virtual IEnumerator ExecuteChoiceHandling(Dialogue currentDialogue, Action exitParentRoutine = null)
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+ {
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+ this.currentDialogue = currentDialogue;
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+
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+ this.exitParentRoutine = exitParentRoutine;
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+
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+ InitializeChoices();
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+
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+ if (ChoiceGroup != null)
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+ {
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+ if (displayChoiceBufferTime > 0)
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+ yield return new WaitForSeconds(displayChoiceBufferTime);
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+
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+ ChoiceGroup.Show();
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+
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+ yield return ChoiceGroup.WaitForChangeToComplete();
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+ }
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+
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+ OnChoiceStarted?.Invoke();
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+
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+ EventSystem.current.SetSelectedGameObject(choiceOptions[0].gameObject);
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+
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+ yield return WaitForPlayerClick();
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+
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+ OnChoiceConfirmed?.Invoke();
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+
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+ EvaluateSelectedChoice();
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+
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+ EventSystem.current.SetSelectedGameObject(null);
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+
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+ if (ChoiceGroup != null)
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+ {
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+ ChoiceGroup.Hide();
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+
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+ yield return ChoiceGroup.WaitForChangeToComplete();
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+ }
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+
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+ PlayChoiceDialogue();
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+
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+ TriggerCustomChoiceDialogueEvent();
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void InitializeChoices()
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+ {
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+ for (int i = 0; i < currentDialogue.Choices.Count; i++)
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+ {
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+ if (currentDialogue.Choices[i].ChoiceText != "")
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+ {
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+ choiceOptions[i].gameObject.SetActive(true);
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+
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+ choiceOptions[i].SetText(currentDialogue.Choices[i].ChoiceText);
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+ }
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+ else
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+ choiceOptions[i].gameObject.SetActive(false);
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+ }
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ protected virtual IEnumerator WaitForPlayerClick()
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+ {
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+ GameObject lastSelectedGO = null;
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+
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+ while (!submit.action.triggered)
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+ {
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+ if (EventSystem.current.currentSelectedGameObject == null)
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+ EventSystem.current.SetSelectedGameObject(lastSelectedGO);
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+ else
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+ lastSelectedGO = EventSystem.current.currentSelectedGameObject;
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+
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+ if (submit.action.triggered)
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+ break;
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+
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+ yield return null;
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+ }
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void EvaluateSelectedChoice()
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+ {
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+ var choice = EventSystem.current.currentSelectedGameObject;
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+
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+ for (int i = 0; i < choiceOptions.Count; i++)
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+ if (choice == choiceOptions[i].gameObject)
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+ choiceOptions[i].InvokeChoice();
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+
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+ selectedChoiceIndex = choiceOptions.IndexOf(choice.GetComponent<ChoiceOptionUI>());
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+
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+ UnityEngine.Debug.Log(ToString() + ": Choice Chosen Index was: " + selectedChoiceIndex);
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void PlayChoiceDialogue()
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+ {
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+ if (!isLeaving.Value && currentDialogue.HasChoiceDialogueAtIndex(selectedChoiceIndex))
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+ {
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+ TriggerDialogueFlag();
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+
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+ fastForwardModeWasEnabled.SetValue(true);
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+
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+ Dialogue[] dialogues = { currentDialogue.Choices[selectedChoiceIndex].NextDialogue };
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+
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+ choiceSaveHandler.AddChoice(selectedChoiceIndex);
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+
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+ exitParentRoutine?.Invoke();
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+
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+ DialogueInterruptedInvoke(dialogues);
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+ }
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void TriggerCustomChoiceDialogueEvent()
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+ {
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+ if (!isLeaving.Value && currentDialogue.Choices[selectedChoiceIndex].CustomCall != "")
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+ {
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+ TriggerDialogueFlag();
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+
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+ DialogueEventSystem.TriggerEvent(currentDialogue.Choices[selectedChoiceIndex].CustomCall);
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+
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+ if (currentDialogue.Choices[selectedChoiceIndex].CallBreak)
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+ exitParentRoutine?.Invoke();
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+ }
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void TriggerDialogueFlag()
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+ {
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+ if (currentDialogue.FlagTrigger.Enabled)
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+ ServiceLocator.GetService<FlagTriggerHandlerBase>().TriggerFlag(
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+ currentDialogue.FlagTrigger.Chapter,
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+ currentDialogue.FlagTrigger.Objective,
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+ currentDialogue.FlagTrigger.Flags);
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+ }
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+
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+
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+ /// <inheritdoc/>
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+ public virtual void SubscribeAllChoices(Action[] actionArray)
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+ {
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+ for (int i = 0; i < actionArray.Length; i++)
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+ SubscribeChoice(i, actionArray[i]);
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+ }
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+
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+ /// <inheritdoc/>
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+ public virtual void SubscribeChoice(int index, Action action)
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+ {
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+ choiceOptions[index].SubscribeChoice(action);
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+
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+ allChoiceActions.Add(action);
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+ }
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+
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+ /// <inheritdoc/>
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+ public virtual void UnsubscribeChoice(int index, Action action)
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+ {
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+ choiceOptions[index].UnsubscribeChoice(action);
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+
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+ allChoiceActions.Remove(action);
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+ }
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+
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+ /// <inheritdoc/>
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+ public virtual void UnsubscribeAllChoices()
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+ {
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+ for (int i = 0; i < choiceOptions.Count; i++)
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+ for (int x = 0; x < allChoiceActions.Count; x++)
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+ UnsubscribeChoice(i, allChoiceActions[x]);
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+ }
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+
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+ /// <inheritdoc/>
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+ public virtual void ClearChoiceText()
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+ {
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+ foreach (var choice in choiceOptions)
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+ if (choice != null)
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+ choice.Clear();
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+ }
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+
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+
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+ /// <inheritdoc/>
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+ public virtual void DialogueInterruptedInvoke(DialogueCore[] dialogues)
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+ {
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+ if (OnInteruptWithNewDialogue == null)
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+ UnityEngine.Debug.LogWarning("ALERT: Nothing has subscribed to intercept the chosen choices dialogue!" +
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+ $"\nSomething must subscribe to this {nameof(IDialogueInteruptable)}'s {nameof(OnInteruptWithNewDialogue)} event!");
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+
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+ OnInteruptWithNewDialogue?.Invoke(dialogues);
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+ }
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+
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+ //Testing /// <inheritdoc/>
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+ /// <inheritdoc/>
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+ public virtual void ToTitleScreen() => isLeaving.Value = false;
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+ }
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+ }
@@ -0,0 +1,11 @@
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@@ -0,0 +1,52 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using System;
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+ using TMPro;
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+ using UnityEngine;
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+
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+ namespace DREditor.Choices
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [ClassHeader("")]
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+ public class ChoiceOptionUI : MonoBehaviour
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected TextMeshProUGUI choiceText = null;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected event Action OnChoiceSelected;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public virtual void InvokeChoice() => OnChoiceSelected?.Invoke();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public virtual void SubscribeChoice(Action action) => OnChoiceSelected += action;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public virtual void UnsubscribeChoice(Action action) => OnChoiceSelected -= action;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public virtual void SetText(string text) => choiceText.text = text;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public virtual void Clear() => choiceText.text = "";
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+ }
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+ }
@@ -0,0 +1,11 @@
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@@ -0,0 +1,80 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using DREditor.Dialogues;
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+ using DREditor.EventObjects;
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+ using DREditor.Saving;
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+ using System.Collections.Generic;
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+ using UnityEngine;
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+
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+ namespace DREditor.Choices
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [ClassHeader(nameof(IDRESaveable) + ", " + nameof(IDRELoadable) + ", " + nameof(IClearDialogueSaveData) +
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+ "\n\n")]
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+ public class ChoiceSaveHandler : DialogueComponent, IDRESaveable, IDRELoadable, IClearDialogueSaveData
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected string saveKey = "Choices";
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected SceneEventListener OnPlayerDidntGivePresentChoice = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected int dontGivePresentChoiceIndex = 1;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected List<int> choices = new();
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void OnEnable() => OnPlayerDidntGivePresentChoice.Response.AddListener(OnPlayerNoGivePresent);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void OnDisable() => OnPlayerDidntGivePresentChoice.Response.RemoveListener(OnPlayerNoGivePresent);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void OnPlayerNoGivePresent() => AddChoice(dontGivePresentChoiceIndex);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="selectedChoiceIndex"></param>
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+ public virtual void AddChoice(int selectedChoiceIndex) => choices.Add(selectedChoiceIndex);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <returns></returns>
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+ /// <remarks></remarks>
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+ public virtual List<int> GetChoices() => choices;
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+
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+
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+ /// <inheritdoc/>
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+ public virtual void Save(Dictionary<string, object> saveData) => saveData.Set(saveKey, choices);
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+
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+ /// <inheritdoc/>
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+ public virtual void ClearSaveData() => choices.Clear();
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+
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+ /// <inheritdoc/>
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+ public virtual void Load(Dictionary<string, object> saveDatas) => choices = new(saveDatas.Get<List<int>>(saveKey));
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+ }
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+ }
@@ -0,0 +1,11 @@
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@@ -0,0 +1,21 @@
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+ {
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+ "name": "DREditor.Choices",
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+ "rootNamespace": "",
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+ "references": [
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+ "Unity.InputSystem",
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+ "Unity.TextMeshPro",
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+ "DREditor",
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+ "DREditor.Controls",
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+ "DREditor.UI",
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+ "DREditor.Progressing.Handling"
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+ ],
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+ "includePlatforms": [],
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+ "excludePlatforms": [],
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+ "allowUnsafeCode": false,
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+ "overrideReferences": false,
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+ "precompiledReferences": [],
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+ "autoReferenced": true,
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+ "defineConstraints": [],
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+ "versionDefines": [],
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+ "noEngineReferences": false
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+ }
@@ -0,0 +1,7 @@
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@@ -0,0 +1,60 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using DREditor.Dialogues;
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+ using DREditor.Dialogues.LineReading;
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+ using DREditor.Services;
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+ using System;
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+ using System.Collections;
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+
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+ namespace DREditor.Choices
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [ClassHeader(nameof(DialogueComponent) + ", " + nameof(ILineEndProcess) + ", " + nameof(ILineWaitForClick) +
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+ "\n\n")]
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+ public class DialogueChoiceHandler : DialogueComponent, ILineEndProcess, ILineWaitForClick
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+ {
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+ public virtual bool SkipOnFastForward => false;
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+
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+
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+ /// <inheritdoc/>
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+ public virtual void LineEndProcess(Line currentLine = null)
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+ {
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+ if (ServiceLocator.HasService<IChoiceManager>())
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+ ServiceLocator.GetService<IChoiceManager>()?.ClearChoiceText();
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+ }
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <inheritdoc/>
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+ public virtual IEnumerator LineWaitForClick<T>
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+ (DialogueBase<T> currentDialogue, Line currentLine, Action exitParentCallback = null)
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+ where T : Line
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+ {
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+ if (currentDialogue is not Dialogue dialogue)
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+ yield break;
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+
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+ bool OnLastLine = dialogue.Lines.IndexOf(currentLine) == dialogue.Lines.Count - 1;
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+
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+ bool hasChoices = OnLastLine && dialogue.Choices.Count != 0;
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+
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+ if (hasChoices)
44
+ {
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+ bool exitEarly = false;
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+
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+ UnityEngine.Debug.Log(ToString() + ": Dialogue: " + dialogue.name + " has choices.");
48
+
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+ yield return ServiceLocator
50
+ .GetService<IChoiceManager>()
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+ .ExecuteChoiceHandling(dialogue, () => { exitParentCallback?.Invoke(); exitEarly = true; });
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+
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+ UnityEngine.Debug.Log(ToString() + ": Exit Early is: " + exitEarly);
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+
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+ if (exitEarly)
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+ yield break;
57
+ }
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+ }
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+ }
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+ }
@@ -0,0 +1,11 @@
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@@ -0,0 +1,44 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ using DREditor.Dialogues;
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+ using System;
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+ using System.Collections;
5
+
6
+ namespace DREditor.Choices
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public interface IChoiceManager
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ IEnumerator ExecuteChoiceHandling(Dialogue currentDialogue, Action exitParentRoutine = null);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="actionArray"></param>
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+ void SubscribeAllChoices(Action[] actionArray);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ void SubscribeChoice(int index, Action action);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ void UnsubscribeChoice(int index, Action action);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ void UnsubscribeAllChoices();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ void ClearChoiceText();
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+ }
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+ }
@@ -0,0 +1,11 @@
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