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npcId: Villager_01 + npcName: Villager + dialogues: + - sentences: + - Welcome to the village boy, it is lovely and quiet, see to it that it stays + that way... + - If you are looking for something to do rather than bothering me, talk to + the farmer next to us. He is having some troubles I am sure you can help + with. diff --git a/Assets/Scripts/DialogueDatabase.asset.meta b/Assets/Scripts/DialogueDatabase.asset.meta new file mode 100644 index 000000000..368be0d68 --- /dev/null +++ b/Assets/Scripts/DialogueDatabase.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1c996dbde4d1b2840b324512a0dcc3f3 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/DialogueDatabase.cs b/Assets/Scripts/DialogueDatabase.cs index aef5c2bef..9209938f1 100644 --- a/Assets/Scripts/DialogueDatabase.cs +++ b/Assets/Scripts/DialogueDatabase.cs @@ -13,7 +13,7 @@ public class DialogueEntry [System.Serializable] public class DialogueDatabase : MonoBehaviour { - [SerializeField] private List entries; + [SerializeField] private DialogueAssets dialogueAssets; private Dictionary dialogueDictionary; private static DialogueDatabase instance; @@ -23,7 +23,7 @@ public class DialogueDatabase : MonoBehaviour { if (instance == null) { - instance = FindObjectOfType(); + instance = FindFirstObjectByType(); if (instance == null) { GameObject obj = new GameObject("DialogueDatabase"); @@ -50,8 +50,14 @@ public class DialogueDatabase : MonoBehaviour private void InitializeDictionary() { + if (dialogueAssets == null) + { + Debug.LogError("DialogueAssets not assigned!"); + return; + } + dialogueDictionary = new Dictionary(); - foreach (DialogueEntry entry in entries) + foreach (DialogueEntry entry in dialogueAssets.Entries) { dialogueDictionary[entry.npcId] = entry; } @@ -95,4 +101,13 @@ public class DialogueDatabase : MonoBehaviour } return "Unknown NPC"; } + + public string GetNPCId(string npcId) + { + if (dialogueDictionary.TryGetValue(npcId, out DialogueEntry entry)) + { + return entry.npcId; + } + return npcId; + } } diff --git a/Assets/Scripts/DialogueManager.cs b/Assets/Scripts/DialogueManager.cs index 910e5c110..2c9901d20 100644 --- a/Assets/Scripts/DialogueManager.cs +++ b/Assets/Scripts/DialogueManager.cs @@ -2,35 +2,51 @@ using UnityEngine; using System.Collections.Generic; using System.Collections; using UnityEngine.UI; +using TMPro; +using StarterAssets; +using UnityEngine.Events; public class DialogueManager : MonoBehaviour { + private static DialogueManager instance; + public UnityEvent OnDialogueComplete = new UnityEvent(); [Header("UI Elements")] [SerializeField] private GameObject dialoguePanel; - [SerializeField] private Text dialogueText; - [SerializeField] private GameObject optionsPanel; - [SerializeField] private RectTransform optionsContainer; - [SerializeField] private GameObject optionPrefab; + [SerializeField] private TMP_Text dialogueText; [Header("Dialogue Settings")] [SerializeField] private float textSpeed = 0.05f; - [SerializeField] private float dialogueDelay = 1f; private Queue sentences; private Dialogue currentDialogue; private bool isTyping; private bool isDialogueActive; + private ThirdPersonController playerController; + private void Start() { sentences = new Queue(); dialoguePanel.SetActive(false); - optionsPanel.SetActive(false); + playerController = FindFirstObjectByType(); } public void StartDialogue(string npcId) { - Dialogue dialogue = DialogueDatabase.Instance.GetRandomDialogue(npcId); + // Get the NPC ID from the database + string actualNpcId = DialogueDatabase.Instance.GetNPCId(npcId); + + // Freeze player controls + if (playerController != null) + { + playerController.enabled = false; + } + + // Unlock mouse + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + + Dialogue dialogue = DialogueDatabase.Instance.GetRandomDialogue(actualNpcId); if (dialogue == null) { Debug.LogWarning($"No dialogue found for NPC with ID: {npcId}"); @@ -72,65 +88,63 @@ public class DialogueManager : MonoBehaviour foreach (char letter in sentence.ToCharArray()) { + if (Input.GetMouseButtonDown(1)) // Right click skips + { + dialogueText.text = sentence; + break; + } + dialogueText.text += letter; yield return new WaitForSeconds(textSpeed); } isTyping = false; - - if (currentDialogue.options != null && currentDialogue.options.Count > 0) - { - ShowOptions(currentDialogue.options); - } - } - - private void ShowOptions(List options) - { - optionsPanel.SetActive(true); - optionsContainer.sizeDelta = new Vector2(optionsContainer.sizeDelta.x, options.Count * 50); - - foreach (Transform child in optionsContainer) - { - Destroy(child.gameObject); - } - - foreach (DialogueOption option in options) - { - GameObject optionObj = Instantiate(optionPrefab, optionsContainer); - Button button = optionObj.GetComponent