using System; using System.Collections; using System.Collections.Generic; using System.Configuration; using UnityEngine; using UnityEngine.Serialization; public class ScriptedDialogueTrigger : MonoBehaviour { [Serializable] private enum Speaker { Radio, Baz } [SerializeField] private DialogueSystem _dialogue; [SerializeField] private Speaker _speaker = Speaker.Radio; [SerializeField] private Transform _speakerTransform; [Obsolete] [SerializeField] private string _key; [SerializeField] private string[] _keys; private float[] _durations; [SerializeField] private bool _log; private void Awake() { if (_keys.Length == 0) return; _durations = new float[_keys.Length]; for (int i = 0; i < _keys.Length; i++) { _durations[i] = _dialogue.GetLineDuration(_keys[i]); if (_speaker == Speaker.Radio) { // fudge because radio has a bit of a delay before starting the clip _durations[i] += 0.3f; } } } private void OnTriggerEnter(Collider other) { if ( !other.CompareTag( "Player" ) ) return; if (_log) { Debug.Log($"{other} triggered dialogue {_key}"); } if (_keys.Length == 0) { PlayLine(_key, _speakerTransform); } else { StartCoroutine(PlayKeys()); } } private IEnumerator PlayKeys() { var idx = 0; var elapsed = 0f; // play first line PlayLine(_keys[0], _speakerTransform); while (idx < _keys.Length) { elapsed += Time.deltaTime; if (elapsed > _durations[idx]) { elapsed = 0; idx++; PlayLine(_keys[idx], _speakerTransform); } yield return null; } } private void PlayLine(string key, Transform speakerObject) { switch (_speaker) { case Speaker.Radio: _dialogue.PlayLineRadio(key); break; case Speaker.Baz: _dialogue.PlayLineBaz(key, speakerObject); break; } } }