Advanced POC - portals, dialogue system + floating words, room loading
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using UnityEngine;
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using Unheimlich.Interactions.Core;
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using Unheimlich.Data.Dialogues;
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using Unheimlich.Managers;
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using Unheimlich.Gameplay.Player;
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using Unheimlich.UI;
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namespace Unheimlich.Interactions.Dialogues
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{
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/// <summary>
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/// NPC interactable that starts dialogue conversations.
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/// Rotates to face player during dialogue and pauses if player moves too far away.
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/// </summary>
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public class NPCDialogueTrigger : InteractableBase
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{
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[Header("Dialogue Reference")]
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[Tooltip("DialogueConversation to use for this NPC")]
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public DialogueConversation Conversation;
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[Header("Trigger Settings")]
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[Tooltip("Can the dialogue be retriggered after completion")]
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[SerializeField] private bool _isRetriggerable = true;
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[Header("Floating Word Setting")]
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[SerializeField] private Transform _floatingWordAnchor;
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[Header("Animation Settings")]
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[SerializeField] private DialogueAnimationSettings _animationSettings;
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[Header("UI Reference")]
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[Tooltip("Local DialogueUI for this NPC. Uses DialogueManager's UI if null")]
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[SerializeField] private DialogueUI _localDialogueUI;
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[Header("Distance Settings")]
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[Tooltip("Maximum distance before dialogue pauses")]
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[SerializeField] private float _maxDialogueDistance = 5f;
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[Header("Blur Effect")]
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[Tooltip("Enable blur effect when dialogue starts")]
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[SerializeField] private bool _enableBlurEffect = false;
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public Transform FloatingWordAnchor => _floatingWordAnchor;
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private bool _isDialogueActive = false;
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private DialogueStateHandler _dialogueState;
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private void Awake()
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{
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_dialogueState = new DialogueStateHandler(this);
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}
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private void Start()
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{
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InteractionText = "Talk";
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}
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private void Update()
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{
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if (_isDialogueActive && Player.Instance != null)
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{
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float distance = Vector3.Distance(transform.position, Player.Instance.transform.position);
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if (distance > _maxDialogueDistance && DialogueManager.Instance != null && DialogueManager.Instance.IsDialogueActive)
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{
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if ((Object)DialogueManager.Instance.CurrentOwner == this)
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{
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_dialogueState.PauseDialogue();
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_isDialogueActive = false;
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}
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}
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else
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LookAtPlayer();
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}
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}
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public override void Interact(GameObject interactor)
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{
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if (DialogueManager.Instance == null)
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return;
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if (_dialogueState.IsCompleted && !_isRetriggerable)
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return;
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if (_dialogueState.HasPausedDialogue)
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{
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_dialogueState.ResumeDialogue();
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DialogueManager.Instance.OnDialogueCompleted += OnDialogueCompleted;
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_isDialogueActive = true;
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if (_enableBlurEffect && DialogueBlurEffectURP.Instance != null)
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DialogueBlurEffectURP.Instance.ShowBlur();
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}
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else
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{
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if (Conversation == null)
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{
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Debug.LogWarning($"NPC {gameObject.name} has no conversation configured!");
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return;
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}
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DialogueManager.Instance.StartConversation(Conversation, _floatingWordAnchor, _animationSettings, _localDialogueUI, this);
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DialogueManager.Instance.OnDialogueCompleted += OnDialogueCompleted;
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_isDialogueActive = true;
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if (_enableBlurEffect && DialogueBlurEffectURP.Instance != null)
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DialogueBlurEffectURP.Instance.ShowBlur();
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}
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}
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private void OnDialogueCompleted(object owner)
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{
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if ((Object)owner == this)
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{
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_dialogueState.MarkAsCompleted();
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if (_isRetriggerable)
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_dialogueState.AllowRetrigger();
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_isDialogueActive = false;
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}
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if (DialogueManager.Instance != null)
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DialogueManager.Instance.OnDialogueCompleted -= OnDialogueCompleted;
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}
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private void OnDestroy()
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{
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if (DialogueManager.Instance != null)
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DialogueManager.Instance.OnDialogueCompleted -= OnDialogueCompleted;
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}
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public void LookAtPlayer()
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{
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if (Player.Instance == null) return;
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Vector3 lookAtPosition = Player.Instance.transform.position;
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lookAtPosition.y = transform.position.y;
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transform.LookAt(lookAtPosition);
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}
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}
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}
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