chore: Project Restructuring & Theatre
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using UnityEngine;
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using Unheimlich.Features.Dialogue.Data;
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using Unheimlich.Features.Dialogue;
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using Unheimlich.Features.Dialogue.UI;
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using Unheimlich.Core.Events;
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namespace Unheimlich.Features.Dialogue
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{
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/// <summary>
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/// Trigger zone that starts a dialogue sequence when player enters.
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/// Supports pause/resume on exit/enter and optional one-time triggering.
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/// </summary>
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public class DialogueTriggerZone : TriggerZoneBase
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{
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[Header("Dialogue Reference")]
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[Tooltip("DialogueConversation to use for this trigger zone")]
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[SerializeField] private 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 = false;
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protected override bool IsRetriggerable => _isRetriggerable;
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[Header("Distance Check")]
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[Tooltip("Pause dialogue if player exits the trigger zone")]
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[SerializeField] private bool _pauseOnExit = true;
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[Header("Floating Word Anchor")]
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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 trigger zone. Uses DialogueManager's UI if null")]
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[SerializeField] private DialogueUI _localDialogueUI;
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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 = true;
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private bool _hasTriggered = false;
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private DialogueStateHandler _dialogueState;
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protected override void Awake()
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{
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base.Awake();
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_dialogueState = new DialogueStateHandler(this);
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if (_floatingWordAnchor == null)
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_floatingWordAnchor = transform;
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}
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protected override void OnPlayerEntered(Collider playerCollider)
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{
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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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}
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else if (!_hasTriggered || (_isRetriggerable && _dialogueState.IsCompleted))
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{
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TriggerDialogue();
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}
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}
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protected override void OnPlayerExited(Collider playerCollider)
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{
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if (_pauseOnExit && DialogueManager.Instance != null && DialogueManager.Instance.IsDialogueActive)
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{
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if ((Object)DialogueManager.Instance.CurrentOwner == this)
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_dialogueState.PauseDialogue();
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}
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}
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private void TriggerDialogue()
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{
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if (DialogueManager.Instance == null)
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{
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Debug.LogError("DialogueManager not found in scene!", this);
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return;
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}
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if (_conversation == null)
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{
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Debug.LogError($"{gameObject.name}: No conversation assigned!", this);
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return;
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}
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_hasTriggered = true;
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DialogueManager.Instance.StartConversation(
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_conversation,
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_floatingWordAnchor,
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_animationSettings,
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_localDialogueUI,
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this,
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_enableBlurEffect
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);
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DialogueManager.Instance.OnDialogueCompleted += OnDialogueCompleted;
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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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{
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_hasTriggered = false;
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_dialogueState.AllowRetrigger();
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}
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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 ResetTrigger()
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{
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_hasTriggered = false;
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_dialogueState.Reset();
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ResetZone();
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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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private void OnValidate()
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{
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if (_localDialogueUI == null)
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Debug.LogWarning($"[DialogueTriggerZone] '{gameObject.name}' has no Local Dialogue UI assigned. Assign the appropriate DialogueUI prefab variant (World, NPC, Room, Screen, etc.).", this);
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}
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private void OnDrawGizmosSelected()
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{
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if (_floatingWordAnchor != null)
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{
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireSphere(_floatingWordAnchor.position, 0.2f);
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}
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}
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}
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}
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