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https://github.com/misternebula/quantum-space-buddies.git
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85 lines
3.6 KiB
C#
85 lines
3.6 KiB
C#
using OWML.Common;
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using OWML.ModHelper.Events;
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using QSB.Events;
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using QSB.Utility;
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using QSB.WorldSync;
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using System.Linq;
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using UnityEngine;
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namespace QSB.ConversationSync.Events
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{
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public class ConversationStartEndEvent : QSBEvent<ConversationStartEndMessage>
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{
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public override Messaging.EventType Type => Messaging.EventType.ConversationStartEnd;
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public override void SetupListener() => GlobalMessenger<int, uint, bool>.AddListener(EventNames.QSBConversationStartEnd, Handler);
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public override void CloseListener() => GlobalMessenger<int, uint, bool>.RemoveListener(EventNames.QSBConversationStartEnd, Handler);
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private void Handler(int charId, uint playerId, bool state) => SendEvent(CreateMessage(charId, playerId, state));
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private ConversationStartEndMessage CreateMessage(int charId, uint playerId, bool state) => new ConversationStartEndMessage
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{
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AboutId = LocalPlayerId,
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CharacterId = charId,
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PlayerId = playerId,
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State = state
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};
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public override void OnReceiveRemote(ConversationStartEndMessage message)
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{
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if (message.CharacterId == -1)
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{
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DebugLog.ToConsole("Warning - Received conv. start/end event with char id -1.", MessageType.Warning);
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return;
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}
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var dialogueTree = WorldRegistry.OldDialogueTrees[message.CharacterId];
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var animController = Resources.FindObjectsOfTypeAll<CharacterAnimController>().FirstOrDefault(x => x.GetValue<CharacterDialogueTree>("_dialogueTree") == dialogueTree);
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// Make character face player and talk
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if (animController != default(CharacterAnimController))
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{
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if (message.State)
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{
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// Start talking
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QSBPlayerManager.GetPlayer(message.PlayerId).CurrentDialogueID = message.CharacterId;
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animController.SetValue("_inConversation", true);
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animController.SetValue("_playerInHeadZone", true);
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if (animController.GetValue<bool>("_hasTalkAnimation"))
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{
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animController.GetValue<Animator>("_animator").SetTrigger("Talking");
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}
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dialogueTree.GetComponent<InteractVolume>().DisableInteraction();
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}
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else
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{
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// Stop talking
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QSBPlayerManager.GetPlayer(message.PlayerId).CurrentDialogueID = -1;
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animController.SetValue("_inConversation", false);
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animController.SetValue("_playerInHeadZone", false);
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if (animController.GetValue<bool>("_hasTalkAnimation"))
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{
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animController.GetValue<Animator>("_animator").SetTrigger("Idle");
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}
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dialogueTree.GetComponent<InteractVolume>().EnableInteraction();
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}
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}
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// Make character turn to player (if they're meant to)
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var qsbFacePlayer = dialogueTree.GetComponentInParent<QSBFacePlayerWhenTalking>();
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if (qsbFacePlayer != null)
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{
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if (message.State)
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{
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DebugLog.DebugWrite("start convo faceplayer for " + message.CharacterId);
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qsbFacePlayer.StartConversation(QSBPlayerManager.GetPlayer(message.PlayerId).Body.transform.position);
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}
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else
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{
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qsbFacePlayer.EndConversation();
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}
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}
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}
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}
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}
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