quantum-space-buddies/QSB/ConversationSync/Events/ConversationStartEndEvent.cs
Mister_Nebula 5e9e1a7241 cleanup
2020-11-03 21:18:40 +00:00

85 lines
3.6 KiB
C#

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