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ProjectEleri/Source/ProjectEleri/DialogueSystem/DialogueComponent.cpp

286 lines
8.5 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "DialogueComponent.h"
#include "DialogueSubsystem.h"
#include "DialogueWidget.h"
#include "EleriPlayerController.h"
#include "Speech.h"
#include "SpeechDataAsset.h"
#include "Kismet/GameplayStatics.h"
#include "ProjectEleri/GameEventSystem/GameEventSubsystem.h"
#define LOCTEXT_NAMESPACE "DialogueSystem"
void UDialogueComponent::BeginPlay()
{
Super::BeginPlay();
OwnerActor = GetOwner();
if(UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(GetWorld()))
{
if(UDialogueSubsystem* DialogueSubsystem = GameInstance->GetSubsystem<UDialogueSubsystem>())
{
if(DialogueSubsystem->IsDialogueLoaded())
SpeechData = DialogueSubsystem->GetDialogueForActor(GetOwner());
else
DialogueSubsystem->OnDialogueAssetsLoaded.AddDynamic(this, &UDialogueComponent::OnDialogueLoaded);
}
}
EleriPlayerController = Cast<AEleriPlayerController>(UGameplayStatics::GetPlayerController(this, 0));
}
void UDialogueComponent::OnDialogueLoaded()
{
if(UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(GetWorld()))
{
if(UDialogueSubsystem* DialogueSubsystem = GameInstance->GetSubsystem<UDialogueSubsystem>())
SpeechData = DialogueSubsystem->GetDialogueForActor(GetOwner());
}
}
void UDialogueComponent::FilterSpeechData()
{
ActiveSpeechData.Empty();
for (int i = 0; i < SpeechData.Num(); ++i)
{
//Check if speech event condition is met
ActiveSpeechData.Add(SpeechData[i]);
}
}
void UDialogueComponent::StartDialogueWithNpc()
{
UDialogueSubsystem* DialogueSubsystem = UDialogueSubsystem::Get(this);
ensure(DialogueSubsystem);
if (!DialogueSubsystem->StartDialogue()) return;
MappedDialogueOptions.Empty();
FilterSpeechData();
TArray<USpeechDataAsset*> StartingDialogues = GetStartingDialogues();
if (StartingDialogues.IsEmpty()) return;
TriggerDialogue(StartingDialogues[FMath::RandRange(0, StartingDialogues.Num() - 1)], CurrentDialogueReplacementMap);
TArray<USpeechDataAsset*> ActiveDialogues = GetActiveDialogues();
TArray<FText> PlayerAsks = GetPlayerAsksFromDialogueList(ActiveDialogues);
for (int32 i = 0; i < ActiveDialogues.Num() - 1; i++)
{
FPlayerSpeakToDialogue SpeakToDialogue;
SpeakToDialogue.NextSpeechDataAsset = ActiveDialogues[i];
MappedDialogueOptions.Add(i, SpeakToDialogue);
}
TriggerDialogueSelect(PlayerAsks, true);
}
void UDialogueComponent::TriggerDialogue_Async(TSoftObjectPtr<USpeechDataAsset> DialogueAssetPath, const TMap<FString, FText>& ReplacementMap)
{
DialogueAssetPath.LoadAsync(FLoadSoftObjectPathAsyncDelegate::CreateWeakLambda(this, [this, ReplacementMap](const FSoftObjectPath& Path, UObject* Object)
{
if (USpeechDataAsset* DataAsset = Cast<USpeechDataAsset>(Object))
{
TriggerDialogue(DataAsset, ReplacementMap);
}
}));
}
void UDialogueComponent::TriggerDialogue(USpeechDataAsset* DialogueAssetPath, const TMap<FString, FText>& ReplacementMap)
{
UDialogueSubsystem* DialogueSubsystem = UDialogueSubsystem::Get(this);
if (!DialogueSubsystem) return;
if (!DialogueSubsystem->IsDialogueStarted())
{
BindToControllerInput();
bDialogueSelectOpen = false;
DialogueWidget = Cast<UDialogueWidget>(EleriPlayerController->ToggleDialogueWindow(true));
DialogueWidget->AssignDialogueComponent(this);
}
CurrentLineIndex = 0;
CurrentActiveDialogue = DialogueAssetPath;
CurrentDialogueReplacementMap = ReplacementMap;
DialogueWidget->DisplayDialogue(CurrentActiveDialogue, GetOwner(), CurrentDialogueReplacementMap);
if (DialogueAssetPath->RandomizeLines && !DialogueAssetPath->PlayerSpeechMap.IsEmpty())
{
MappedDialogueOptions.Empty();
TArray<FText> PlayerSpeakOptions;
for (int32 i = 0; i <= CurrentActiveDialogue->PlayerSpeechMap.Num() - 1; i++)
{
MappedDialogueOptions.Add(i, CurrentActiveDialogue->PlayerSpeechMap[i]);
PlayerSpeakOptions.Add(CurrentActiveDialogue->PlayerSpeechMap[i].PlayerSpeak);
}
//TriggerDialogueSelect(PlayerSpeakOptions, false);
}
DialogueSubsystem->StartDialogue();
}
TArray<USpeechDataAsset*> UDialogueComponent::GetActiveSpeechData() { return ActiveSpeechData; }
TArray<USpeechDataAsset*> UDialogueComponent::GetStartingDialogues()
{
TArray<USpeechDataAsset*> TempSpeechData;
for (int i = 0; i < ActiveSpeechData.Num(); ++i)
{
if(ActiveSpeechData[i]->TestRequirements(GetWorld()) && ActiveSpeechData[i]->PlayerAsk.IsEmpty())
TempSpeechData.AddUnique(ActiveSpeechData[i]);
}
return TempSpeechData;
}
TArray<USpeechDataAsset*> UDialogueComponent::GetActiveDialogues()
{
TArray<USpeechDataAsset*> TempSpeechData;
for (int i = 0; i < ActiveSpeechData.Num(); ++i)
{
if(ActiveSpeechData[i]->TestRequirements(GetWorld()) && !ActiveSpeechData[i]->PlayerAsk.IsEmpty())
TempSpeechData.AddUnique(ActiveSpeechData[i]);
}
return TempSpeechData;
}
void UDialogueComponent::SetTextReplacementMap(const TMap<FString, FText>& ReplacementMap)
{
CurrentDialogueReplacementMap = ReplacementMap;
}
void UDialogueComponent::CloseDialogue()
{
UDialogueSubsystem* DialogueSubsystem = UDialogueSubsystem::Get(this);
if (!DialogueSubsystem) return;
DialogueSubsystem->EndDialogue();
SelectedDialogueOptionIndex = 0;
CurrentLineIndex = 0;
CurrentActiveDialogue = nullptr;
UnbindControllerInput();
EleriPlayerController->ToggleDialogueWindow(false);
}
void UDialogueComponent::AdvanceDialogue()
{
const UDialogueSubsystem* DialogueSubsystem = UDialogueSubsystem::Get(this);
if (!DialogueSubsystem) return;
if (!DialogueWidget) return;
if (CurrentActiveDialogue)
{
if (bDialogueSelectOpen) return;
if (DialogueWidget->IsTypingDialogue())
{
DialogueWidget->SkipDialogueTyping();
return;
}
if (CurrentLineIndex < CurrentActiveDialogue->DialogueLines.Num())
{
const FSoftObjectPath EventToTrigger = CurrentActiveDialogue->DialogueLines[CurrentLineIndex].TriggerEventStart;
if (!EventToTrigger.IsNull())
{
UGameEventSubsystem::GetGameEventSubsystem()->StartEvent(EventToTrigger);
}
}
if (!CurrentActiveDialogue->RandomizeLines && (CurrentLineIndex <= CurrentActiveDialogue->DialogueLines.Num() - 1))
{
CurrentLineIndex++;
DialogueWidget->AdvanceDialogue(CurrentActiveDialogue->DialogueLines[CurrentLineIndex].DialogueLine, CurrentActiveDialogue->DialogueLines[CurrentLineIndex].SpeakerName);
return;
}
if (!CurrentActiveDialogue->PlayerSpeechMap.IsEmpty())
{
MappedDialogueOptions.Empty();
TArray<FText> PlayerSpeakOptions;
for (int32 i = 0; i <= CurrentActiveDialogue->PlayerSpeechMap.Num() - 1; i++)
{
MappedDialogueOptions.Add(i, CurrentActiveDialogue->PlayerSpeechMap[i]);
PlayerSpeakOptions.Add(CurrentActiveDialogue->PlayerSpeechMap[i].PlayerSpeak);
}
TriggerDialogueSelect(PlayerSpeakOptions, false);
return;
}
}
CloseDialogue();
DialogueSubsystem->OnDialogueEnded.Broadcast();
}
void UDialogueComponent::TriggerDialogueSelect(TArray<FText>& DialogueOptions, bool bIsDialogueStart)
{
if (DialogueOptions.IsEmpty()) return;
if (bIsDialogueStart)
{
DialogueOptions.Add(LOCTEXT("Bye_DialogueEnd", "Bye"));
}
DialogueWidget->OnDialogueOptionSelected.AddUniqueDynamic(this, &UDialogueComponent::OnDialogueOptionSelected);
bDialogueSelectOpen = true;
SelectedDialogueOptionIndex = 0;
DialogueWidget->ShowDialogueOptions(true, DialogueOptions);
}
void UDialogueComponent::OnDialogueOptionSelected(int32 Index)
{
DialogueWidget->OnDialogueOptionSelected.RemoveDynamic(this, &UDialogueComponent::OnDialogueOptionSelected);
SelectedDialogueOptionIndex = Index;
bDialogueSelectOpen = false;
if (const FPlayerSpeakToDialogue* PlayerSpeak = MappedDialogueOptions.Find(SelectedDialogueOptionIndex))
{
if (PlayerSpeak->GameplayTag.IsValid())
{
UDialogueSubsystem::Get(this)->OnDialogueGameplayEvent.Broadcast(PlayerSpeak->GameplayTag);
}
if(!PlayerSpeak->NextSpeechDataAsset.IsNull())
{
TriggerDialogue_Async(PlayerSpeak->NextSpeechDataAsset, CurrentDialogueReplacementMap);
return;
}
if (!PlayerSpeak->bEndDialogueAfterSelecting)
{
return;
}
}
CloseDialogue();
}
TArray<FText> UDialogueComponent::GetPlayerAsksFromDialogueList(const TArray<USpeechDataAsset*>& DialogueList)
{
TArray<FText> PlayerAsks;
for (const USpeechDataAsset* DataAsset : DialogueList)
{
PlayerAsks.Add(DataAsset->PlayerAsk);
}
return PlayerAsks;
}
TArray<FText> UDialogueComponent::GetDialogueOptionsFromPlayerSpeakList(const TArray<FPlayerSpeakToDialogue>& SpeakList)
{
TArray<FText> Options;
for (const FPlayerSpeakToDialogue& Speak : SpeakList)
{
Options.Add(Speak.PlayerSpeak);
}
return Options;
}
#undef LOCTEXT_NAMESPACE