Exemple #1
0
    // Don't need to do this every frame. Should make it a coroutine like above
    private void Update()
    {
        var random = Random.Range(0, 10000);
        var chance = voiceIdleOdds * Time.deltaTime;

        if (random < chance)
        {
            var audioClip = DialogRecord.GetDialogInfo(DialogType.Voice, GetComponent <Character>(), null, VoiceType.Idle.ToString());
            if (audioClip != null && audio != null)
            {
                audio.PlayOneShot(audioClip.AudioClip);
            }
        }
    }
    void IActivatable.Activate(GameObject target)
    {
        // Get the dialog component of the listener, so we can use it's NpcRecord
        player = target.GetComponent <Character>();

        // Get the npc greeting, as if there is no greeting, the Npc can't be talked to.
        var greeting = DialogRecord.GetDialogInfo(DialogType.Greeting, Npc, player);

        if (greeting == null)
        {
            return;
        }

        // Check if the listener knows the current topic, otherwise it will not be available
        // This could be done within the same loop as getting the dialog topic
        topics = DialogRecord.GetDialog(Npc, player);

        var knownTopics = new List <DialogRecord>();

        foreach (var topic in topics)
        {
            // Only show topics that the player knows
            if (player.Journal.Topics.ContainsKey(topic.name))
            {
                knownTopics.Add(topic);
            }
        }

        // Display services
        var services = GetComponents <CharacterService>();

        // Load the dialog and instantiate
        dialogView = DialogView.Create(this, record.FullName, knownTopics, services, Npc.GetDisposition(player));

        // Process the greeting after getting topics, or there will be no topics to check against
        DisplayInfo(null, greeting);

        // Set this last, so it isn't true the first time the player talks to an Npc.
        GetComponent <Character>().HasTalkedToPlayer = true;
    }
Exemple #3
0
    private IEnumerator Start()
    {
        // Do an intial overlap sphere so that any Npc's already in range of others don't greet eachother
        var colliders = Physics.OverlapSphere(transform.position, GreetDistance * greetDistanceMultiplier, LayerMask.GetMask("Npc"));

        foreach (var collider in colliders)
        {
            // Do a raycast to make sure the NPC is actually visible
            var        direction = collider.bounds.center - headTransform.position;
            RaycastHit hit;
            if (!Physics.Raycast(headTransform.position, direction, out hit, GreetDistance * greetDistanceMultiplier, LayerMask.GetMask("Default", "Npc", "Raycast Only")) ||
                hit.collider != collider)
            {
                continue;
            }

            greetedNpcs.Add(collider);
        }

        while (isActiveAndEnabled)
        {
            yield return(new WaitForSeconds(GreetUpdateInterval));

            // First, check if any of the previously-greeted Npc's have moved far enough away that they should be re-greeted if they get close. Add the greet distance to the rest ddistance, so that npcs with a long greet range don't re-greet players early
            greetedNpcs.RemoveWhere(col => Vector3.Distance(transform.position, col.transform.position) >= greetDistanceReset + GreetDistance * greetDistanceMultiplier);

            // Now periodically check for new Npcs, and if so, greet them
            colliders = Physics.OverlapSphere(headTransform.position, GreetDistance * greetDistanceMultiplier, LayerMask.GetMask("Npc"));
            foreach (var collider in colliders)
            {
                if (greetedNpcs.Contains(collider))
                {
                    continue;
                }

                // Raycast to the NPC first, to make sure there's nothing in the way. (This may not work, as it will probably raycast from the foot position
                var        direction = collider.bounds.center - headTransform.position;
                RaycastHit hit;
                if (!Physics.Raycast(headTransform.position, direction, out hit, GreetDistance * greetDistanceMultiplier, LayerMask.GetMask("Default", "Npc", "Raycast Only")) ||
                    hit.collider != collider)
                {
                    continue;
                }

                // Record this npc so we don't forget them
                greetedNpcs.Add(collider);

                // Get the Npc's NpcRecord
                var listener = collider.GetComponentInParent <DialogController>();
                if (listener == null)
                {
                    continue;
                }

                // Play greeting for any new Npc's detected
                var audioClip = DialogRecord.GetDialogInfo(DialogType.Voice, GetComponent <Character>(), listener.GetComponent <Character>(), VoiceType.Hello.ToString());
                if (audio != null)
                {
                    audio.PlayOneShot(audioClip.AudioClip);
                }
            }
        }
    }