public void Deactivate()
        {
            if (state == State.Inactive)
            {
                this.LogError($"{this} is already inactive");
            }

            // Send the deactivation event
            DeactivateEvent e = new DeactivateEvent(this);

            StratusScene.Dispatch <DeactivateEvent>(e);

            // If the deactivation was succesful
            if (e.valid)
            {
                OnDeactivate();
                this.Log("Deactivated");
                state = State.Inactive;
                onDeactivate?.Invoke();
            }
            else
            {
                this.LogError($"Failed to deactivate {this}");
            }
        }
Exemple #2
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        public static IEnumerator TestStratusEvent()
        {
            // Create the object, add the component
            GameObject   go          = new GameObject("Test");
            EventsSample eventSample = go.AddComponent <EventsSample>();

            Assert.AreEqual(0, eventSample.sampleEventsReceived);
            yield return(null);

            // Construct the event
            EventsSample.SampleEvent e = new EventsSample.SampleEvent()
            {
                number = 5
            };

            // Dispatch to game object
            eventSample.gameObject.Dispatch <EventsSample.SampleEvent>(e);
            Assert.AreEqual(1, eventSample.sampleEventsReceived);
            Assert.AreEqual(5, eventSample.latestEvent.number);

            // Dispatch to scene
            e.number = 14;
            StratusScene.Dispatch <EventsSample.SampleEvent>(e);
            Assert.AreEqual(2, eventSample.sampleEventsReceived);
            Assert.AreEqual(14, eventSample.latestEvent.number);
            yield return(null);
        }
        /// <summary>
        /// Ends the dialog.
        /// </summary>
        private void EndStory()
        {
            if (debug)
            {
                this.Log($"The story {story.name} has ended at the knot '{story.latestKnot}'");
            }

            // Dispatch the ended event
            var storyEnded = new StratusStory.EndedEvent()
            {
                reader = this, story = this.story
            };

            this.gameObject.Dispatch <StratusStory.EndedEvent>(storyEnded);
            StratusScene.Dispatch <StratusStory.EndedEvent>(storyEnded);
            onStoryEnded?.Invoke(story);

            // Save the story
            if (saveOnEnd)
            {
                Save();
            }

            // We are no longer reading a story
            currentlyReading = false;

            // If we are queuing stories and there's one queueud up, let's start it
            if (queueStories && storyQueue.Count > 0)
            {
                QueueNextStory();
            }
        }
        /// <summary>
        /// Jumps the player character onto the segment's checkpoint
        /// </summary>
        /// <param name="segment"></param>
        /// <param name="checkpointIndex"></param>
        public void Jump(StratusSegmentBehaviour segment, int checkpointIndex = 0)
        {
            Vector3 position = segment.checkpoints[checkpointIndex].transform.position;

            switch (mechanism)
            {
            case JumpMechanism.Translate:
                var navigation = targetTransform.GetComponent <NavMeshAgent>();
                if (navigation != null)
                {
                    navigation.Warp(position);
                }
                else
                {
                    targetTransform.position = position;
                }
                break;

            case JumpMechanism.Callback:
                onJump?.Invoke(segment, checkpointIndex);
                break;

            case JumpMechanism.Event:
                StratusScene.Dispatch <JumpToSegmentEvent>(new JumpToSegmentEvent(segment, checkpointIndex, position)
                {
                    episode = this
                });
                break;

            default:
                break;
            }
        }
        public void Activate()
        {
            if (!initialized)
            {
                this.LogError("Cannot activate before being initialized");
            }

            // If already active
            if (state == State.Active)
            {
                this.LogError($"{this} is already active");
            }

            // Send the activation event
            ActivateEvent activation = new ActivateEvent(this);

            StratusScene.Dispatch <ActivateEvent>(activation);

            // If the activation was successful
            if (activation.valid)
            {
                OnActivate();
                this.Log("Activated");
                state = State.Active;
                onActivate?.Invoke();
            }
            else
            {
                this.LogError($"Failed to activate {this}");
            }
        }
        //------------------------------------------------------------------------------------------/
        // Methods: Parsing
        //------------------------------------------------------------------------------------------/
        /// <summary>
        /// Starts the current dialog.
        /// </summary>
        void StartStory(bool resume = false)
        {
            // If a knot has been selected...
            if (story.startingKnot.Length > 0)
            {
                this.JumpToKnot(story.startingKnot);
            }

            // Inform the space that dialog has started
            var startedEvent = new StratusStory.StartedEvent()
            {
                reader = this, story = story
            };

            // Dispatch to this gameobject and the scene
            this.gameObject.Dispatch <StratusStory.StartedEvent>(startedEvent);
            StratusScene.Dispatch <StratusStory.StartedEvent>(startedEvent);

            onStoryStarted?.Invoke(story);

            currentlyReading = true;

            // Update the first line of dialog
            this.ContinueStory(!resume);

            story.started = true;

            if (debug)
            {
                StratusDebug.Log($"The story {story.name} has started at the knot '{latestKnot}'");
            }
        }
 public void Initialize()
 {
     OnInitialize();
     initialized = true;
     this.Log($"Initialized {this}");
     StratusScene.Dispatch <SpawnEvent>(new SpawnEvent(this));
 }
 /// <summary>
 /// Ends this episode
 /// </summary>
 public void End()
 {
     current = null;
     StratusScene.Dispatch <EndEvent>(new EndEvent()
     {
         episode = this
     });
 }
Exemple #9
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        /// <summary>
        /// Starts this trigger.
        /// </summary>
        /// <param name="space"></param>
        public void Start(StratusCombatController caster, Type type, float duration)
        {
            var startedEvent = new StartedEvent();

            // Make a copy of this trigger ??
            startedEvent.Instance = new StratusCombatTrigger.Instance(Copy(this), caster, type, duration);
            StratusScene.Dispatch <StartedEvent>(startedEvent);
        }
 public bool Instantiate()
 {
     if (instanced)
     {
         return(false);
     }
     StratusScene.Dispatch <InstantiateEvent>(new InstantiateEvent(this));
     return(true);
 }
Exemple #11
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 public static void FadeAction(float speed, Action action, bool endOnAction = true)
 {
     StratusScene.Dispatch <FadeEvent>(new FadeEvent()
     {
         speed       = speed,
         onStarted   = action,
         endOnAction = endOnAction
     });
 }
        //------------------------------------------------------------------------/
        // Messages
        //------------------------------------------------------------------------/
        private void Awake()
        {
            this.Subscribe();
            this.OnCombatSystemSubscribe();
            this.OnCombatSystemInitialize();

            // Announce that the combat system has finished initializing
            StratusScene.Dispatch <InitializedEvent>(new InitializedEvent());
        }
Exemple #13
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        /// <summary>
        /// Called upon to continue the story
        /// </summary>
        public void ContinueStory()
        {
            var continueEvent = new StratusStory.ContinueEvent()
            {
                reader = this.reader, story = this.story
            };

            reader.gameObject.Dispatch <StratusStory.ContinueEvent>(continueEvent);
            StratusScene.Dispatch <StratusStory.ContinueEvent>(continueEvent);
        }
Exemple #14
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 //------------------------------------------------------------------------/
 // Methods: Static
 //------------------------------------------------------------------------/
 public static void FadeOut(float speed, float duration = 0f, Action onStarted = null, Action onEnded = null)
 {
     StratusScene.Dispatch <FadeEvent>(new FadeEvent()
     {
         speed     = speed,
         duration  = duration,
         onStarted = onStarted,
         onEnded   = onEnded
     });
 }
Exemple #15
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        private void SampleEventToScene()
        {
            // Construct the event object
            SampleEvent eventObj = new SampleEvent
            {
                number = 15
            };

            // Dispatch the event
            StratusScene.Dispatch <SampleEvent>(eventObj);
        }
        /// <summary>
        /// Presents choices at the current story node
        /// </summary>
        void PresentChoices()
        {
            if (debug)
            {
                this.Log("Presenting dialog choices!");
            }

            var choicesEvent = new StratusStory.PresentChoicesEvent();

            choicesEvent.choices = story.runtime.currentChoices.ToArray(x => new StratusStoryChoice(x));
            StratusScene.Dispatch <StratusStory.PresentChoicesEvent>(choicesEvent);
        }
        protected override void OnTrigger()
        {
            switch (eventScope)
            {
            case StratusEvent.Scope.GameObject:
                target.gameObject.Dispatch <StratusStatefulObject.StateEvent>(new StratusStatefulObject.StateEvent(eventType, state));
                break;

            case StratusEvent.Scope.Scene:
                StratusScene.Dispatch <StratusStatefulObject.StateEvent>(new StratusStatefulObject.StateEvent(eventType, state));
                break;
            }
        }
        //------------------------------------------------------------------------/
        // Methods: Public
        //------------------------------------------------------------------------/
        /// <summary>
        /// Begins this episode
        /// </summary>
        public void Begin()
        {
            current = this;
            if (debugDisplay)
            {
                StratusDebug.Log($"Beginning this episode at {initialSegment.label}", this);
            }

            Enter(currentSegment, true);
            StratusScene.Dispatch <BeginEvent>(new BeginEvent()
            {
                episode = this
            });
        }
        /// <summary>
        /// Exits this segment
        /// </summary>
        public void Exit()
        {
            StratusScene.Dispatch <ExitedEvent>(new ExitedEvent(this));
            if (onExited != null)
            {
                onExited?.Invoke();
            }
            Toggle(false);
            state = State.Exited;

            if (debug)
            {
                StratusDebug.Log($"Exiting", this);
            }
        }
        protected override void OnTrigger()
        {
            switch (scope)
            {
            case Scope.Target:
                reader.gameObject.Dispatch <StratusStory.LoadEvent>(storyEvent);
                break;

            case Scope.Scene:
                StratusScene.Dispatch <StratusStory.LoadEvent>(storyEvent);
                break;

            default:
                break;
            }
        }
        protected override void OnTrigger()
        {
            switch (eventScope)
            {
            case StratusEvent.Scope.GameObject:
                foreach (var target in targets)
                {
                    if (target)
                    {
                        target.Dispatch(eventInstance, type.Type);
                    }
                }
                break;

            case StratusEvent.Scope.Scene:
                StratusScene.Dispatch(eventInstance, type.Type);
                break;
            }
        }
Exemple #22
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        /// <summary>
        /// Called upon when a particular choice has been selected
        /// </summary>
        /// <param name="choice"></param>
        public void SelectChoice(StratusStoryChoice choice)
        {
            if (logging)
            {
                StratusDebug.Log(choice.text + " was selected", this);
            }

            // Inform the current conversation of the choice
            var choiceEvent = new StratusStory.SelectChoiceEvent()
            {
                story = this.story, reader = this.reader
            };

            choiceEvent.choice = choice;
            reader.gameObject.Dispatch <StratusStory.SelectChoiceEvent>(choiceEvent);
            StratusScene.Dispatch <StratusStory.SelectChoiceEvent>(choiceEvent);

            // Now do any extra stuff
            OnChoiceSelected();
        }
        /// <summary>
        /// Enters this segment
        /// </summary>
        public virtual void Enter(bool suspend = false)
        {
            // We will announce that this segment has been entered in a moment...
            EnteredEvent e = new EnteredEvent(this);

            // Inform the previous segment its been exited
            if (current != null && current != this)
            {
                current.Exit();
            }

            // If the segment is currently active, let's do a restart instead
            // This will set everything back to the initial state at this segment
            if (state != State.Inactive && restart)
            {
                Restart();
                e.restarted = true;
            }

            if (debug)
            {
                StratusDebug.Log($"Entering", this);
            }

            // Invoke the optional callbacks
            if (onEntered != null)
            {
                onEntered.Invoke();
            }

            // If not suspended, toggle this segment
            Toggle(!suspend);

            // This is now the current segment
            StratusScene.Dispatch <EnteredEvent>(e);
            state   = State.Entered;
            current = this;
        }
Exemple #24
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 public override void Submit()
 {
     StratusScene.Dispatch <StratusDialogConfirmationRequest>(this);
 }
Exemple #25
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 public static void Transition(TransitionEvent e)
 {
     StratusScene.Dispatch <StratusScreenShaderTransition.TransitionEvent>(e);
 }
Exemple #26
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 protected override void OnTrigger()
 {
     StratusScene.Dispatch <StratusScreenShaderTransition.TransitionEvent>(this.transition);
 }
 protected virtual void NotifyCombatSystemTurnEnded()
 {
     StratusScene.Dispatch <StratusCombatControllerTurnTakenEvent>(new StratusCombatControllerTurnTakenEvent(this));
 }
        /// <summary>
        /// Loads a story from file
        /// </summary>
        /// <param name="storyFile"></param>
        private void LoadStory(TextAsset storyFile, bool restart = false, string knot = null)
        {
            StratusStory newStory = null;

            // If this story has already been loaded, use the previous state
            bool previouslyLoaded = stories.ContainsKey(storyFile.name);

            if (previouslyLoaded)
            {
                if (debug)
                {
                    StratusDebug.Log($"{storyFile.name} has already been loaded! Using the previous state.");
                }
                newStory = stories[storyFile.name];
                LoadState(newStory);
            }
            // If the story hasn't been loaded yet
            else
            {
                if (debug)
                {
                    StratusDebug.Log($"{storyFile.name} has not been loaded yet. Constructing a new state.");
                }
                newStory = ConstructStory(storyFile);
            }

            // Assign the story
            story = newStory;

            // If a knot was provided
            if (knot != null && knot.Length > 0)
            {
                if (!story.runtime.canContinue)
                {
                    if (automaticRestart)
                    {
                        Restart(clearStateOnRestart);
                    }
                    else
                    {
                        StratusDebug.LogError($"The story {story.name} has already been ended, thus we can't jump to the knot!", this);
                    }
                }
                JumpToKnot(knot);
            }
            else if (restart || automaticRestart)
            {
                Restart(clearStateOnRestart);
            }


            // Announce that we are loding the story
            var loadedEvent = new StratusStory.LoadedEvent()
            {
                reader = this, story = this.story
            };

            this.gameObject.Dispatch <StratusStory.LoadedEvent>(loadedEvent);
            StratusScene.Dispatch <StratusStory.LoadedEvent>(loadedEvent);

            // Invoke any subclass callbacks
            OnStoryLoaded(story);

            // Now start the story
            // If the story was previously loaded, we need not start from a new line
            this.StartStory(previouslyLoaded && story.started);
        }
 protected void StartCombat()
 {
     //Gamestate.Change(Gamestate.State.Combat);
     StratusScene.Dispatch <StratusCombat.StartedEvent>(new StratusCombat.StartedEvent());
 }
 protected void EndCombat()
 {
     //Gamestate.Revert();
     StratusScene.Dispatch <StratusCombat.EndedEvent>(new StratusCombat.EndedEvent());
 }