NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Dialogue/DialogueManager.cs

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using cfg.DialogueCfg;
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using Cysharp.Threading.Tasks;
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using Framework;
using Gameplay;
using PhxhSDK;
using System;
using System.Collections.Generic;
using Random = UnityEngine.Random;
/// <summary>
/// 台词管理器
/// </summary>
public class DialogueManager : Singlenton<DialogueManager>, IInitable
{
/// <summary>
/// 台词配置数据,key:角色id, value:台词配置数据
/// </summary>
private Dictionary<int, List<DataDialogueCfg>> dicDialogueData;
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/// <summary>
/// 是否初始化
/// </summary>
private bool isInit;
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#region 临时数据
/// <summary>
/// 符合条件的台词数据
/// </summary>
private readonly List<DataDialogueCfg> listDicDialogueData = new();
#endregion
public void Init()
{
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isInit = false;
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dicDialogueData = new();
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EventManager.Instance.Register(EventManager.EventName.AllConfigLoad, InitData);
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}
public void Release()
{
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EventManager.Instance.Unregister(EventManager.EventName.AllConfigLoad, InitData);
isInit = false;
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dicDialogueData.Clear();
dicDialogueData = null;
}
/// <summary>
/// 播放台词
/// </summary>
/// <param name="roleId"></param>
/// <param name="dialogueType"></param>
public async UniTask<Audio> PlayDiaogue(int roleId, E_DialogueType dialogueType, Action<string> callback = null)
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{
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if (!isInit)
{
DebugUtil.LogError("数据未初始化");
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return null;
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}
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#region 获取需要播放的台词
if (!dicDialogueData.TryGetValue(roleId, out List<DataDialogueCfg> listCfg))
{
DebugUtil.LogError("没有该角色的台词数据");
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return null;
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}
listDicDialogueData.Clear();
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int minPriority = int.MaxValue; // 值越小优先级越高
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foreach (DataDialogueCfg cfg in listCfg)
{
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if (cfg.Priority > minPriority) // 优先级不足,排除
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continue;
if (!cfg.DialogueType.Contains(dialogueType)) // 不是所需类型,排除
continue;
if (!IsCheckValid(roleId, cfg)) // 条件不满足,排除
continue;
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if (cfg.Priority < minPriority)
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{
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minPriority = cfg.Priority;
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listDicDialogueData.Clear();
}
listDicDialogueData.Add(cfg);
}
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#endregion
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if (listDicDialogueData.Count <= 0)
{
DebugUtil.LogError("没有满足条件要播放的台词");
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return null;
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}
DataDialogueCfg playCfg = listDicDialogueData[Random.Range(0, listDicDialogueData.Count)];
DebugUtil.Log($"播放台词{playCfg.DialogueId}, 优先级{playCfg.Priority}"); // 测试Log
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int audioId = await AudioManager.Instance.PlayAudio(playCfg.Voice);
callback?.Invoke(CommonUtils.GetLocalizeText(playCfg.TextLocal));
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return AudioManager.Instance.GetAudioByID(AudioType.SOUND, audioId);
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}
/// <summary>
/// 根据类型获取可以播放的台词数据
/// </summary>
/// <param name="dialogueType"></param>
/// <returns></returns>
public List<DataDialogueCfg> GetDialogueDataByType(E_DialogueType dialogueType)
{
return null;
}
/// <summary>
/// 检查台词是否有效
/// </summary>
/// <returns></returns>
private bool IsCheckValid(int roleId, DataDialogueCfg dataDialogueCfg)
{
foreach (E_DialogueType dialogueType in dataDialogueCfg.DialogueType)
{
if (!IsCheckValidByOne(roleId, dialogueType))
return false;
}
return true;
}
/// <summary>
/// 检查个单个条件是否有效
/// </summary>
/// <param name="roleId"></param>
/// <param name="dataDialogueCfg"></param>
/// <returns></returns>
private bool IsCheckValidByOne(int roleId, E_DialogueType dialogueType)
{
switch (dialogueType)
{
case E_DialogueType.Morning: // 上午
{
DateTime dateTime = CommonUtils.GetCurTime(CommonUtils.E_TimeType.Server);
return dateTime.Hour >= 6 && dateTime.Hour < 16;
}
case E_DialogueType.Afternoon:
{
DateTime dateTime = CommonUtils.GetCurTime(CommonUtils.E_TimeType.Server);
return dateTime.Hour >= 16 && dateTime.Hour < 21;
}
case E_DialogueType.Evening:
{
DateTime dateTime = CommonUtils.GetCurTime(CommonUtils.E_TimeType.Server);
return dateTime.Hour >= 21 && dateTime.Hour < 23;
}
case E_DialogueType.Midnight:
{
DateTime dateTime = CommonUtils.GetCurTime(CommonUtils.E_TimeType.Server);
return dateTime.Hour < 6 || dateTime.Hour >= 23;
}
case E_DialogueType.PlayerBirthday:
{
DebugUtil.LogWarning("记录一下,等待处理");
return false; // Todo
}
case E_DialogueType.KanbanbanBirthday:
{
DebugUtil.LogWarning("记录一下,等待处理");
return false; // Todo
}
case E_DialogueType.Fetters:
{
DebugUtil.LogWarning("记录一下,等待处理");
return false; // Todo
}
case E_DialogueType.Awaken:
{
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CharacterDataInfo characterDataInfo = CharacterDataInfoManager.Instance.GetCharacterInfo((uint)roleId);
if (characterDataInfo == null)
{
DebugUtil.LogError("未获取到角色");
return false;
}
return characterDataInfo.IsMaxAwake(); // 是否满觉醒
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}
default: // 其余条件默认满足
return true;
}
}
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/// <summary>
/// 初始化数据
/// </summary>
private void InitData()
{
if (isInit)
return;
foreach (DataDialogueCfg data in TableManager.Instance.Tables.DialogueConfig.DataList)
{
if (!dicDialogueData.TryGetValue(data.Id, out List<DataDialogueCfg> list))
{
list = new List<DataDialogueCfg>();
dicDialogueData[data.Id] = list;
}
list.Add(data);
}
isInit = true;
}
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}