using NodeCanvas.DialogueTrees; using NodeCanvas.Framework; using ParadoxNotion.Design; using UnityEngine; namespace NodeCanvas.StateMachines { [Name("Sub Dialogue")] [Description("Execute the assigned Dialogue Tree OnEnter and stop it OnExit. Optionaly an event can be sent for whether the dialogue ended in Success or Failure. This can be controled by using the 'Finish' Dialogue Node inside the Dialogue Tree. Use a 'CheckEvent' condition to make use of those events. The 'Instigator' Actor of the Dialogue Tree will be set to this graph agent.")] [DropReferenceType(typeof(DialogueTree))] [ParadoxNotion.Design.Icon("Dialogue")] public class NestedDTState : FSMStateNested { [SerializeField, ExposeField, Name("Sub Tree")] private BBParameter _nestedDLG = null; [DimIfDefault, Tooltip("The event to send when the Dialogue Tree finished in Success.")] public string successEvent; [DimIfDefault, Tooltip("The event to send when the Dialogue Tree finish in Failure.")] public string failureEvent; public override DialogueTree subGraph { get { return _nestedDLG.value; } set { _nestedDLG.value = value; } } public override BBParameter subGraphParameter => _nestedDLG; // protected override void OnEnter() { if ( subGraph == null ) { Finish(false); return; } this.TryStartSubGraph(graphAgent, OnDialogueFinished); } protected override void OnUpdate() { currentInstance.UpdateGraph(this.graph.deltaTime); } protected override void OnExit() { if ( currentInstance != null ) { currentInstance.Stop(); } } void OnDialogueFinished(bool success) { if ( this.status == Status.Running ) { if ( !string.IsNullOrEmpty(successEvent) && success ) { SendEvent(successEvent); } if ( !string.IsNullOrEmpty(failureEvent) && !success ) { SendEvent(failureEvent); } Finish(success); } } } }