mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
295 lines
13 KiB
C#
295 lines
13 KiB
C#
using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using OWML.Common;
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using System.IO;
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using System.Xml;
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using UnityEngine;
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using NewHorizons.Utility;
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using Logger = NewHorizons.Utility.Logger;
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using NewHorizons.Components;
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namespace NewHorizons.Builder.Props
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{
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public static class DialogueBuilder
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{
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// Returns the character dialogue tree and remote dialogue trigger, if applicable.
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public static (CharacterDialogueTree, RemoteDialogueTrigger) Make(GameObject go, Sector sector, PropModule.DialogueInfo info, IModBehaviour mod)
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{
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// In stock I think they disable dialogue stuff with conditions
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// Here we just don't make it at all
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if (info.blockAfterPersistentCondition != null && PlayerData.GetPersistentCondition(info.blockAfterPersistentCondition)) return (null, null);
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var dialogue = MakeConversationZone(go, sector, info, mod.ModHelper);
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RemoteDialogueTrigger remoteTrigger = null;
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if (info.remoteTrigger != null)
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{
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remoteTrigger = MakeRemoteDialogueTrigger(go, sector, info, dialogue);
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}
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// Make the character look at the player
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// Useful for dialogue replacement
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// Overrides parent path for dialogue
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if (!string.IsNullOrEmpty(info.pathToAnimController))
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{
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MakePlayerTrackingZone(go, dialogue, info);
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}
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return (dialogue, remoteTrigger);
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}
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private static RemoteDialogueTrigger MakeRemoteDialogueTrigger(GameObject planetGO, Sector sector, PropModule.DialogueInfo info, CharacterDialogueTree dialogue)
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{
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var conversationTrigger = GeneralPropBuilder.MakeNew("ConversationTrigger", sector?.transform ?? planetGO.transform, info.remoteTrigger, defaultPosition: info.position, defaultParentPath: info.pathToAnimController);
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var remoteDialogueTrigger = conversationTrigger.AddComponent<RemoteDialogueTrigger>();
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var sphereCollider = conversationTrigger.AddComponent<SphereCollider>();
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conversationTrigger.AddComponent<OWCollider>();
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remoteDialogueTrigger._listDialogues = new RemoteDialogueTrigger.RemoteDialogueCondition[]
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{
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new RemoteDialogueTrigger.RemoteDialogueCondition()
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{
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priority = 1,
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dialogue = dialogue,
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prereqConditionType = RemoteDialogueTrigger.MultiConditionType.AND,
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// Base game never uses more than one condition anyone so we'll keep it simple
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prereqConditions = string.IsNullOrEmpty(info.remoteTrigger.prereqCondition) ? new string[]{ } : new string[] { info.remoteTrigger.prereqCondition },
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// Just set your enter conditions in XML instead of complicating it with this
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onTriggerEnterConditions = new string[]{ }
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}
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};
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remoteDialogueTrigger._activatedDialogues = new bool[1];
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remoteDialogueTrigger._deactivateTriggerPostConversation = true;
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sphereCollider.radius = info.remoteTrigger.radius == 0 ? info.radius : info.remoteTrigger.radius;
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conversationTrigger.SetActive(true);
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return remoteDialogueTrigger;
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}
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private static CharacterDialogueTree MakeConversationZone(GameObject planetGO, Sector sector, PropModule.DialogueInfo info, IModHelper mod)
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{
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var conversationZone = GeneralPropBuilder.MakeNew("ConversationZone", sector?.transform ?? planetGO.transform, info, defaultParentPath: info.pathToAnimController);
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conversationZone.layer = LayerMask.NameToLayer("Interactible");
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var sphere = conversationZone.AddComponent<SphereCollider>();
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sphere.radius = info.radius;
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sphere.isTrigger = true;
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var owCollider = conversationZone.AddComponent<OWCollider>();
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var interact = conversationZone.AddComponent<InteractReceiver>();
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interact._interactRange = info.range;
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if (info.radius <= 0)
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{
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sphere.enabled = false;
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owCollider.enabled = false;
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interact.enabled = false;
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}
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var dialogueTree = conversationZone.AddComponent<NHCharacterDialogueTree>();
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var xml = File.ReadAllText(Path.Combine(mod.Manifest.ModFolderPath, info.xmlFile));
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var text = new TextAsset(xml)
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{
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// Text assets need a name to be used with VoiceMod
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name = Path.GetFileNameWithoutExtension(info.xmlFile)
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};
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dialogueTree.SetTextXml(text);
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AddTranslation(xml);
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switch (info.flashlightToggle)
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{
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case PropModule.DialogueInfo.FlashlightToggle.TurnOff:
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dialogueTree._turnOffFlashlight = true;
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dialogueTree._turnOnFlashlight = false;
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break;
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case PropModule.DialogueInfo.FlashlightToggle.TurnOffThenOn:
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dialogueTree._turnOffFlashlight = true;
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dialogueTree._turnOnFlashlight = true;
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break;
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case PropModule.DialogueInfo.FlashlightToggle.None:
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default:
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dialogueTree._turnOffFlashlight = false;
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dialogueTree._turnOnFlashlight = false;
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break;
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}
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conversationZone.SetActive(true);
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return dialogueTree;
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}
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private static void MakePlayerTrackingZone(GameObject go, CharacterDialogueTree dialogue, PropModule.DialogueInfo info)
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{
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var character = go.transform.Find(info.pathToAnimController);
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if (character == null)
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{
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Logger.LogError($"Couldn't find child of {go.transform.GetPath()} at {info.pathToAnimController}");
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return;
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}
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// At most one of these should ever not be null
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var nomaiController = character.GetComponent<SolanumAnimController>();
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var controller = character.GetComponent<CharacterAnimController>();
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var traveler = character.GetComponent<TravelerController>();
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var travelerEye = character.GetComponent<TravelerEyeController>();
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var lookOnlyWhenTalking = info.lookAtRadius <= 0;
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// To have them look when you start talking
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if (controller != null)
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{
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if (controller._dialogueTree != null)
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{
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controller._dialogueTree.OnStartConversation -= controller.OnStartConversation;
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controller._dialogueTree.OnEndConversation -= controller.OnEndConversation;
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}
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controller._dialogueTree = dialogue;
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controller.lookOnlyWhenTalking = lookOnlyWhenTalking;
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controller._dialogueTree.OnStartConversation += controller.OnStartConversation;
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controller._dialogueTree.OnEndConversation += controller.OnEndConversation;
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}
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else if (traveler != null)
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{
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if (traveler._dialogueSystem != null)
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{
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traveler._dialogueSystem.OnStartConversation -= traveler.OnStartConversation;
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traveler._dialogueSystem.OnEndConversation -= traveler.OnEndConversation;
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}
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traveler._dialogueSystem = dialogue;
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traveler._dialogueSystem.OnStartConversation += traveler.OnStartConversation;
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traveler._dialogueSystem.OnEndConversation += traveler.OnEndConversation;
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}
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else if (travelerEye != null)
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{
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if (travelerEye._dialogueTree != null)
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{
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travelerEye._dialogueTree.OnStartConversation -= travelerEye.OnStartConversation;
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travelerEye._dialogueTree.OnEndConversation -= travelerEye.OnEndConversation;
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}
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travelerEye._dialogueTree = dialogue;
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travelerEye._dialogueTree.OnStartConversation += travelerEye.OnStartConversation;
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travelerEye._dialogueTree.OnEndConversation += travelerEye.OnEndConversation;
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}
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else if (nomaiController != null)
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{
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if (lookOnlyWhenTalking)
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{
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dialogue.OnStartConversation += nomaiController.StartWatchingPlayer;
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dialogue.OnEndConversation += nomaiController.StopWatchingPlayer;
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}
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}
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else
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{
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// If they have nothing else just put the face player when talking thing on them
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character.gameObject.GetAddComponent<FacePlayerWhenTalking>();
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}
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var facePlayerWhenTalking = character.GetComponent<FacePlayerWhenTalking>();
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if (facePlayerWhenTalking != null)
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{
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if (facePlayerWhenTalking._dialogueTree != null)
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{
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facePlayerWhenTalking._dialogueTree.OnStartConversation -= facePlayerWhenTalking.OnStartConversation;
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facePlayerWhenTalking._dialogueTree.OnEndConversation -= facePlayerWhenTalking.OnEndConversation;
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}
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facePlayerWhenTalking._dialogueTree = dialogue;
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facePlayerWhenTalking._dialogueTree.OnStartConversation += facePlayerWhenTalking.OnStartConversation;
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facePlayerWhenTalking._dialogueTree.OnEndConversation += facePlayerWhenTalking.OnEndConversation;
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}
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if (info.lookAtRadius > 0)
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{
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var playerTrackingZone = new GameObject("PlayerTrackingZone");
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playerTrackingZone.SetActive(false);
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playerTrackingZone.layer = LayerMask.NameToLayer("BasicEffectVolume");
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playerTrackingZone.SetActive(false);
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var sphereCollider = playerTrackingZone.AddComponent<SphereCollider>();
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sphereCollider.radius = info.lookAtRadius;
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sphereCollider.isTrigger = true;
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playerTrackingZone.AddComponent<OWCollider>();
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var triggerVolume = playerTrackingZone.AddComponent<OWTriggerVolume>();
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if (controller)
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{
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// Since the Awake method is CharacterAnimController was already called
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if (controller.playerTrackingZone)
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{
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controller.playerTrackingZone.OnEntry -= controller.OnZoneEntry;
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controller.playerTrackingZone.OnExit -= controller.OnZoneExit;
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}
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// Set it to use the new zone
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controller.playerTrackingZone = triggerVolume;
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triggerVolume.OnEntry += controller.OnZoneEntry;
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triggerVolume.OnExit += controller.OnZoneExit;
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}
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// Simpler for the Nomai
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else if (nomaiController)
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{
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triggerVolume.OnEntry += (_) => nomaiController.StartWatchingPlayer();
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triggerVolume.OnExit += (_) => nomaiController.StopWatchingPlayer();
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}
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// No controller
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else
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{
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// TODO
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}
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playerTrackingZone.transform.parent = dialogue.gameObject.transform;
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playerTrackingZone.transform.localPosition = Vector3.zero;
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playerTrackingZone.SetActive(true);
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}
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}
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private static void AddTranslation(string xml)
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{
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var xmlDocument = new XmlDocument();
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xmlDocument.LoadXml(xml);
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var xmlNode = xmlDocument.SelectSingleNode("DialogueTree");
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var xmlNodeList = xmlNode.SelectNodes("DialogueNode");
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string characterName = xmlNode.SelectSingleNode("NameField").InnerText;
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TranslationHandler.AddDialogue(characterName);
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foreach (object obj in xmlNodeList)
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{
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var xmlNode2 = (XmlNode)obj;
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var name = xmlNode2.SelectSingleNode("Name").InnerText;
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var xmlText = xmlNode2.SelectNodes("Dialogue/Page");
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foreach (object page in xmlText)
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{
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var pageData = (XmlNode)page;
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var text = pageData.InnerText;
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// The text is trimmed in DialogueText constructor (_listTextBlocks), so we also need to trim it for the key
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TranslationHandler.AddDialogue(text, true, name);
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}
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xmlText = xmlNode2.SelectNodes("DialogueOptionsList/DialogueOption/Text");
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foreach (object option in xmlText)
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{
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var optionData = (XmlNode)option;
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var text = optionData.InnerText;
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// The text is trimmed in CharacterDialogueTree.LoadXml, so we also need to trim it for the key
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TranslationHandler.AddDialogue(text, true, characterName, name);
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}
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}
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}
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}
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}
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