using System.Collections;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Input;
using BaseGames.World;
using UnityEngine;
namespace BaseGames.Dialogue
{
///
/// 对话管理器(架构 14_NarrativeModule §4)。
/// 驱动 DialogueUI 打字机效果;管理 Action Map 切换;向 QuestManager 广播对话完成事件。
/// 在 Awake 中注册到 ServiceLocator。
///
public class DialogueManager : MonoBehaviour, IDialogueService
{
[SerializeField] private DialogueUI _dialogueBox;
[SerializeField] private InputReaderSO _inputReader;
[SerializeField] private WorldStateRegistry _worldState;
[Header("事件频道")]
[SerializeField] private VoidEventChannelSO _onDialogueStarted;
[SerializeField] private VoidEventChannelSO _onDialogueEnded;
[SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // → EVT_NpcDialogueCompleted (npcId)
private bool _skipRequested;
/// 当前是否有对话正在播放。
public bool IsDialogueActive { get; private set; }
// ── 生命周期 ──────────────────────────────────────────────────────
private void Awake()
{
if (ServiceLocator.GetOrDefault() != null) { Destroy(gameObject); return; }
ServiceLocator.Register(this);
}
private void OnDestroy()
{
ServiceLocator.Unregister(this);
}
private void OnEnable()
{
if (_inputReader != null) _inputReader.SubmitEvent += OnSubmit;
}
private void OnDisable()
{
if (_inputReader != null) _inputReader.SubmitEvent -= OnSubmit;
}
// ── 公开 API ──────────────────────────────────────────────────────
///
/// 启动对话序列。若已有对话在播放则忽略新请求。
/// 由 InteractableNPC.Interact() 调用。
///
/// 要播放的对话序列 SO。
/// NPC 标识符,对话结束时随 EVT_NpcDialogueCompleted 广播。
public void StartDialogue(DialogueSequenceSO sequence, string npcId = "")
{
if (IsDialogueActive || sequence == null) return;
IsDialogueActive = true;
_skipRequested = false;
// 切换到 UI Action Map(禁用玩家移动输入)
_inputReader.EnableUIInput();
_onDialogueStarted?.Raise();
StartCoroutine(PlaySequence(sequence, npcId));
}
// ── 输入回调 ──────────────────────────────────────────────────────
private void OnSubmit() => _skipRequested = true;
// ── 内部协程 ──────────────────────────────────────────────────────
private IEnumerator PlaySequence(DialogueSequenceSO sequence, string npcId)
{
// 选择条件变体(查询 ConditionalVariant.conditionFlag — 未实现 WorldStateRegistry 查询时直接使用默认序列)
var resolved = ResolveVariant(sequence);
foreach (var line in resolved.lines)
{
_skipRequested = false;
_dialogueBox.ShowLine(line);
// 等待打字完成,期间允许跳过
yield return new WaitUntil(() => !_dialogueBox.IsTyping || _skipRequested);
if (_dialogueBox.IsTyping) _dialogueBox.SkipTyping();
// 等待玩家按 Submit 推进下一行
_skipRequested = false;
yield return new WaitUntil(() => _skipRequested);
}
EndDialogue(npcId);
}
private void EndDialogue(string npcId)
{
_dialogueBox.Hide();
IsDialogueActive = false;
// 恢复 Gameplay Action Map
_inputReader.EnableGameplayInput();
_onDialogueEnded?.Raise();
if (!string.IsNullOrEmpty(npcId))
_onNpcDialogueCompleted?.Raise(npcId);
}
///
/// 根据 ConditionalVariant 选择正确的序列版本。
/// 按顺序检查 variants:第一个满足 WorldStateRegistry 标志的变体胜出;
/// 未注入 WorldStateRegistry 或无满足条件的变体时,返回原序列(默认)。
///
private DialogueSequenceSO ResolveVariant(DialogueSequenceSO sequence)
{
if (sequence.variants == null || sequence.variants.Length == 0)
return sequence;
if (_worldState != null)
{
foreach (var variant in sequence.variants)
{
if (!string.IsNullOrEmpty(variant.conditionFlag)
&& variant.sequence != null
&& _worldState.HasFlag(variant.conditionFlag))
return variant.sequence;
}
}
return sequence;
}
}
}