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using System;
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using System.Collections.Generic;
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using OTGIntegrated.Core;
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using OTGIntegrated.Player;
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using OTGIntegrated.Quests;
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using OTGIntegrated.UI;
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using UnityEngine;
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namespace OTGIntegrated.Dialogue
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{
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public sealed class DialogueManager : MonoBehaviour
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{
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public DialogueUI dialogueUI;
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private QuestManager questManager;
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private UIManager uiManager;
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private PlayerController playerController;
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private NPCInteract currentNpc;
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private DialogueNode currentNode;
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public bool IsDialogueActive { get; private set; }
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public void Initialize(QuestManager questManager, UIManager uiManager, PlayerController playerController)
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{
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this.questManager = questManager;
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this.uiManager = uiManager;
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this.playerController = playerController;
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if (dialogueUI == null)
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{
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dialogueUI = FindObjectOfType<DialogueUI>(true);
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}
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}
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private void Update()
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{
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if (IsDialogueActive && Input.GetKeyDown(KeyCode.Escape))
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{
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EndDialogue();
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}
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}
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public void StartDialogue(NPCInteract npc)
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{
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if (npc == null || npc.startNode == null)
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{
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return;
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}
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currentNpc = npc;
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IsDialogueActive = true;
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questManager?.NotifyNpcTalked(npc.npcId);
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if (uiManager != null)
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{
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uiManager.OpenDialogue();
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}
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else if (playerController != null)
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{
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playerController.SetInputEnabled(false);
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}
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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ShowNode(npc.startNode);
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}
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public void ShowNode(DialogueNode node)
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{
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if (node == null)
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{
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EndDialogue();
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return;
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}
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currentNode = node;
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string speaker = !string.IsNullOrWhiteSpace(node.speakerName)
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? node.speakerName
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: currentNpc != null ? currentNpc.displayName : "NPC";
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List<DialogueChoice> choices = BuildChoices(node);
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dialogueUI?.Show(speaker, node.npcLine, choices);
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}
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public void EndDialogue()
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{
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if (!IsDialogueActive)
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{
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return;
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}
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IsDialogueActive = false;
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currentNpc = null;
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currentNode = null;
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dialogueUI?.Hide();
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if (uiManager != null)
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{
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uiManager.CloseDialogue();
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}
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else if (playerController != null)
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{
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playerController.SetInputEnabled(true);
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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}
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private List<DialogueChoice> BuildChoices(DialogueNode node)
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{
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List<DialogueChoice> choices = new List<DialogueChoice>();
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if (currentNpc != null && currentNpc.offeredQuest != null && questManager != null)
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{
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QuestData quest = currentNpc.offeredQuest;
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if (!questManager.IsQuestActive(quest) && !questManager.IsQuestCompleted(quest))
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{
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choices.Add(new DialogueChoice($"Взять квест: {quest.displayName}", () =>
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{
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questManager.StartQuest(quest);
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EndDialogue();
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}));
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}
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}
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if (currentNpc != null && currentNpc.completionQuest != null && questManager != null)
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{
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QuestData quest = currentNpc.completionQuest;
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if (questManager.IsQuestReady(quest))
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{
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choices.Add(new DialogueChoice($"Завершить квест: {quest.displayName}", () =>
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{
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questManager.TryCompleteQuest(quest, currentNpc.npcId);
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EndDialogue();
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}));
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}
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}
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if (node.responses != null)
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{
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for (int i = 0; i < node.responses.Length; i++)
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{
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DialogueResponse response = node.responses[i];
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if (response == null || string.IsNullOrWhiteSpace(response.responseText))
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{
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continue;
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}
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choices.Add(new DialogueChoice(response.responseText, () => SelectResponse(response)));
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}
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}
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if (currentNpc != null && currentNpc.canOpenCrafting)
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{
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choices.Add(new DialogueChoice("Открыть крафт", () =>
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{
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EndDialogue();
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uiManager?.OpenCrafting();
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}));
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}
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choices.Add(new DialogueChoice("Закончить разговор", EndDialogue));
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return choices;
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}
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private void SelectResponse(DialogueResponse response)
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{
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if (response == null)
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{
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EndDialogue();
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return;
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}
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if (response.questToStart != null && questManager != null)
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{
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questManager.StartQuest(response.questToStart);
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}
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if (response.questToComplete != null && currentNpc != null && questManager != null)
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{
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questManager.TryCompleteQuest(response.questToComplete, currentNpc.npcId);
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}
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if (response.openCrafting)
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{
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EndDialogue();
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uiManager?.OpenCrafting();
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return;
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}
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if (!response.endsDialogue && response.nextNode == null)
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{
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ShowInformationalFollowUp();
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return;
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}
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if (response.endsDialogue || response.nextNode == null)
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{
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EndDialogue();
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}
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else
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{
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ShowNode(response.nextNode);
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}
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}
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private void ShowInformationalFollowUp()
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{
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string speaker = currentNpc != null ? currentNpc.displayName : currentNode != null ? currentNode.speakerName : "NPC";
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string text = GetInformationalText();
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List<DialogueChoice> choices = new List<DialogueChoice>
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{
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new DialogueChoice("Назад", () => ShowNode(currentNode)),
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new DialogueChoice("Закончить разговор", EndDialogue)
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};
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dialogueUI?.Show(speaker, text, choices);
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}
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private string GetInformationalText()
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{
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string npcId = currentNpc != null ? currentNpc.npcId : string.Empty;
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switch (npcId)
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{
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case "Elder":
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return "Нужна обычная древесина из леса. Собери 5 Wood, затем вернись ко мне, чтобы завершить квест.";
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case "Guard":
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return "Гоблины стоят в лагере на юго-востоке. Уничтожь 3 Goblin оружием или способностями и возвращайся за наградой.";
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case "Blacksmith":
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return "Для Iron Axe нужны Wood x2, Stone x2 и Iron Ore x1. Открой верстак через E рядом со столом или клавишей C.";
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case "Mage":
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return "Fireball на 1 тратит ману и наносит урон. Heal на 2 лечит. Blink на 3 переносит вперёд. Таланты открываются на K.";
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default:
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return currentNode != null ? currentNode.npcLine : "Подробностей пока нет.";
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}
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}
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}
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public sealed class DialogueChoice
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{
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public string Text { get; }
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public Action Callback { get; }
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public DialogueChoice(string text, Action callback)
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{
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Text = text;
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Callback = callback;
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}
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}
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}
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