An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public struct PortraitState
{
public bool onScreen;
public bool dimmed;
public DisplayType display;
public Sprite portrait;
public RectTransform position;
public FacingDirection facing;
public Image portraitImage;
}
public enum DisplayType
{
None,
Show,
Hide,
Replace,
MoveToFront
}
public enum FacingDirection
{
None,
Left,
Right
}
public enum PositionOffset
{
None,
OffsetLeft,
OffsetRight
}
[CommandInfo("Narrative",
"Portrait",
"Controls a character portrait. ")]
public class Portrait : Command
{
[Tooltip("Stage to display portrait on")]
public Stage stage;
[Tooltip("Display type")]
public DisplayType display;
[Tooltip("Character to display")]
public Character character;
[Tooltip("Character to swap with")]
public Character replacedCharacter;
[Tooltip("Portrait to display")]
public Sprite portrait;
[Tooltip("Move the portrait from/to this offset position")]
public PositionOffset offset;
[Tooltip("Move the portrait from this position")]
public RectTransform fromPosition;
[Tooltip("Move the portrait to this positoin")]
public RectTransform toPosition;
[Tooltip("Direction character is facing")]
public FacingDirection facing;
[Tooltip("Use Default Settings")]
public bool useDefaultSettings = true;
[Tooltip("Fade Duration")]
public float fadeDuration = 0.5f;
[Tooltip("Movement Duration")]
public float moveDuration = 1f;
[Tooltip("Shift Offset")]
public Vector2 shiftOffset;
[Tooltip("Move")]
public bool move;
[Tooltip("Start from offset")]
public bool shiftIntoPlace;
[Tooltip("Wait until the tween has finished before executing the next command")]
public bool waitUntilFinished = false;
// Timer for waitUntilFinished functionality
protected float waitTimer;
public override void OnEnter()
{
// If no display specified, do nothing
if (display == DisplayType.None)
{
Continue();
return;
}
// If no character specified, do nothing
if (character == null)
{
Continue();
return;
}
// If Replace and no replaced character specified, do nothing
if (display == DisplayType.Replace && replacedCharacter == null)
{
Continue();
return;
}
// Selected "use default Portrait Stage"
if (stage == null) // Default portrait stage selected
{
if (stage == null) // If no default specified, try to get any portrait stage in the scene
{
stage = GameObject.FindObjectOfType<Stage>();
}
}
// If portrait stage does not exist, do nothing
if (stage == null)
{
Continue();
return;
}
// Use default settings
if (useDefaultSettings)
{
fadeDuration = stage.fadeDuration;
moveDuration = stage.moveDuration;
shiftOffset = stage.shiftOffset;
}
if (character.state.portraitImage == null)
{
CreatePortraitObject(character, stage);
}
// if no previous portrait, use default portrait
if (character.state.portrait == null)
{
character.state.portrait = character.profileSprite;
}
// Selected "use previous portrait"
if (portrait == null)
{
portrait = character.state.portrait;
}
// if no previous position, use default position
if (character.state.position == null)
{
character.state.position = stage.defaultPosition.rectTransform;
}
// Selected "use previous position"
if (toPosition == null)
{
toPosition = character.state.position;
}
if (replacedCharacter != null)
{
// if no previous position, use default position
if (replacedCharacter.state.position == null)
{
replacedCharacter.state.position = stage.defaultPosition.rectTransform;
}
}
// If swapping, use replaced character's position
if (display == DisplayType.Replace)
{
toPosition = replacedCharacter.state.position;
}
// Selected "use previous position"
if (fromPosition == null)
{
fromPosition = character.state.position;
}
// if portrait not moving, use from position is same as to position
if (!move)
{
fromPosition = toPosition;
}
if (display == DisplayType.Hide)
{
fromPosition = character.state.position;
}
// if no previous facing direction, use default facing direction
if (character.state.facing == FacingDirection.None)
{
character.state.facing = character.portraitsFace;
}
// Selected "use previous facing direction"
if (facing == FacingDirection.None)
{
facing = character.state.facing;
}
switch(display)
{
case (DisplayType.Show):
Show(character, fromPosition, toPosition);
character.state.onScreen = true;
if (!stage.charactersOnStage.Contains(character))
{
stage.charactersOnStage.Add(character);
}
break;
case (DisplayType.Hide):
Hide(character, fromPosition, toPosition);
character.state.onScreen = false;
stage.charactersOnStage.Remove(character);
break;
case (DisplayType.Replace):
Show(character, fromPosition, toPosition);
Hide(replacedCharacter, replacedCharacter.state.position, replacedCharacter.state.position);
character.state.onScreen = true;
replacedCharacter.state.onScreen = false;
stage.charactersOnStage.Add(character);
stage.charactersOnStage.Remove(replacedCharacter);
break;
case (DisplayType.MoveToFront):
MoveToFront(character);
break;
}
if (display == DisplayType.Replace)
{
character.state.display = DisplayType.Show;
replacedCharacter.state.display = DisplayType.Hide;
}
else
{
character.state.display = display;
}
character.state.portrait = portrait;
character.state.facing = facing;
character.state.position = toPosition;
waitTimer = 0f;
if (!waitUntilFinished)
{
Continue();
}
else
{
StartCoroutine(WaitUntilFinished(fadeDuration));
}
}
protected virtual IEnumerator WaitUntilFinished(float duration)
{
// Wait until the timer has expired
// Any method can modify this timer variable to delay continuing.
waitTimer = duration;
while (waitTimer > 0f)
{
waitTimer -= Time.deltaTime;
yield return null;
}
Continue();
}
protected virtual void CreatePortraitObject(Character character, Stage stage)
{
// Create a new portrait object
GameObject portraitObj = new GameObject(character.name,
typeof(RectTransform),
typeof(CanvasRenderer),
typeof(Image));
// Set it to be a child of the stage
portraitObj.transform.SetParent(stage.portraitCanvas.transform, true);
// Configure the portrait image
Image portraitImage = portraitObj.GetComponent<Image>();
portraitImage.preserveAspect = true;
portraitImage.sprite = character.profileSprite;
portraitImage.color = new Color(1f, 1f, 1f, 0f);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade in character image (first time)
LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.fadeEaseType);
// Tell character about portrait image
character.state.portraitImage = portraitImage;
}
protected void SetupPortrait(Character character, RectTransform fromPosition)
{
SetRectTransform(character.state.portraitImage.rectTransform, fromPosition);
if (character.state.facing != character.portraitsFace)
{
character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
if (facing != character.portraitsFace)
{
character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
}
public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform)
{
oldRectTransform.eulerAngles = newRectTransform.eulerAngles;
oldRectTransform.position = newRectTransform.position;
oldRectTransform.rotation = newRectTransform.rotation;
oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition;
oldRectTransform.sizeDelta = newRectTransform.sizeDelta;
oldRectTransform.anchorMax = newRectTransform.anchorMax;
oldRectTransform.anchorMin = newRectTransform.anchorMin;
oldRectTransform.pivot = newRectTransform.pivot;
oldRectTransform.localScale = newRectTransform.localScale;
}
protected void Show(Character character, RectTransform fromPosition, RectTransform toPosition)
{
if (shiftIntoPlace)
{
fromPosition = Instantiate(toPosition) as RectTransform;
if (offset == PositionOffset.OffsetLeft)
{
fromPosition.anchoredPosition = new Vector2(fromPosition.anchoredPosition.x - Mathf.Abs(shiftOffset.x), fromPosition.anchoredPosition.y - Mathf.Abs(shiftOffset.y));
}
else if (offset == PositionOffset.OffsetRight)
{
fromPosition.anchoredPosition = new Vector2(fromPosition.anchoredPosition.x + Mathf.Abs(shiftOffset.x), fromPosition.anchoredPosition.y + Mathf.Abs(shiftOffset.y));
}
else
{
fromPosition.anchoredPosition = new Vector2(fromPosition.anchoredPosition.x, fromPosition.anchoredPosition.y);
}
}
SetupPortrait(character, fromPosition);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade out a duplicate of the existing portrait image
if (character.state.portraitImage != null)
{
GameObject tempGO = GameObject.Instantiate(character.state.portraitImage.gameObject);
tempGO.transform.SetParent(character.state.portraitImage.transform, false);
tempGO.transform.localPosition = Vector3.zero;
tempGO.transform.localScale = character.state.position.localScale;
Image tempImage = tempGO.GetComponent<Image>();
tempImage.sprite = character.state.portraitImage.sprite;
tempImage.preserveAspect = true;
tempImage.color = character.state.portraitImage.color;
LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType).setOnComplete(() => {
Destroy(tempGO);
});
}
// Fade in the new sprite image
character.state.portraitImage.sprite = portrait;
character.state.portraitImage.color = new Color(1f, 1f, 1f, 0f);
LeanTween.alpha(character.state.portraitImage.rectTransform, 1f, duration).setEase(stage.fadeEaseType);
DoMoveTween(character, fromPosition, toPosition);
}
protected void Hide(Character character, RectTransform fromPosition, RectTransform toPosition)
{
if (character.state.display == DisplayType.None)
{
return;
}
SetupPortrait(character, fromPosition);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
LeanTween.alpha(character.state.portraitImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType);
DoMoveTween(character, fromPosition, toPosition);
}
protected void MoveToFront(Character character)
{
character.state.portraitImage.transform.SetSiblingIndex(character.state.portraitImage.transform.parent.childCount);
}
protected void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition)
{
// LeanTween doesn't handle 0 duration properly
float duration = (moveDuration > 0f) ? moveDuration : float.Epsilon;
// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
LeanTween.move(character.state.portraitImage.gameObject, toPosition.position, duration).setEase(stage.fadeEaseType);
if (waitUntilFinished)
{
waitTimer = duration;
}
}
public static void SetDimmed(Character character, Stage stage, bool dimmedState)
{
if (character.state.dimmed == dimmedState)
{
return;
}
character.state.dimmed = dimmedState;
Color targetColor = dimmedState ? new Color(0.5f, 0.5f, 0.5f, 1f) : Color.white;
// LeanTween doesn't handle 0 duration properly
float duration = (stage.fadeDuration > 0f) ? stage.fadeDuration : float.Epsilon;
LeanTween.color(character.state.portraitImage.rectTransform, targetColor, duration).setEase(stage.fadeEaseType);
}
public override string GetSummary()
{
if (display == DisplayType.None && character == null)
{
return "Error: No character or display selected";
}
else if (display == DisplayType.None)
{
return "Error: No display selected";
}
else if (character == null)
{
return "Error: No character selected";
}
string displaySummary = "";
string characterSummary = "";
string fromPositionSummary = "";
string toPositionSummary = "";
string stageSummary = "";
string portraitSummary = "";
string facingSummary = "";
displaySummary = StringFormatter.SplitCamelCase(display.ToString());
if (display == DisplayType.Replace)
{
if (replacedCharacter != null)
{
displaySummary += " \"" + replacedCharacter.name + "\" with";
}
}
characterSummary = character.name;
if (stage != null)
{
stageSummary = " on \"" + stage.name + "\"";
}
if (portrait != null)
{
portraitSummary = " " + portrait.name;
}
if (shiftIntoPlace)
{
if (offset != 0)
{
fromPositionSummary = offset.ToString();
fromPositionSummary = " from " + "\"" + fromPositionSummary + "\"";
}
}
else if (fromPosition != null)
{
fromPositionSummary = " from " + "\"" + fromPosition.name + "\"";
}
if (toPosition != null)
{
string toPositionPrefixSummary = "";
if (move)
{
toPositionPrefixSummary = " to ";
}
else
{
toPositionPrefixSummary = " at ";
}
toPositionSummary = toPositionPrefixSummary + "\"" + toPosition.name + "\"";
}
if (facing != FacingDirection.None)
{
if (facing == FacingDirection.Left)
{
facingSummary = "<--";
}
if (facing == FacingDirection.Right)
{
facingSummary = "-->";
}
facingSummary = " facing \"" + facingSummary + "\"";
}
return displaySummary + " \"" + characterSummary + portraitSummary + "\"" + stageSummary + facingSummary + fromPositionSummary + toPositionSummary;
}
public override Color GetButtonColor()
{
return new Color32(230, 200, 250, 255);
}
public override void OnCommandAdded(Block parentBlock)
{
//Default to display type: show
display = DisplayType.Show;
}
}
}