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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using UnityEngine.EventSystems;
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using System.Linq;
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using MoonSharp.Interpreter;
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namespace Fungus
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{
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/// <summary>
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/// Presents multiple choice buttons to the players.
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/// </summary>
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public class MenuDialog : MonoBehaviour
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{
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[Tooltip("Automatically select the first interactable button when the menu is shown.")]
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[SerializeField] protected bool autoSelectFirstButton = false;
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protected Button[] cachedButtons;
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protected Slider cachedSlider;
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private int nextOptionIndex;
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#region Public members
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/// <summary>
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/// Currently active Menu Dialog used to display Menu options
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/// </summary>
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public static MenuDialog ActiveMenuDialog { get; set; }
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/// <summary>
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/// A cached list of button objects in the menu dialog.
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/// </summary>
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/// <value>The cached buttons.</value>
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public virtual Button[] CachedButtons { get { return cachedButtons; } }
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/// <summary>
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/// A cached slider object used for the timer in the menu dialog.
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/// </summary>
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/// <value>The cached slider.</value>
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public virtual Slider CachedSlider { get { return cachedSlider; } }
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/// <summary>
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/// Sets the active state of the Menu Dialog gameobject.
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/// </summary>
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public virtual void SetActive(bool state)
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{
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gameObject.SetActive(state);
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}
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/// <summary>
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/// Returns a menu dialog by searching for one in the scene or creating one if none exists.
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/// </summary>
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public static MenuDialog GetMenuDialog()
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{
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if (ActiveMenuDialog == null)
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{
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// Use first Menu Dialog found in the scene (if any)
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var md = GameObject.FindObjectOfType<MenuDialog>();
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if (md != null)
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{
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ActiveMenuDialog = md;
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}
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if (ActiveMenuDialog == null)
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{
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// Auto spawn a menu dialog object from the prefab
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GameObject prefab = Resources.Load<GameObject>("Prefabs/MenuDialog");
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if (prefab != null)
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{
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GameObject go = Instantiate(prefab) as GameObject;
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go.SetActive(false);
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go.name = "MenuDialog";
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ActiveMenuDialog = go.GetComponent<MenuDialog>();
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}
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}
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}
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return ActiveMenuDialog;
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}
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protected virtual void Awake()
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{
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Button[] optionButtons = GetComponentsInChildren<Button>();
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cachedButtons = optionButtons;
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Slider timeoutSlider = GetComponentInChildren<Slider>();
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cachedSlider = timeoutSlider;
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if (Application.isPlaying)
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{
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// Don't auto disable buttons in the editor
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Clear();
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}
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CheckEventSystem();
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}
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// There must be an Event System in the scene for Say and Menu input to work.
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// This method will automatically instantiate one if none exists.
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protected virtual void CheckEventSystem()
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{
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
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if (eventSystem == null)
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{
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// Auto spawn an Event System from the prefab
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GameObject prefab = Resources.Load<GameObject>("Prefabs/EventSystem");
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if (prefab != null)
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{
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GameObject go = Instantiate(prefab) as GameObject;
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go.name = "EventSystem";
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}
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}
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}
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protected virtual void OnEnable()
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{
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// The canvas may fail to update if the menu dialog is enabled in the first game frame.
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// To fix this we just need to force a canvas update when the object is enabled.
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Canvas.ForceUpdateCanvases();
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}
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protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Block targetBlock)
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{
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float elapsedTime = 0;
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Slider timeoutSlider = CachedSlider;
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while (elapsedTime < timeoutDuration)
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{
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if (timeoutSlider != null)
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{
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float t = 1f - elapsedTime / timeoutDuration;
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timeoutSlider.value = t;
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}
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elapsedTime += Time.deltaTime;
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yield return null;
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}
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Clear();
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gameObject.SetActive(false);
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HideSayDialog();
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if (targetBlock != null)
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{
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targetBlock.StartExecution();
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}
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}
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protected IEnumerator CallBlock(Block block)
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{
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yield return new WaitForEndOfFrame();
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block.StartExecution();
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}
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protected IEnumerator CallLuaClosure(LuaEnvironment luaEnv, Closure callback)
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{
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yield return new WaitForEndOfFrame();
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if (callback != null)
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{
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luaEnv.RunLuaFunction(callback, true);
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}
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}
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/// <summary>
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/// Clear all displayed options in the Menu Dialog.
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/// </summary>
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public virtual void Clear()
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{
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StopAllCoroutines();
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//if something was shown notify that we are ending
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if(nextOptionIndex != 0)
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MenuSignals.DoMenuEnd(this);
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nextOptionIndex = 0;
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var optionButtons = CachedButtons;
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for (int i = 0; i < optionButtons.Length; i++)
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{
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var button = optionButtons[i];
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button.onClick.RemoveAllListeners();
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}
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for (int i = 0; i < optionButtons.Length; i++)
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{
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var button = optionButtons[i];
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if (button != null)
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{
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button.transform.SetSiblingIndex(i);
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button.gameObject.SetActive(false);
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}
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}
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Slider timeoutSlider = CachedSlider;
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if (timeoutSlider != null)
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{
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timeoutSlider.gameObject.SetActive(false);
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}
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}
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/// <summary>
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/// Hides any currently displayed Say Dialog.
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/// </summary>
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public virtual void HideSayDialog()
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{
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var sayDialog = SayDialog.GetSayDialog();
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if (sayDialog != null)
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{
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sayDialog.FadeWhenDone = true;
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}
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}
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/// <summary>
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/// Adds the option to the list of displayed options. Calls a Block when selected.
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/// Will cause the Menu dialog to become visible if it is not already visible.
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/// </summary>
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/// <returns><c>true</c>, if the option was added successfully.</returns>
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/// <param name="text">The option text to display on the button.</param>
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/// <param name="interactable">If false, the option is displayed but is not selectable.</param>
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/// <param name="hideOption">If true, the option is not displayed but the menu knows that option can or did exist</param>
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/// <param name="targetBlock">Block to execute when the option is selected.</param>
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public virtual bool AddOption(string text, bool interactable, bool hideOption, Block targetBlock)
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{
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var block = targetBlock;
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UnityEngine.Events.UnityAction action = delegate
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{
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EventSystem.current.SetSelectedGameObject(null);
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StopAllCoroutines();
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// Stop timeout
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Clear();
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HideSayDialog();
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if (block != null)
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{
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var flowchart = block.GetFlowchart();
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#if UNITY_EDITOR
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// Select the new target block in the Flowchart window
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flowchart.SelectedBlock = block;
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#endif
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gameObject.SetActive(false);
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// Use a coroutine to call the block on the next frame
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// Have to use the Flowchart gameobject as the MenuDialog is now inactive
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flowchart.StartCoroutine(CallBlock(block));
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}
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};
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return AddOption(text, interactable, hideOption, action);
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}
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/// <summary>
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/// Adds the option to the list of displayed options, calls a Lua function when selected.
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/// Will cause the Menu dialog to become visible if it is not already visible.
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/// </summary>
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/// <returns><c>true</c>, if the option was added successfully.</returns>
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public virtual bool AddOption(string text, bool interactable, LuaEnvironment luaEnv, Closure callBack)
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{
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if (!gameObject.activeSelf)
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{
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gameObject.SetActive(true);
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}
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// Copy to local variables
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LuaEnvironment env = luaEnv;
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Closure call = callBack;
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UnityEngine.Events.UnityAction action = delegate
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{
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StopAllCoroutines();
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// Stop timeout
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Clear();
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HideSayDialog();
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// Use a coroutine to call the callback on the next frame
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StartCoroutine(CallLuaClosure(env, call));
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};
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return AddOption(text, interactable, false, action);
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}
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/// <summary>
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/// Adds the option to the list of displayed options. Calls a Block when selected.
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/// Will cause the Menu dialog to become visible if it is not already visible.
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/// </summary>
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/// <returns><c>true</c>, if the option was added successfully.</returns>
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/// <param name="text">The option text to display on the button.</param>
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/// <param name="interactable">If false, the option is displayed but is not selectable.</param>
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/// <param name="hideOption">If true, the option is not displayed but the menu knows that option can or did exist</param>
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/// <param name="action">Action attached to the button on the menu item</param>
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private bool AddOption(string text, bool interactable, bool hideOption, UnityEngine.Events.UnityAction action)
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{
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if (nextOptionIndex >= CachedButtons.Length)
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return false;
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//if first option notify that a menu has started
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if(nextOptionIndex == 0)
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MenuSignals.DoMenuStart(this);
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var button = cachedButtons[nextOptionIndex];
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//move forward for next call
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nextOptionIndex++;
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//don't need to set anything on it
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if (hideOption)
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return true;
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button.gameObject.SetActive(true);
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button.interactable = interactable;
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if (interactable && autoSelectFirstButton && !cachedButtons.Select(x => x.gameObject).Contains(EventSystem.current.currentSelectedGameObject))
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{
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EventSystem.current.SetSelectedGameObject(button.gameObject);
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}
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Text textComponent = button.GetComponentInChildren<Text>();
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if (textComponent != null)
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{
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text = TextVariationHandler.SelectVariations(text);
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textComponent.text = text;
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}
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button.onClick.AddListener(action);
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return true;
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}
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/// <summary>
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/// Show a timer during which the player can select an option. Calls a Block when the timer expires.
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/// </summary>
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/// <param name="duration">The duration during which the player can select an option.</param>
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/// <param name="targetBlock">Block to execute if the player does not select an option in time.</param>
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public virtual void ShowTimer(float duration, Block targetBlock)
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{
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if (cachedSlider != null)
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{
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cachedSlider.gameObject.SetActive(true);
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gameObject.SetActive(true);
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StopAllCoroutines();
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StartCoroutine(WaitForTimeout(duration, targetBlock));
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}
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}
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/// <summary>
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/// Show a timer during which the player can select an option. Calls a Lua function when the timer expires.
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/// </summary>
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public virtual IEnumerator ShowTimer(float duration, LuaEnvironment luaEnv, Closure callBack)
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{
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if (CachedSlider == null ||
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duration <= 0f)
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{
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yield break;
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}
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CachedSlider.gameObject.SetActive(true);
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StopAllCoroutines();
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float elapsedTime = 0;
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Slider timeoutSlider = CachedSlider;
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while (elapsedTime < duration)
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{
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if (timeoutSlider != null)
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{
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float t = 1f - elapsedTime / duration;
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timeoutSlider.value = t;
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}
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elapsedTime += Time.deltaTime;
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yield return null;
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}
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Clear();
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gameObject.SetActive(false);
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HideSayDialog();
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if (callBack != null)
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{
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luaEnv.RunLuaFunction(callBack, true);
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}
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}
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/// <summary>
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/// Returns true if the Menu Dialog is currently displayed.
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/// </summary>
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public virtual bool IsActive()
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{
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return gameObject.activeInHierarchy;
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}
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/// <summary>
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/// Returns the number of currently displayed options.
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/// </summary>
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public virtual int DisplayedOptionsCount
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{
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get {
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int count = 0;
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for (int i = 0; i < cachedButtons.Length; i++)
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{
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var button = cachedButtons[i];
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if (button.gameObject.activeSelf)
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{
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count++;
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}
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|
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}
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|
return count;
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|
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}
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|
|
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}
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/// <summary>
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|
/// Shuffle the parent order of the cached buttons, allows for randomising button order, buttons are auto reordered when cleared
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|
/// </summary>
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|
public void Shuffle(System.Random r)
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|
|
|
{
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|
|
|
for (int i = 0; i < CachedButtons.Length; i++)
|
|
|
|
{
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|
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|
CachedButtons[i].transform.SetSiblingIndex(r.Next(CachedButtons.Length));
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}
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}
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#endregion
|
|
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|
}
|
|
|
|
}
|