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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Events;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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namespace Fungus.Script
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{
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public class Dialog : MonoBehaviour
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{
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public float writingSpeed = 60;
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public AudioClip writingSound;
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public bool loopWritingSound = true;
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public float punctuationPause = 0.25f;
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public Canvas dialogCanvas;
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public Text nameText;
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public Text storyText;
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public Image characterImage;
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float currentSpeed;
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float currentPunctuationPause;
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bool boldActive;
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bool italicActive;
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bool colorActive;
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string colorText;
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protected enum GlyphType
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{
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Character, // Text character
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BoldStart, // b
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BoldEnd, // /b
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ItalicStart, // i
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ItalicEnd, // /i
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ColorStart, // color=red
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ColorEnd, // /color
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Wait, // w, w=0.5
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WaitForInputNoClear, // wi
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WaitForInputAndClear, // wc
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WaitOnPunctuation, // wp, wp=0.5
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Clear, // c
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Speed, // s, s=60
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Exit // x
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}
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protected class Glyph
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{
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public GlyphType type = GlyphType.Character;
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public string param = "";
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}
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public virtual void ShowDialog(bool visible)
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{
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if (dialogCanvas != null)
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{
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dialogCanvas.gameObject.SetActive(visible);
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}
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}
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public void SetCharacter(Character character)
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{
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if (character == null)
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{
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if (characterImage != null)
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characterImage.enabled = false;
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if (nameText != null)
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nameText.text = "";
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}
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else
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{
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SetCharacterImage(character.profileSprite);
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string characterName = character.nameText;
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if (characterName == "")
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{
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// Use game object name as default
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characterName = character.name;
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}
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SetCharacterName(characterName, character.nameColor);
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}
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}
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public void SetCharacterImage(Sprite image)
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{
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if (characterImage != null)
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{
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if (image != null)
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{
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characterImage.sprite = image;
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characterImage.enabled = true;
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}
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else
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{
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characterImage.enabled = false;
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}
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}
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}
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public void SetCharacterName(string name, Color color)
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{
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if (nameText != null)
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{
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nameText.text = name;
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nameText.color = color;
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}
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}
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protected IEnumerator WriteText(string text, Action onWritingComplete, Action onExitTag)
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{
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storyText.text = "";
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boldActive = false;
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italicActive = false;
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colorActive = false;
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colorText = "";
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currentSpeed = writingSpeed;
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currentPunctuationPause = punctuationPause;
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List<Glyph> glyphs = MakeGlyphList(text);
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if (glyphs.Count == 0)
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{
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if (onWritingComplete != null)
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{
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onWritingComplete();
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}
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yield break;
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}
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// Zero speed means write instantly
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// Also write instantly if text contains rich text markup tags
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if (currentSpeed == 0 ||
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text.Contains("<"))
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{
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foreach (Glyph glyph in glyphs)
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{
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if (glyph.type == GlyphType.Character)
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{
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storyText.text += glyph.param;
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}
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}
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if (onWritingComplete != null)
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{
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onWritingComplete();
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}
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yield break;
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}
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GameObject typingAudio = null;
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if (writingSound != null)
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{
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typingAudio = new GameObject("WritingSound");
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typingAudio.AddComponent<AudioSource>();
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typingAudio.audio.clip = writingSound;
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typingAudio.audio.loop = loopWritingSound;
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typingAudio.audio.Play();
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}
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float writeDelay = 0f;
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if (currentSpeed > 0)
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{
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writeDelay = (1f / (float)currentSpeed);
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}
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float timeAccumulator = 0f;
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int i = 0;
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while (i < glyphs.Count)
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{
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timeAccumulator += Time.deltaTime;
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bool skipWriting = false;
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/*
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if (Input.GetMouseButtonDown(0))
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{
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skipWriting = true;
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}
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*/
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while (skipWriting ||
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timeAccumulator > writeDelay)
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{
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timeAccumulator -= writeDelay;
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Glyph glyph = glyphs[i];
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switch (glyph.type)
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{
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case GlyphType.Character:
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if (storyText.text.Length == 0 && glyph.param == "\n")
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{
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// Ignore leading newlines
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}
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else
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{
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// Wrap each individual character in rich text markup tags if required
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// This must be done at the character level to support writing out the story text over time.
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string start = "";
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string end = "";
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if (boldActive)
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{
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start += "<b>";
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end += "</b>";
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}
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if (italicActive)
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{
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start += "<i>";
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end = "</i>" + end; // Have to nest tags correctly
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}
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if (colorActive)
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{
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start += "<color=" + colorText + ">";
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end += "</color>";
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}
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storyText.text += start + glyph.param + end;
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}
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// Add a wait glyph on punctuation marks
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bool doPause = punctuationPause > 0 && IsPunctuation(glyph.param);
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if (i == glyphs.Count - 1)
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{
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doPause = false; // No pause on last character
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}
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else
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{
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// No pause if next glyph is a pause
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GlyphType nextType = glyphs[i + 1].type;
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if (nextType == GlyphType.Wait ||
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nextType == GlyphType.WaitForInputAndClear ||
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nextType == GlyphType.WaitForInputNoClear)
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{
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doPause = false;
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}
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}
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if (doPause)
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{
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// Ignore if next glyph is also punctuation, or if punctuation is the last character.
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bool skipCharacter = (i < glyphs.Count - 1 &&
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glyphs[i + 1].type == GlyphType.Character &&
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IsPunctuation(glyphs[i + 1].param));
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if (!skipCharacter &&
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!skipWriting)
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yield return new WaitForSeconds(currentPunctuationPause);
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}
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break;
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case GlyphType.BoldStart:
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boldActive = true;
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break;
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case GlyphType.BoldEnd:
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boldActive = false;
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break;
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case GlyphType.ItalicStart:
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italicActive = true;
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break;
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case GlyphType.ItalicEnd:
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italicActive = false;
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break;
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case GlyphType.ColorStart:
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colorActive = true;
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colorText = glyph.param;
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break;
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case GlyphType.ColorEnd:
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colorActive = false;
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break;
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case GlyphType.Wait:
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float duration = 1f;
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if (!Single.TryParse(glyph.param, out duration))
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{
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duration = 1f;
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}
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if (!skipWriting)
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{
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yield return new WaitForSeconds(duration);
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timeAccumulator = 0f;
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}
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break;
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case GlyphType.WaitForInputNoClear:
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OnWaitForInputTag(true);
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yield return StartCoroutine(WaitForInput(null));
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OnWaitForInputTag(false);
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break;
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case GlyphType.WaitForInputAndClear:
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OnWaitForInputTag(true);
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yield return StartCoroutine(WaitForInput(null));
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OnWaitForInputTag(false);
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storyText.text = "";
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break;
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case GlyphType.Clear:
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storyText.text = "";
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break;
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case GlyphType.Speed:
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if (!Single.TryParse(glyph.param, out currentSpeed))
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{
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currentSpeed = 0f;
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}
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writeDelay = 0;
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if (currentSpeed > 0)
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{
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writeDelay = (1f / (float)currentSpeed);
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}
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break;
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case GlyphType.Exit:
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if (typingAudio != null)
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{
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Destroy(typingAudio);
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}
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if (onExitTag != null)
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{
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onExitTag();
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}
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yield break;
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case GlyphType.WaitOnPunctuation:
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if (!Single.TryParse(glyph.param, out currentPunctuationPause))
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{
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currentPunctuationPause = 0f;
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}
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break;
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}
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if (++i >= glyphs.Count)
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{
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break;
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}
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}
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yield return null;
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}
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if (typingAudio != null)
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{
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Destroy(typingAudio);
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}
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if (onWritingComplete != null)
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{
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onWritingComplete();
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}
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yield break;
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}
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protected virtual void Clear()
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{
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ClearStoryText();
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}
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void ClearStoryText()
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{
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if (storyText != null)
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{
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storyText.text = "";
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}
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}
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bool IsPunctuation(string character)
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{
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return character == "." ||
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character == "?" ||
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character == "!";
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}
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List<Glyph> MakeGlyphList(string storyText)
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{
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List<Glyph> glyphList = new List<Glyph>();
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string pattern = @"\{.*?\}";
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Regex myRegex = new Regex(pattern);
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Match m = myRegex.Match(storyText); // m is the first match
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int position = 0;
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while (m.Success)
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{
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// Get bit leading up to tag
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string preText = storyText.Substring(position, m.Index - position);
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string tagText = m.Value;
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foreach (char c in preText)
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{
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AddCharacterGlyph(glyphList, c.ToString());
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}
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AddTagGlyph(glyphList, tagText);
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position = m.Index + tagText.Length;
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m = m.NextMatch();
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}
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if (position < storyText.Length - 1)
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{
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string postText = storyText.Substring(position, storyText.Length - position);
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foreach (char c in postText)
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{
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AddCharacterGlyph(glyphList, c.ToString());
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}
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}
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return glyphList;
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}
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void AddCharacterGlyph(List<Glyph> glyphList, string character)
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{
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Glyph glyph = new Glyph();
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glyph.type = GlyphType.Character;
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glyph.param = character;
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glyphList.Add(glyph);
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}
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void AddTagGlyph(List<Glyph> glyphList, string tagText)
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{
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if (tagText.Length < 3 ||
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tagText.Substring(0,1) != "{" ||
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tagText.Substring(tagText.Length - 1,1) != "}")
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{
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return;
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}
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string tag = tagText.Substring(1, tagText.Length - 2);
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GlyphType type = GlyphType.Character;
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string paramText = "";
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if (tag == "b")
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{
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type = GlyphType.BoldStart;
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}
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else if (tag == "/b")
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{
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type = GlyphType.BoldEnd;
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}
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else if (tag == "i")
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{
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type = GlyphType.ItalicStart;
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}
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else if (tag == "/i")
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{
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type = GlyphType.ItalicEnd;
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}
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else if (tag.StartsWith("color="))
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{
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type = GlyphType.ColorStart;
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paramText = tag.Substring(6, tag.Length - 6);
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}
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else if (tag == "/color")
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|
{
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|
type = GlyphType.ColorEnd;
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|
}
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|
else if (tag == "wi")
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|
|
|
{
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|
type = GlyphType.WaitForInputNoClear;
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|
}
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|
if (tag == "wc")
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|
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|
{
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|
type = GlyphType.WaitForInputAndClear;
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|
}
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|
else if (tag.StartsWith("wp="))
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|
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|
{
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|
|
|
type = GlyphType.WaitOnPunctuation;
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|
|
|
paramText = tag.Substring(3, tag.Length - 3);
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|
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|
}
|
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|
else if (tag == "wp")
|
|
|
|
{
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|
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|
type = GlyphType.WaitOnPunctuation;
|
|
|
|
}
|
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|
else if (tag.StartsWith("w="))
|
|
|
|
{
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|
|
|
type = GlyphType.Wait;
|
|
|
|
paramText = tag.Substring(2, tag.Length - 2);
|
|
|
|
}
|
|
|
|
else if (tag == "w")
|
|
|
|
{
|
|
|
|
type = GlyphType.Wait;
|
|
|
|
}
|
|
|
|
else if (tag == "c")
|
|
|
|
{
|
|
|
|
type = GlyphType.Clear;
|
|
|
|
}
|
|
|
|
else if (tag.StartsWith("s="))
|
|
|
|
{
|
|
|
|
type = GlyphType.Speed;
|
|
|
|
paramText = tag.Substring(2, tag.Length - 2);
|
|
|
|
}
|
|
|
|
else if (tag == "s")
|
|
|
|
{
|
|
|
|
type = GlyphType.Speed;
|
|
|
|
}
|
|
|
|
else if (tag == "x")
|
|
|
|
{
|
|
|
|
type = GlyphType.Exit;
|
|
|
|
}
|
|
|
|
|
|
|
|
Glyph glyph = new Glyph();
|
|
|
|
glyph.type = type;
|
|
|
|
glyph.param = paramText.Trim();
|
|
|
|
|
|
|
|
glyphList.Add(glyph);
|
|
|
|
}
|
|
|
|
|
|
|
|
protected IEnumerator WaitForInput(Action onInput)
|
|
|
|
{
|
|
|
|
while (!Input.GetMouseButtonDown(0))
|
|
|
|
{
|
|
|
|
yield return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (onInput != null)
|
|
|
|
{
|
|
|
|
onInput();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
protected virtual void OnWaitForInputTag(bool waiting)
|
|
|
|
{}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|