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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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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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namespace Fungus
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{
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[ExecuteInEditMode]
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public class Sequence : MonoBehaviour
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{
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public Rect nodeRect = new Rect(10, 10, 100, 40);
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public string description = "";
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[System.NonSerialized]
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public Command activeCommand;
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public List<Command> commandList = new List<Command>();
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int executionCount;
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public FungusScript GetFungusScript()
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{
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return GetComponentInParent<FungusScript>();
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}
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public bool HasError()
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{
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foreach (Command command in commandList)
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{
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if (command.errorMessage.Length > 0)
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{
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return true;
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}
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}
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return false;
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}
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public bool IsRunning()
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{
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FungusScript fungusScript = GetFungusScript();
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if (fungusScript == null ||
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fungusScript.executingSequence == null)
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{
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return false;
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}
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return (fungusScript.executingSequence == this);
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}
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public int GetExecutionCount()
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{
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return executionCount;
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}
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public void ExecuteNextCommand(Command currentCommand = null)
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{
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if (currentCommand == null)
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{
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executionCount++;
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}
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activeCommand = null;
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Command nextCommand = null;
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bool executeNext = (currentCommand == null);
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foreach (Command command in commandList)
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{
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if (command == currentCommand)
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{
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executeNext = true;
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}
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else if (executeNext)
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{
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if (command.enabled)
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{
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nextCommand = command;
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break;
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}
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}
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}
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if (nextCommand == null)
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{
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Stop();
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}
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else
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{
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FungusScript fungusScript = GetFungusScript();
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if (fungusScript.stepTime == 0f)
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{
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activeCommand = nextCommand;
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nextCommand.Execute();
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}
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else
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{
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StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.stepTime));
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}
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}
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}
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IEnumerator ExecuteAfterDelay(Command command, float delay)
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{
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activeCommand = command;
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yield return new WaitForSeconds(delay);
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command.Execute();
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}
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public void Stop()
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{
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FungusScript fungusScript = GetFungusScript();
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if (fungusScript == null)
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{
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return;
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}
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activeCommand = null;
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fungusScript.executingSequence = null;
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fungusScript.selectedSequence = null;
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fungusScript.selectedCommand = null;
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}
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public List<Sequence> GetConnectedSequences()
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{
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List<Sequence> connectedSequences = new List<Sequence>();
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foreach (Command command in commandList)
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{
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command.GetConnectedSequences(ref connectedSequences);
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}
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return connectedSequences;
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}
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}
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}
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