An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus.Script
{
[ExecuteInEditMode]
public class Sequence : MonoBehaviour
{
[HideInInspector]
public Rect nodeRect = new Rect(10, 10, 100, 40);
[HideInInspector]
public string description = "";
[System.NonSerialized]
public FungusScript fungusScript;
[System.NonSerialized]
public FungusCommand activeCommand;
public List<FungusCommand> commandList = new List<FungusCommand>();
int executionCount;
public virtual void Start()
{
fungusScript = GetFungusScript();
}
public FungusScript GetFungusScript()
{
FungusScript sc = null;
Transform parent = transform.parent;
while (parent != null)
{
sc = parent.gameObject.GetComponent<FungusScript>();
if (sc != null)
{
break;
}
}
return sc;
}
public bool HasError()
{
foreach (FungusCommand command in commandList)
{
if (command.errorMessage.Length > 0)
{
return true;
}
}
return false;
}
public bool IsRunning()
{
if (fungusScript == null ||
fungusScript.executingSequence == null)
{
return false;
}
return (fungusScript.executingSequence == this);
}
public int GetExecutionCount()
{
return executionCount;
}
public void ExecuteNextCommand(FungusCommand currentCommand = null)
{
if (currentCommand == null)
{
executionCount++;
}
activeCommand = null;
FungusCommand nextCommand = null;
bool executeNext = (currentCommand == null);
foreach (FungusCommand command in commandList)
{
if (command == currentCommand)
{
executeNext = true;
}
else if (executeNext)
{
if (command.enabled)
{
nextCommand = command;
break;
}
}
}
if (nextCommand == null)
{
Stop();
}
else
{
if (GetFungusScript().stepTime == 0f)
{
activeCommand = nextCommand;
nextCommand.Execute();
}
else
{
StartCoroutine(ExecuteAfterDelay(nextCommand, GetFungusScript().stepTime));
}
}
}
IEnumerator ExecuteAfterDelay(FungusCommand command, float delay)
{
activeCommand = command;
yield return new WaitForSeconds(delay);
command.Execute();
}
public void Stop()
{
activeCommand = null;
fungusScript.executingSequence = null;
fungusScript.selectedSequence = null;
fungusScript.selectedCommand = null;
}
public List<Sequence> GetConnectedSequences()
{
List<Sequence> connectedSequences = new List<Sequence>();
foreach (FungusCommand command in commandList)
{
command.GetConnectedSequences(ref connectedSequences);
}
return connectedSequences;
}
}
}