An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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/**
* This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
* It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
*/
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using System;
using System.Text;
using System.Linq;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace Fungus
{
/**
* Interface for Flowchart components which can be updated when the
* scene loads in the editor. This is used to maintain backwards
* compatibility with earlier versions of Fungus.
*/
interface IUpdateable
{
void UpdateToVersion(int oldVersion, int newVersion);
}
/**
* Visual scripting controller for the Flowchart programming language.
* Flowchart objects may be edited visually using the Flowchart editor window.
*/
[ExecuteInEditMode]
public class Flowchart : MonoBehaviour, StringSubstituter.ISubstitutionHandler
{
/**
* The current version of the Flowchart. Used for updating components.
*/
public const int CURRENT_VERSION = 1;
/**
* The name of the initial block in a new flowchart.
*/
public const string DEFAULT_BLOCK_NAME = "New Block";
/**
* Variable to track flowchart's version so components can update to new versions.
*/
[HideInInspector]
public int version = 0; // Default to 0 to always trigger an update for older versions of Fungus.
/**
* Scroll position of Flowchart editor window.
*/
[HideInInspector]
public Vector2 scrollPos;
/**
* Scroll position of Flowchart variables window.
*/
[HideInInspector]
public Vector2 variablesScrollPos;
/**
* Show the variables pane.
*/
[HideInInspector]
public bool variablesExpanded = true;
/**
* Height of command block view in inspector.
*/
[HideInInspector]
public float blockViewHeight = 400;
/**
* Zoom level of Flowchart editor window
*/
[HideInInspector]
public float zoom = 1f;
/**
* Scrollable area for Flowchart editor window.
*/
[HideInInspector]
public Rect scrollViewRect;
/**
* Currently selected block in the Flowchart editor.
*/
[HideInInspector]
[FormerlySerializedAs("selectedSequence")]
public Block selectedBlock;
/**
* Currently selected command in the Flowchart editor.
*/
[HideInInspector]
public List<Command> selectedCommands = new List<Command>();
/**
* The list of variables that can be accessed by the Flowchart.
*/
[HideInInspector]
public List<Variable> variables = new List<Variable>();
[TextArea(3, 5)]
[Tooltip("Description text displayed in the Flowchart editor window")]
public string description = "";
/**
* Slow down execution in the editor to make it easier to visualise program flow.
*/
[Range(0f, 5f)]
[Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")]
public float stepPause = 0f;
/**
* Use command color when displaying the command list in the inspector.
*/
[Tooltip("Use command color when displaying the command list in the Fungus Editor window")]
public bool colorCommands = true;
/**
* Hides the Flowchart block and command components in the inspector.
* Deselect to inspect the block and command components that make up the Flowchart.
*/
[Tooltip("Hides the Flowchart block and command components in the inspector")]
public bool hideComponents = true;
/**
* Saves the selected block and commands when saving the scene.
* Helps avoid version control conflicts if you've only changed the active selection.
*/
[Tooltip("Saves the selected block and commands when saving the scene.")]
public bool saveSelection = true;
/**
* Unique identifier for identifying this flowchart in localized string keys.
*/
[Tooltip("Unique identifier for this flowchart in localized string keys. If no id is specified then the name of the Flowchart object will be used.")]
public string localizationId = "";
/**
* Display line numbers in the command list in the Block inspector.
*/
[Tooltip("Display line numbers in the command list in the Block inspector.")]
public bool showLineNumbers = false;
/**
* List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.
*/
[Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")]
public List<string> hideCommands = new List<string>();
[Tooltip("Lua Environment to be used by default for all Execute Lua commands in this Flowchart")]
public LuaEnvironment luaEnvironment;
/**
* The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.
*/
[Tooltip("The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.")]
public string luaBindingName = "flowchart";
/**
* Position in the center of all blocks in the flowchart.
*/
[NonSerialized]
public Vector2 centerPosition = Vector2.zero;
/**
* Cached list of flowchart objects in the scene for fast lookup
*/
public static List<Flowchart> cachedFlowcharts = new List<Flowchart>();
protected static bool eventSystemPresent;
protected StringSubstituter stringSubstituer;
/**
* Returns the next id to assign to a new flowchart item.
* Item ids increase monotically so they are guaranteed to
* be unique within a Flowchart.
*/
public int NextItemId()
{
int maxId = -1;
Block[] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
maxId = Math.Max(maxId, block.itemId);
}
Command[] commands = GetComponents<Command>();
foreach (Command command in commands)
{
maxId = Math.Max(maxId, command.itemId);
}
return maxId + 1;
}
#if UNITY_5_4_OR_NEWER
protected virtual void Awake()
{
UnityEngine.SceneManagement.SceneManager.activeSceneChanged += (A, B) => {
LevelWasLoaded();
};
}
#else
public virtual void OnLevelWasLoaded(int level)
{
LevelWasLoaded();
}
#endif
protected virtual void LevelWasLoaded()
{
// Reset the flag for checking for an event system as there may not be one in the newly loaded scene.
eventSystemPresent = false;
}
protected virtual void Start()
{
CheckEventSystem();
}
// There must be an Event System in the scene for Say and Menu input to work.
// This method will automatically instantiate one if none exists.
protected virtual void CheckEventSystem()
{
if (eventSystemPresent)
{
return;
}
EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
if (eventSystem == null)
{
// Auto spawn an Event System from the prefab
GameObject prefab = Resources.Load<GameObject>("EventSystem");
if (prefab != null)
{
GameObject go = Instantiate(prefab) as GameObject;
go.name = "EventSystem";
}
}
eventSystemPresent = true;
}
public virtual void OnEnable()
{
if (!cachedFlowcharts.Contains(this))
{
cachedFlowcharts.Add(this);
}
CheckItemIds();
CleanupComponents();
UpdateVersion();
}
protected virtual void UpdateVersion()
{
if (version == CURRENT_VERSION)
{
// No need to update
return;
}
// Tell all components that implement IUpdateable to update to the new version
foreach (Component component in GetComponents<Component>())
{
IUpdateable u = component as IUpdateable;
if (u != null)
{
u.UpdateToVersion(version, CURRENT_VERSION);
}
}
version = CURRENT_VERSION;
}
public virtual void OnDisable()
{
cachedFlowcharts.Remove(this);
}
protected virtual void CheckItemIds()
{
// Make sure item ids are unique and monotonically increasing.
// This should always be the case, but some legacy Flowcharts may have issues.
List<int> usedIds = new List<int>();
Block[] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
if (block.itemId == -1 ||
usedIds.Contains(block.itemId))
{
block.itemId = NextItemId();
}
usedIds.Add(block.itemId);
}
Command[] commands = GetComponents<Command>();
foreach (Command command in commands)
{
if (command.itemId == -1 ||
usedIds.Contains(command.itemId))
{
command.itemId = NextItemId();
}
usedIds.Add(command.itemId);
}
}
protected virtual void CleanupComponents()
{
// Delete any unreferenced components which shouldn't exist any more
// Unreferenced components don't have any effect on the flowchart behavior, but
// they waste memory so should be cleared out periodically.
Block[] blocks = GetComponents<Block>();
// Remove any null entries in the variables list
// It shouldn't happen but it seemed to occur for a user on the forum
variables.RemoveAll(item => item == null);
foreach (Variable variable in GetComponents<Variable>())
{
if (!variables.Contains(variable))
{
DestroyImmediate(variable);
}
}
foreach (Command command in GetComponents<Command>())
{
bool found = false;
foreach (Block block in blocks)
{
if (block.commandList.Contains(command))
{
found = true;
break;
}
}
if (!found)
{
DestroyImmediate(command);
}
}
foreach (EventHandler eventHandler in GetComponents<EventHandler>())
{
bool found = false;
foreach (Block block in blocks)
{
if (block.eventHandler == eventHandler)
{
found = true;
break;
}
}
if (!found)
{
DestroyImmediate(eventHandler);
}
}
}
protected virtual Block CreateBlockComponent(GameObject parent)
{
Block block = parent.AddComponent<Block>();
return block;
}
/**
* Create a new block node which you can then add commands to.
*/
public virtual Block CreateBlock(Vector2 position)
{
Block b = CreateBlockComponent(gameObject);
b.nodeRect.x = position.x;
b.nodeRect.y = position.y;
b.blockName = GetUniqueBlockKey(b.blockName, b);
b.itemId = NextItemId();
return b;
}
/**
* Returns the named Block in the flowchart, or null if not found.
*/
public virtual Block FindBlock(string blockName)
{
Block [] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
if (block.blockName == blockName)
{
return block;
}
}
return null;
}
/**
* Execute a child block in the Flowchart.
* You can use this method in a UI event. e.g. to handle a button click.
* Returns true if the Block started execution.
*/
public virtual void ExecuteBlock(string blockName)
{
Block block = null;
foreach (Block b in GetComponents<Block>())
{
if (b.blockName == blockName)
{
block = b;
break;
}
}
if (block == null)
{
Debug.LogError("Block " + blockName + "does not exist");
return;
}
if (!ExecuteBlock(block))
{
Debug.LogWarning("Block " + blockName + "failed to execute");
}
}
/**
* Execute a child block in the flowchart.
* The block must be in an idle state to be executed.
* This version provides extra options to control how the block is executed.
* Returns true if the Block started execution.
*/
public virtual bool ExecuteBlock(Block block, int commandIndex = 0, Action onComplete = null)
{
if (block == null)
{
Debug.LogError("Block must not be null");
return false;
}
if (block.gameObject != gameObject)
{
Debug.LogError("Block must belong to the same gameobject as this Flowchart");
return false;
}
// Can't restart a running block, have to wait until it's idle again
if (block.IsExecuting())
{
return false;
}
// Start executing the Block as a new coroutine
StartCoroutine(block.Execute(commandIndex, onComplete));
return true;
}
/**
* Stop all executing Blocks in this Flowchart.
*/
public virtual void StopAllBlocks()
{
Block [] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
if (block.IsExecuting())
{
block.Stop();
}
}
}
/**
* Sends a message to this Flowchart only.
* Any block with a matching MessageReceived event handler will start executing.
*/
public virtual void SendFungusMessage(string messageName)
{
MessageReceived[] eventHandlers = GetComponents<MessageReceived>();
foreach (MessageReceived eventHandler in eventHandlers)
{
eventHandler.OnSendFungusMessage(messageName);
}
}
/**
* Sends a message to all Flowchart objects in the current scene.
* Any block with a matching MessageReceived event handler will start executing.
*/
public static void BroadcastFungusMessage(string messageName)
{
MessageReceived[] eventHandlers = UnityEngine.Object.FindObjectsOfType<MessageReceived>();
foreach (MessageReceived eventHandler in eventHandlers)
{
eventHandler.OnSendFungusMessage(messageName);
}
}
/**
* Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
*/
public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null)
{
int suffix = 0;
string baseKey = originalKey;
// Only letters and digits allowed
char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
baseKey = new string(arr);
// No leading digits allowed
baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9');
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "Var";
}
string key = baseKey;
while (true)
{
bool collision = false;
foreach(Variable variable in variables)
{
if (variable == null ||
variable == ignoreVariable ||
variable.key == null)
{
continue;
}
if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/**
* Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart.
*/
public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null)
{
int suffix = 0;
string baseKey = originalKey.Trim();
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "New Block";
}
Block[] blocks = GetComponents<Block>();
string key = baseKey;
while (true)
{
bool collision = false;
foreach(Block block in blocks)
{
if (block == ignoreBlock ||
block.blockName == null)
{
continue;
}
if (block.blockName.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/**
* Returns a new Label key that is guaranteed not to clash with any existing Label in the Block.
*/
public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel)
{
int suffix = 0;
string baseKey = originalKey.Trim();
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "New Label";
}
Block block = ignoreLabel.parentBlock;
string key = baseKey;
while (true)
{
bool collision = false;
foreach(Command command in block.commandList)
{
Label label = command as Label;
if (label == null ||
label == ignoreLabel)
{
continue;
}
if (label.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/**
* Returns the variable with the specified key, or null if the key is not found.
* You will need to cast the returned variable to the correct sub-type.
* You can then access the variable's value using the Value property. e.g.
* BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable;
* boolVar.Value = false;
*/
public Variable GetVariable(string key)
{
foreach (Variable variable in variables)
{
if (variable != null && variable.key == key)
{
return variable;
}
}
return null;
}
/**
* Returns the variable with the specified key, or null if the key is not found.
* You can then access the variable's value using the Value property. e.g.
* BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool");
* boolVar.Value = false;
*/
public T GetVariable<T>(string key) where T : Variable
{
foreach (Variable variable in variables)
{
if (variable != null && variable.key == key)
{
return variable as T;
}
}
Debug.LogWarning("Variable " + key + " not found.");
return null;
}
/**
* Register a new variable with the Flowchart at runtime.
* The variable should be added as a component on the Flowchart game object.
*/
public void SetVariable<T>(string key, T newvariable) where T : Variable
{
foreach (Variable v in variables)
{
if (v != null && v.key == key)
{
T variable = v as T;
if (variable != null)
{
variable = newvariable;
return;
}
}
}
Debug.LogWarning("Variable " + key + " not found.");
}
/**
* Gets a list of all variables with public scope in this Flowchart.
*/
public virtual List<Variable> GetPublicVariables()
{
List<Variable> publicVariables = new List<Variable>();
foreach (Variable v in variables)
{
if (v != null && v.scope == VariableScope.Public)
{
publicVariables.Add(v);
}
}
return publicVariables;
}
/**
* Gets the value of a boolean variable.
* Returns false if the variable key does not exist.
*/
public virtual bool GetBooleanVariable(string key)
{
BooleanVariable variable = GetVariable<BooleanVariable>(key);
if(variable != null)
{
return GetVariable<BooleanVariable>(key).value;
}
else
{
return false;
}
}
/**
* Sets the value of a boolean variable.
* The variable must already be added to the list of variables for this Flowchart.
*/
public virtual void SetBooleanVariable(string key, bool value)
{
BooleanVariable variable = GetVariable<BooleanVariable>(key);
if(variable != null)
{
variable.value = value;
}
}
/**
* Gets the value of an integer variable.
* Returns 0 if the variable key does not exist.
*/
public virtual int GetIntegerVariable(string key)
{
IntegerVariable variable = GetVariable<IntegerVariable>(key);
if (variable != null)
{
return GetVariable<IntegerVariable>(key).value;
}
else
{
return 0;
}
}
/**
* Sets the value of an integer variable.
* The variable must already be added to the list of variables for this Flowchart.
*/
public virtual void SetIntegerVariable(string key, int value)
{
IntegerVariable variable = GetVariable<IntegerVariable>(key);
if (variable != null)
{
variable.value = value;
}
}
/**
* Gets the value of a float variable.
* Returns 0 if the variable key does not exist.
*/
public virtual float GetFloatVariable(string key)
{
FloatVariable variable = GetVariable<FloatVariable>(key);
if (variable != null)
{
return GetVariable<FloatVariable>(key).value;
}
else
{
return 0f;
}
}
/**
* Sets the value of a float variable.
* The variable must already be added to the list of variables for this Flowchart.
*/
public virtual void SetFloatVariable(string key, float value)
{
FloatVariable variable = GetVariable<FloatVariable>(key);
if (variable != null)
{
variable.value = value;
}
}
/**
* Gets the value of a string variable.
* Returns the empty string if the variable key does not exist.
*/
public virtual string GetStringVariable(string key)
{
StringVariable variable = GetVariable<StringVariable>(key);
if (variable != null)
{
return GetVariable<StringVariable>(key).value;
}
else
{
return "";
}
}
/**
* Sets the value of a string variable.
* The variable must already be added to the list of variables for this Flowchart.
*/
public virtual void SetStringVariable(string key, string value)
{
StringVariable variable = GetVariable<StringVariable>(key);
if (variable != null)
{
variable.value = value;
}
}
/**
* Set the block objects to be hidden or visible depending on the hideComponents property.
*/
public virtual void UpdateHideFlags()
{
if (hideComponents)
{
Block[] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
block.hideFlags = HideFlags.HideInInspector;
if (block.gameObject != gameObject)
{
block.gameObject.hideFlags = HideFlags.HideInHierarchy;
}
}
Command[] commands = GetComponents<Command>();
foreach (Command command in commands)
{
command.hideFlags = HideFlags.HideInInspector;
}
EventHandler[] eventHandlers = GetComponents<EventHandler>();
foreach (EventHandler eventHandler in eventHandlers)
{
eventHandler.hideFlags = HideFlags.HideInInspector;
}
}
else
{
MonoBehaviour[] monoBehaviours = GetComponents<MonoBehaviour>();
foreach (MonoBehaviour monoBehaviour in monoBehaviours)
{
if (monoBehaviour == null)
{
continue;
}
monoBehaviour.hideFlags = HideFlags.None;
monoBehaviour.gameObject.hideFlags = HideFlags.None;
}
}
}
public virtual void ClearSelectedCommands()
{
selectedCommands.Clear();
}
public virtual void AddSelectedCommand(Command command)
{
if (!selectedCommands.Contains(command))
{
selectedCommands.Add(command);
}
}
public virtual void Reset(bool resetCommands, bool resetVariables)
{
if (resetCommands)
{
Command[] commands = GetComponents<Command>();
foreach (Command command in commands)
{
command.OnReset();
}
}
if (resetVariables)
{
foreach (Variable variable in variables)
{
variable.OnReset();
}
}
}
/**
* Override this in a Flowchart subclass to filter which commands are shown in the Add Command list.
*/
public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo)
{
foreach (string key in hideCommands)
{
// Match on category or command name (case insensitive)
if (String.Compare(commandInfo.Category, key, StringComparison.OrdinalIgnoreCase) == 0 ||
String.Compare(commandInfo.CommandName, key, StringComparison.OrdinalIgnoreCase) == 0)
{
return false;
}
}
return true;
}
/**
* Returns true if there are any executing blocks in this Flowchart.
*/
public virtual bool HasExecutingBlocks()
{
Block[] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
if (block.IsExecuting())
{
return true;
}
}
return false;
}
/**
* Returns a list of all executing blocks in this Flowchart.
*/
public virtual List<Block> GetExecutingBlocks()
{
List<Block> executingBlocks = new List<Block>();
Block[] blocks = GetComponents<Block>();
foreach (Block block in blocks)
{
if (block.IsExecuting())
{
executingBlocks.Add(block);
}
}
return executingBlocks;
}
/**
* Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart.
* To perform full variable substitution with all substitution handlers in the scene, you should
* use the SubstituteVariables() method instead.
*/
[MoonSharp.Interpreter.MoonSharpHidden]
public virtual bool SubstituteStrings(StringBuilder input)
{
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
bool modified = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input.ToString());
foreach (Match match in results)
{
string key = match.Value.Substring(2, match.Value.Length - 3);
// Look for any matching public variables in this Flowchart
foreach (Variable variable in variables)
{
if (variable == null)
continue;
if (variable.scope == VariableScope.Public &&
variable.key == key)
{
string value = variable.ToString();
input.Replace(match.Value, value);
modified = true;
}
}
}
return modified;
}
/**
* Substitute variables in the input text with the format {$VarName}
* This will first match with private variables in this Flowchart, and then
* with public variables in all Flowcharts in the scene (and any component
* in the scene that implements StringSubstituter.ISubstitutionHandler).
*/
public virtual string SubstituteVariables(string input)
{
if (stringSubstituer == null)
{
stringSubstituer = new StringSubstituter();
}
// Use the string builder from StringSubstituter for efficiency.
StringBuilder sb = stringSubstituer.stringBuilder;
sb.Length = 0;
sb.Append(input);
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
bool changed = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input);
foreach (Match match in results)
{
string key = match.Value.Substring(2, match.Value.Length - 3);
// Look for any matching private variables in this Flowchart first
foreach (Variable variable in variables)
{
if (variable == null)
continue;
if (variable.scope == VariableScope.Private &&
variable.key == key)
{
string value = variable.ToString();
sb.Replace(match.Value, value);
changed = true;
}
}
}
// Now do all other substitutions in the scene
changed |= stringSubstituer.SubstituteStrings(sb);
if (changed)
{
return sb.ToString();
}
else
{
return input;
}
}
}
}