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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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using System.Text.RegularExpressions;
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namespace Fungus
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{
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/**
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* A rectangular screen area for rendering story text.
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* Rooms may contain any number of Pages.
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* If a Page is a child of a View, then transitioning to that View will automatically activate the Page.
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*/
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[ExecuteInEditMode]
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public class Page : MonoBehaviour
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{
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/// Rectangular bounds used to display page text
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public Bounds pageBounds = new Bounds(Vector3.zero, new Vector3(0.25f, 0.25f, 0f));
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/// Page position within bounds when display height is less than bounds height
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public enum VerticalAlign
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{
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Top,
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Middle,
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Bottom
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}
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public VerticalAlign verticalAlign = VerticalAlign.Middle;
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string headerText = "";
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string footerText = "";
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string displayedStoryText = "";
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string originalStoryText = "";
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Action deferredAction;
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Action continueAction;
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public enum Mode
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{
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Idle,
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Say,
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Choose
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};
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[HideInInspector]
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public Mode mode = Mode.Idle;
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class Option
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{
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public string optionText;
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public Action optionAction;
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public Option(string _optionText, Action _optionAction)
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{
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optionText = _optionText;
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optionAction = _optionAction;
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}
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}
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List<Option> options = new List<Option>();
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float quickContinueTimer;
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public virtual void Update()
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{
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if (quickContinueTimer > 0)
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{
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quickContinueTimer -= Time.deltaTime;
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quickContinueTimer = Mathf.Max(quickContinueTimer, 0f);
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}
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}
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public void SetHeader(string _headerText)
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{
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headerText = _headerText;
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}
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public void SetFooter(string _footerText)
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{
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footerText = _footerText;
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}
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public void Say(string sayText, Action sayAction)
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{
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mode = Mode.Say;
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StringTable stringTable = Game.GetInstance().stringTable;
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string subbedText = stringTable.SubstituteStrings(sayText);
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continueAction = sayAction;
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WriteStory(subbedText);
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}
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public void AddOption(string optionText, Action optionAction)
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{
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StringTable stringTable = Game.GetInstance().stringTable;
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string subbedText = stringTable.FormatLinkText(stringTable.SubstituteStrings(optionText));
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options.Add(new Option(subbedText, optionAction));
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}
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public void Choose(string _chooseText)
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{
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mode = Mode.Choose;
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StringTable stringTable = Game.GetInstance().stringTable;
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string subbedText = stringTable.SubstituteStrings(_chooseText);
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WriteStory(subbedText);
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}
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void WriteStory(string storyText)
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{
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PageStyle pageStyle = Game.GetInstance().activePageStyle;
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if (pageStyle == null)
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{
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return;
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}
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// Disable quick continue for a short period to prevent accidental taps
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quickContinueTimer = 0.8f;
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originalStoryText = storyText;
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// Hack to avoid displaying partial color tag text
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if (storyText.Contains("<"))
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{
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displayedStoryText = storyText;
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}
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else
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{
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// Use a coroutine to write the story text out over time
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StartCoroutine(WriteStoryInternal());
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}
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}
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// Coroutine to write story text out over a period of time
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IEnumerator WriteStoryInternal()
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{
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int charactersPerSecond = Game.GetInstance().charactersPerSecond;
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// Zero CPS means write instantly
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if (charactersPerSecond == 0)
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{
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displayedStoryText = originalStoryText;
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yield break;
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}
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displayedStoryText = "";
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// Make one character visible at a time
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float writeDelay = (1f / (float)charactersPerSecond);
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float timeAccumulator = 0f;
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int i = 0;
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while (true)
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{
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timeAccumulator += Time.deltaTime;
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while (timeAccumulator > writeDelay)
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{
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i++;
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timeAccumulator -= writeDelay;
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}
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if (i >= originalStoryText.Length)
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{
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displayedStoryText = originalStoryText;
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break;
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}
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else
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{
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string left = originalStoryText.Substring(0, i + 1);
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string right = originalStoryText.Substring(i + 1);
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displayedStoryText = left;
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displayedStoryText += "<color=#FFFFFF00>";
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displayedStoryText += right;
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displayedStoryText += "</color>";
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}
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yield return null;
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}
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}
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public virtual void OnGUI()
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{
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if (mode == Mode.Idle)
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{
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return;
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}
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PageStyle pageStyle = Game.GetInstance().activePageStyle;
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if (pageStyle == null)
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{
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return;
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}
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GUIStyle boxStyle = pageStyle.boxStyle;
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GUIStyle headerStyle = pageStyle.GetScaledHeaderStyle();
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GUIStyle footerStyle = pageStyle.GetScaledFooterStyle();
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GUIStyle sayStyle = pageStyle.GetScaledSayStyle();
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GUIStyle optionStyle = pageStyle.GetScaledOptionStyle();
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GUIStyle optionAlternateStyle = pageStyle.GetScaledOptionAlternateStyle();
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Rect pageRect = GetScreenRect();
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Rect outerRect = FitRectToScreen(pageRect);
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Rect innerRect = CalcInnerRect(outerRect);
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// Calculate height of each section
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float headerHeight = CalcHeaderHeight(innerRect.width);
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float footerHeight = CalcFooterHeight(innerRect.width);
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float storyHeight = CalcStoryHeight(innerRect.width);
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float optionsHeight = CalcOptionsHeight(innerRect.width);
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float contentHeight = headerHeight + footerHeight + storyHeight + optionsHeight;
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// Adjust outer rect position based on alignment settings
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switch (verticalAlign)
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{
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case VerticalAlign.Top:
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outerRect.height = contentHeight + (boxStyle.padding.top + boxStyle.padding.bottom);
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outerRect.y = pageRect.yMin;
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break;
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case VerticalAlign.Middle:
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outerRect.height = contentHeight + (boxStyle.padding.top + boxStyle.padding.bottom);
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outerRect.y = pageRect.center.y - outerRect.height / 2;
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break;
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case VerticalAlign.Bottom:
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outerRect.height = contentHeight + (boxStyle.padding.top + boxStyle.padding.bottom);
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outerRect.y = pageRect.yMax - outerRect.height;
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break;
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}
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// Force outer rect to always be on-screen
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// If the rect is bigger than the screen, then the top-left corner will always be visible
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outerRect = FitRectToScreen(outerRect);
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innerRect = CalcInnerRect(outerRect);
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// Draw box
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Rect boxRect = outerRect;
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boxRect.height = contentHeight + (boxStyle.padding.top + boxStyle.padding.bottom);
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GUI.Box(boxRect, "", boxStyle);
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// Draw header label
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Rect headerRect = innerRect;
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headerRect.height = headerHeight;
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if (headerHeight > 0)
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{
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GUI.Label(headerRect, headerText, headerStyle);
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}
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// Draw say label
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Rect storyRect = innerRect;
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storyRect.y += headerHeight;
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storyRect.height = storyHeight;
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GUI.Label(storyRect, displayedStoryText, sayStyle);
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// Draw footer label
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Rect footerRect = innerRect;
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footerRect.y += storyHeight;
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footerRect.height = footerHeight;
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if (footerHeight > 0)
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{
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GUI.Label(footerRect, footerText, footerStyle);
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}
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bool finishedWriting = (displayedStoryText.Length == originalStoryText.Length);
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if (!finishedWriting)
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{
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return;
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}
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if (mode == Mode.Say)
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{
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ContinueStyle continueStyle = Game.GetInstance().continueStyle;
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if (continueStyle != null)
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{
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Rect continueRect = continueStyle.CalcContinueRect();
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GUI.Label(continueRect, new GUIContent(continueStyle.continueText), continueStyle.style);
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}
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// Player can continue by clicking anywhere
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if (quickContinueTimer == 0 &&
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(Input.GetMouseButtonUp(0) || Input.anyKeyDown) &&
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continueAction != null)
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{
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deferredAction = continueAction;
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}
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}
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else if (mode == Mode.Choose)
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{
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// Draw option buttons
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Rect buttonRect = innerRect;
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buttonRect.y += headerHeight + storyHeight;
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bool alternateRow = false;
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foreach (Option option in options)
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{
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GUIContent buttonContent = new GUIContent(option.optionText);
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buttonRect.height = optionStyle.CalcHeight(buttonContent, innerRect.width);
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// Select style for odd/even colored rows
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GUIStyle style;
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if (alternateRow)
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{
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style = optionAlternateStyle;
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}
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else
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{
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style = optionStyle;
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}
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alternateRow = !alternateRow;
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if (GUI.Button(buttonRect, buttonContent, style))
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{
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if (option.optionAction != null)
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{
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// We can't execute the option action yet because OnGUI
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// may be called multiple times during a frame, and it's
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// not permitted to modify GUI elements within a frame.
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// We defer executing the action until OnGUI has completed.
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deferredAction = option.optionAction;
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break;
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}
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}
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buttonRect.y += buttonRect.height;
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}
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}
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if (Event.current.type == EventType.Repaint)
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{
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if (deferredAction != null)
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{
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Game.GetInstance().PlayButtonClick();
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Action tempAction = deferredAction;
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displayedStoryText = "";
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originalStoryText = "";
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deferredAction = null;
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if (mode == Mode.Choose)
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{
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options.Clear();
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// Reset to idle, but calling action may set this again
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mode = Mode.Idle;
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CommandQueue commandQueue = Game.GetInstance().commandQueue;
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commandQueue.CallCommandMethod(tempAction);
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}
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else if (mode == Mode.Say )
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{
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// Reset to idle, but calling action may set this again
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mode = Mode.Idle;
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// Execute next command
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tempAction();
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}
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}
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}
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}
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float CalcHeaderHeight(float boxWidth)
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{
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PageStyle pageStyle = Game.GetInstance().activePageStyle;
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if (pageStyle == null ||
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mode == Mode.Idle ||
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headerText.Length == 0)
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{
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return 0;
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}
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GUIStyle headerStyle = pageStyle.GetScaledHeaderStyle();
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GUIContent headerContent = new GUIContent(headerText);
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return headerStyle.CalcHeight(headerContent, boxWidth);
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}
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float CalcFooterHeight(float boxWidth)
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{
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PageStyle pageStyle = Game.GetInstance().activePageStyle;
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if (pageStyle == null ||
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mode == Mode.Idle ||
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footerText.Length == 0)
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{
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return 0;
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}
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GUIStyle footerStyle = pageStyle.GetScaledFooterStyle();
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GUIContent headerContent = new GUIContent(headerText);
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return footerStyle.CalcHeight(headerContent, boxWidth);
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}
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float CalcStoryHeight(float boxWidth)
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{
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PageStyle pageStyle = Game.GetInstance().activePageStyle;
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GUIStyle sayStyle = pageStyle.GetScaledSayStyle();
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if (pageStyle == null ||
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mode == Mode.Idle ||
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originalStoryText.Length == 0)
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{
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// Allow a space for story even if there's no text
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return sayStyle.lineHeight;
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}
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GUIContent storyContent = new GUIContent(originalStoryText + "\n");
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return sayStyle.CalcHeight(storyContent, boxWidth);
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}
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float CalcOptionsHeight(float boxWidth)
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{
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PageStyle pageStyle = Game.GetInstance().activePageStyle;
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if (pageStyle == null ||
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mode == Mode.Idle ||
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options.Count == 0)
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{
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return 0;
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}
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// This assumes that the alternate option style is the same height as the regular style
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GUIStyle optionStyle = pageStyle.GetScaledOptionStyle();
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float totalHeight = 0;
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foreach (Option option in options)
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{
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GUIContent optionContent = new GUIContent(option.optionText);
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float optionHeight = optionStyle.CalcHeight(optionContent, boxWidth);
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totalHeight += optionHeight;
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}
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// Add space at bottom
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GUIStyle sayStyle = pageStyle.GetScaledSayStyle();
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totalHeight += sayStyle.lineHeight;
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return totalHeight;
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}
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// Force rect to always be on-screen
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|
Rect FitRectToScreen(Rect rect)
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|
{
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|
Rect fittedRect = new Rect();
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|
fittedRect.width = Mathf.Min(rect.width, Screen.width);
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|
fittedRect.height = Mathf.Min(rect.height, Screen.height);
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|
|
fittedRect.x = Mathf.Min(rect.x, Screen.width - rect.width);
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|
|
fittedRect.y = Mathf.Min(rect.y, Screen.height - rect.height);
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|
|
|
fittedRect.x = Mathf.Max(0, fittedRect.x);
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|
fittedRect.y = Mathf.Max(0, fittedRect.y);
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|
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|
return fittedRect;
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|
|
|
}
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|
|
|
|
|
|
// Returns smaller internal box rect with padding style applied
|
|
|
|
Rect CalcInnerRect(Rect outerRect)
|
|
|
|
{
|
|
|
|
PageStyle pageStyle = Game.GetInstance().activePageStyle;
|
|
|
|
|
|
|
|
if (pageStyle == null)
|
|
|
|
{
|
|
|
|
return new Rect();
|
|
|
|
}
|
|
|
|
|
|
|
|
GUIStyle boxStyle = pageStyle.boxStyle;
|
|
|
|
|
|
|
|
Rect innerRect = new Rect(outerRect.x + boxStyle.padding.left,
|
|
|
|
outerRect.y + boxStyle.padding.top,
|
|
|
|
outerRect.width - (boxStyle.padding.left + boxStyle.padding.right),
|
|
|
|
outerRect.height - (boxStyle.padding.top + boxStyle.padding.bottom));
|
|
|
|
|
|
|
|
return innerRect;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the page rect in screen space coords
|
|
|
|
*/
|
|
|
|
public Rect GetScreenRect()
|
|
|
|
{
|
|
|
|
// Y decreases up the screen in GUI space, so top left is rect origin
|
|
|
|
|
|
|
|
Vector3 topLeft = transform.position + pageBounds.center;
|
|
|
|
topLeft.x -= pageBounds.extents.x;
|
|
|
|
topLeft.y += pageBounds.extents.y;
|
|
|
|
|
|
|
|
Vector3 bottomRight = transform.position + pageBounds.center;
|
|
|
|
bottomRight.x += pageBounds.extents.x;
|
|
|
|
bottomRight.y -= pageBounds.extents.y;
|
|
|
|
|
|
|
|
Camera mainCamera = GameObject.FindGameObjectWithTag("MainCamera").camera;
|
|
|
|
Vector2 tl = mainCamera.WorldToScreenPoint(topLeft);
|
|
|
|
Vector2 br = mainCamera.WorldToScreenPoint(bottomRight);
|
|
|
|
|
|
|
|
Rect pageRect = new Rect(tl.x, Screen.height - tl.y, br.x - tl.x, tl.y - br.y);
|
|
|
|
|
|
|
|
return FitRectToScreen(pageRect);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|