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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using System.Collections;
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using MoonSharp.Interpreter;
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namespace Fungus
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{
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/// <summary>
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/// Types of display operations supported by portraits.
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/// </summary>
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public enum DisplayType
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{
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/// <summary> Do nothing. </summary>
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None,
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/// <summary> Show the portrait. </summary>
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Show,
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/// <summary> Hide the portrait. </summary>
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Hide,
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/// <summary> Replace the existing portrait. </summary>
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Replace,
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/// <summary> Move portrait to the front. </summary>
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MoveToFront
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}
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/// <summary>
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/// Directions that character portraits can face.
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/// </summary>
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public enum FacingDirection
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{
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/// <summary> Unknown direction </summary>
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None,
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/// <summary> Facing left. </summary>
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Left,
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/// <summary> Facing right. </summary>
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Right
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}
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/// <summary>
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/// Offset direction for position.
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/// </summary>
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public enum PositionOffset
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{
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/// <summary> Unknown offset direction. </summary>
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None,
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/// <summary> Offset applies to the left. </summary>
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OffsetLeft,
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/// <summary> Offset applies to the right. </summary>
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OffsetRight
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}
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/// <summary>
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/// Controls the Portrait sprites on stage
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/// </summary>
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public class PortraitController : MonoBehaviour
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{
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// Timer for waitUntilFinished functionality
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protected float waitTimer;
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protected Stage stage;
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protected virtual void Awake()
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{
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stage = GetComponentInParent<Stage>();
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}
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protected virtual void FinishCommand(PortraitOptions options)
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{
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if (options.onComplete != null)
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{
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if (!options.waitUntilFinished)
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{
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options.onComplete();
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}
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else
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{
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StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete));
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}
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}
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else
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{
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StartCoroutine(WaitUntilFinished(options.fadeDuration));
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}
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}
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/// <summary>
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/// Makes sure all options are set correctly so it won't break whatever command it's sent to
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/// </summary>
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/// <param name="options"></param>
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/// <returns></returns>
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protected virtual PortraitOptions CleanPortraitOptions(PortraitOptions options)
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{
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// Use default stage settings
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if (options.useDefaultSettings)
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{
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options.fadeDuration = stage.FadeDuration;
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options.moveDuration = stage.MoveDuration;
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options.shiftOffset = stage.ShiftOffset;
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}
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// if no previous portrait, use default portrait
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if (options.character.State.portrait == null)
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{
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options.character.State.portrait = options.character.ProfileSprite;
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}
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// Selected "use previous portrait"
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if (options.portrait == null)
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{
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options.portrait = options.character.State.portrait;
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}
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// if no previous position, use default position
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if (options.character.State.position == null)
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{
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options.character.State.position = stage.DefaultPosition.rectTransform;
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}
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// Selected "use previous position"
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if (options.toPosition == null)
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{
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options.toPosition = options.character.State.position;
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}
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if (options.replacedCharacter != null)
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{
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// if no previous position, use default position
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if (options.replacedCharacter.State.position == null)
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{
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options.replacedCharacter.State.position = stage.DefaultPosition.rectTransform;
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}
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}
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// If swapping, use replaced character's position
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if (options.display == DisplayType.Replace)
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{
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options.toPosition = options.replacedCharacter.State.position;
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}
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// Selected "use previous position"
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if (options.fromPosition == null)
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{
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options.fromPosition = options.character.State.position;
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}
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// if portrait not moving, use from position is same as to position
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if (!options.move)
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{
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options.fromPosition = options.toPosition;
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}
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if (options.display == DisplayType.Hide)
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{
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options.fromPosition = options.character.State.position;
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}
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// if no previous facing direction, use default facing direction
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if (options.character.State.facing == FacingDirection.None)
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{
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options.character.State.facing = options.character.PortraitsFace;
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}
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// Selected "use previous facing direction"
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if (options.facing == FacingDirection.None)
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{
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options.facing = options.character.State.facing;
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}
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if (options.character.State.portraitImage == null)
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{
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CreatePortraitObject(options.character, options.fadeDuration);
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}
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return options;
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}
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/// <summary>
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/// Creates and sets the portrait image for a character
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/// </summary>
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/// <param name="character"></param>
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/// <param name="fadeDuration"></param>
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protected virtual void CreatePortraitObject(Character character, float fadeDuration)
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{
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// Create a new portrait object
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GameObject portraitObj = new GameObject(character.name,
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typeof(RectTransform),
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typeof(CanvasRenderer),
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typeof(Image));
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// Set it to be a child of the stage
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portraitObj.transform.SetParent(stage.PortraitCanvas.transform, true);
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// Configure the portrait image
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Image portraitImage = portraitObj.GetComponent<Image>();
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portraitImage.preserveAspect = true;
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portraitImage.sprite = character.ProfileSprite;
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portraitImage.color = new Color(1f, 1f, 1f, 0f);
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// LeanTween doesn't handle 0 duration properly
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float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
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// Fade in character image (first time)
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LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.FadeEaseType);
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// Tell character about portrait image
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character.State.portraitImage = portraitImage;
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}
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protected virtual IEnumerator WaitUntilFinished(float duration, Action onComplete = null)
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{
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// Wait until the timer has expired
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// Any method can modify this timer variable to delay continuing.
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waitTimer = duration;
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while (waitTimer > 0f)
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{
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waitTimer -= Time.deltaTime;
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yield return null;
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}
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// Wait until next frame just to be safe
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yield return new WaitForEndOfFrame();
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if (onComplete != null)
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{
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onComplete();
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}
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}
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protected virtual void SetupPortrait(PortraitOptions options)
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{
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SetRectTransform(options.character.State.portraitImage.rectTransform, options.fromPosition);
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if (options.character.State.facing != options.character.PortraitsFace)
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{
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
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}
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else
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{
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
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}
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if (options.facing != options.character.PortraitsFace)
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{
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
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}
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else
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{
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
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}
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}
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protected virtual void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished)
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{
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PortraitOptions options = new PortraitOptions(true);
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options.character = character;
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options.fromPosition = fromPosition;
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options.toPosition = toPosition;
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options.moveDuration = moveDuration;
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options.waitUntilFinished = waitUntilFinished;
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DoMoveTween(options);
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}
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protected virtual void DoMoveTween(PortraitOptions options)
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{
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CleanPortraitOptions(options);
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// LeanTween doesn't handle 0 duration properly
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float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;
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// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
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LeanTween.move(options.character.State.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.FadeEaseType);
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if (options.waitUntilFinished)
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{
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waitTimer = duration;
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}
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}
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#region Public members
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/// <summary>
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/// Performs a deep copy of all values from one RectTransform to another.
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/// </summary>
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public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform)
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{
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oldRectTransform.eulerAngles = newRectTransform.eulerAngles;
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oldRectTransform.position = newRectTransform.position;
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oldRectTransform.rotation = newRectTransform.rotation;
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oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition;
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oldRectTransform.sizeDelta = newRectTransform.sizeDelta;
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oldRectTransform.anchorMax = newRectTransform.anchorMax;
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oldRectTransform.anchorMin = newRectTransform.anchorMin;
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oldRectTransform.pivot = newRectTransform.pivot;
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oldRectTransform.localScale = newRectTransform.localScale;
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}
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/// <summary>
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/// Using all portrait options available, run any portrait command.
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/// </summary>
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/// <param name="options">Portrait Options</param>
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/// <param name="onComplete">The function that will run once the portrait command finishes</param>
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public virtual void RunPortraitCommand(PortraitOptions options, Action onComplete)
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{
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waitTimer = 0f;
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// If no character specified, do nothing
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if (options.character == null)
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{
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onComplete();
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return;
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}
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// If Replace and no replaced character specified, do nothing
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if (options.display == DisplayType.Replace && options.replacedCharacter == null)
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{
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onComplete();
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return;
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}
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// Early out if hiding a character that's already hidden
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if (options.display == DisplayType.Hide &&
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!options.character.State.onScreen)
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{
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onComplete();
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return;
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}
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options = CleanPortraitOptions(options);
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options.onComplete = onComplete;
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switch (options.display)
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{
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case (DisplayType.Show):
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Show(options);
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break;
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case (DisplayType.Hide):
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Hide(options);
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break;
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case (DisplayType.Replace):
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Show(options);
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Hide(options.replacedCharacter, options.replacedCharacter.State.position.name);
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break;
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case (DisplayType.MoveToFront):
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MoveToFront(options);
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break;
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}
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}
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/// <summary>
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/// Moves Character in front of other characters on stage
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/// </summary>
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public virtual void MoveToFront(Character character)
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{
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PortraitOptions options = new PortraitOptions(true);
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options.character = character;
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MoveToFront(CleanPortraitOptions(options));
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}
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/// <summary>
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/// Moves Character in front of other characters on stage
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/// </summary>
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public virtual void MoveToFront(PortraitOptions options)
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{
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options.character.State.portraitImage.transform.SetSiblingIndex(options.character.State.portraitImage.transform.parent.childCount);
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options.character.State.display = DisplayType.MoveToFront;
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FinishCommand(options);
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}
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/// <summary>
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/// Shows character at a named position in the stage
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/// </summary>
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/// <param name="character"></param>
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/// <param name="position">Named position on stage</param>
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public virtual void Show(Character character, string position)
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{
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PortraitOptions options = new PortraitOptions(true);
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options.character = character;
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options.fromPosition = options.toPosition = stage.GetPosition(position);
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Show(options);
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}
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/// <summary>
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/// Shows character moving from a position to a position
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/// </summary>
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/// <param name="character"></param>
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/// <param name="portrait"></param>
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/// <param name="fromPosition">Where the character will appear</param>
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/// <param name="toPosition">Where the character will move to</param>
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public virtual void Show(Character character, string portrait, string fromPosition, string toPosition)
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{
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PortraitOptions options = new PortraitOptions(true);
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options.character = character;
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options.portrait = character.GetPortrait(portrait);
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options.fromPosition = stage.GetPosition(fromPosition);
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options.toPosition = stage.GetPosition(toPosition);
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options.move = true;
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|
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Show(options);
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|
}
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/// <summary>
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|
/// From lua, you can pass an options table with named arguments
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|
/// example:
|
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|
|
/// stage.show{character=jill, portrait="happy", fromPosition="right", toPosition="left"}
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|
/// Any option available in the PortraitOptions is available from Lua
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|
/// </summary>
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|
/// <param name="optionsTable">Moonsharp Table</param>
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|
public virtual void Show(Table optionsTable)
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|
|
|
{
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|
Show(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage));
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|
}
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|
/// <summary>
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|
/// Show portrait with the supplied portrait options
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|
/// </summary>
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|
/// <param name="options"></param>
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|
public virtual void Show(PortraitOptions options)
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|
{
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|
options = CleanPortraitOptions(options);
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if (options.shiftIntoPlace)
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|
{
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|
options.fromPosition = Instantiate(options.toPosition) as RectTransform;
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|
|
if (options.offset == PositionOffset.OffsetLeft)
|
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|
{
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|
options.fromPosition.anchoredPosition =
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|
new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
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|
options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
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|
|
}
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|
else if (options.offset == PositionOffset.OffsetRight)
|
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|
{
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|
options.fromPosition.anchoredPosition =
|
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|
|
new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
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|
options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
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|
|
}
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|
else
|
|
|
|
{
|
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|
|
options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SetupPortrait(options);
|
|
|
|
|
|
|
|
// LeanTween doesn't handle 0 duration properly
|
|
|
|
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
|
|
|
|
|
|
|
|
// Fade out a duplicate of the existing portrait image
|
|
|
|
if (options.character.State.portraitImage != null)
|
|
|
|
{
|
|
|
|
GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject);
|
|
|
|
tempGO.transform.SetParent(options.character.State.portraitImage.transform, false);
|
|
|
|
tempGO.transform.localPosition = Vector3.zero;
|
|
|
|
tempGO.transform.localScale = options.character.State.position.localScale;
|
|
|
|
|
|
|
|
Image tempImage = tempGO.GetComponent<Image>();
|
|
|
|
tempImage.sprite = options.character.State.portraitImage.sprite;
|
|
|
|
tempImage.preserveAspect = true;
|
|
|
|
tempImage.color = options.character.State.portraitImage.color;
|
|
|
|
|
|
|
|
LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => {
|
|
|
|
Destroy(tempGO);
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fade in the new sprite image
|
|
|
|
if (options.character.State.portraitImage.sprite != options.portrait ||
|
|
|
|
options.character.State.portraitImage.color.a < 1f)
|
|
|
|
{
|
|
|
|
options.character.State.portraitImage.sprite = options.portrait;
|
|
|
|
options.character.State.portraitImage.color = new Color(1f, 1f, 1f, 0f);
|
|
|
|
LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType);
|
|
|
|
}
|
|
|
|
|
|
|
|
DoMoveTween(options);
|
|
|
|
|
|
|
|
FinishCommand(options);
|
|
|
|
|
|
|
|
if (!stage.CharactersOnStage.Contains(options.character))
|
|
|
|
{
|
|
|
|
stage.CharactersOnStage.Add(options.character);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update character state after showing
|
|
|
|
options.character.State.onScreen = true;
|
|
|
|
options.character.State.display = DisplayType.Show;
|
|
|
|
options.character.State.portrait = options.portrait;
|
|
|
|
options.character.State.facing = options.facing;
|
|
|
|
options.character.State.position = options.toPosition;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Simple show command that shows the character with an available named portrait
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="character">Character to show</param>
|
|
|
|
/// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param>
|
|
|
|
public virtual void ShowPortrait(Character character, string portrait)
|
|
|
|
{
|
|
|
|
PortraitOptions options = new PortraitOptions(true);
|
|
|
|
options.character = character;
|
|
|
|
options.portrait = character.GetPortrait(portrait);
|
|
|
|
|
|
|
|
if (character.State.position == null)
|
|
|
|
{
|
|
|
|
options.toPosition = options.fromPosition = stage.GetPosition("middle");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
options.fromPosition = options.toPosition = character.State.position;
|
|
|
|
}
|
|
|
|
|
|
|
|
Show(options);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Simple character hide command
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="character">Character to hide</param>
|
|
|
|
public virtual void Hide(Character character)
|
|
|
|
{
|
|
|
|
PortraitOptions options = new PortraitOptions(true);
|
|
|
|
options.character = character;
|
|
|
|
|
|
|
|
Hide(options);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Move the character to a position then hide it
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="character">Character to hide</param>
|
|
|
|
/// <param name="toPosition">Where the character will disapear to</param>
|
|
|
|
public virtual void Hide(Character character, string toPosition)
|
|
|
|
{
|
|
|
|
PortraitOptions options = new PortraitOptions(true);
|
|
|
|
options.character = character;
|
|
|
|
options.toPosition = stage.GetPosition(toPosition);
|
|
|
|
options.move = true;
|
|
|
|
|
|
|
|
Hide(options);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// From lua, you can pass an options table with named arguments
|
|
|
|
/// example:
|
|
|
|
/// stage.hide{character=jill, toPosition="left"}
|
|
|
|
/// Any option available in the PortraitOptions is available from Lua
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="optionsTable">Moonsharp Table</param>
|
|
|
|
public virtual void Hide(Table optionsTable)
|
|
|
|
{
|
|
|
|
Hide(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage));
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Hide portrait with provided options
|
|
|
|
/// </summary>
|
|
|
|
public virtual void Hide(PortraitOptions options)
|
|
|
|
{
|
|
|
|
CleanPortraitOptions(options);
|
|
|
|
|
|
|
|
if (options.character.State.display == DisplayType.None)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetupPortrait(options);
|
|
|
|
|
|
|
|
// LeanTween doesn't handle 0 duration properly
|
|
|
|
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
|
|
|
|
|
|
|
|
LeanTween.alpha(options.character.State.portraitImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType);
|
|
|
|
|
|
|
|
DoMoveTween(options);
|
|
|
|
|
|
|
|
stage.CharactersOnStage.Remove(options.character);
|
|
|
|
|
|
|
|
//update character state after hiding
|
|
|
|
options.character.State.onScreen = false;
|
|
|
|
options.character.State.portrait = options.portrait;
|
|
|
|
options.character.State.facing = options.facing;
|
|
|
|
options.character.State.position = options.toPosition;
|
|
|
|
options.character.State.display = DisplayType.Hide;
|
|
|
|
|
|
|
|
FinishCommand(options);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Sets the dimmed state of a character on the stage.
|
|
|
|
/// </summary>
|
|
|
|
public virtual void SetDimmed(Character character, bool dimmedState)
|
|
|
|
{
|
|
|
|
if (character.State.dimmed == dimmedState)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
character.State.dimmed = dimmedState;
|
|
|
|
|
|
|
|
Color targetColor = dimmedState ? stage.DimColor : Color.white;
|
|
|
|
|
|
|
|
// LeanTween doesn't handle 0 duration properly
|
|
|
|
float duration = (stage.FadeDuration > 0f) ? stage.FadeDuration : float.Epsilon;
|
|
|
|
|
|
|
|
LeanTween.color(character.State.portraitImage.rectTransform, targetColor, duration).setEase(stage.FadeEaseType);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|