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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.EventSystems;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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[CommandInfo("Narrative",
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"Menu",
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"Displays a button in a multiple choice menu")]
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[AddComponentMenu("")]
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public class Menu : Command
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{
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[Tooltip("Text to display on the menu button")]
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public string text = "Option Text";
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[Tooltip("Notes about the option text for other authors, localization, etc.")]
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public string description = "";
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[FormerlySerializedAs("targetSequence")]
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[Tooltip("Block to execute when this option is selected")]
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public Block targetBlock;
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[Tooltip("Hide this option if the target block has been executed previously")]
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public bool hideIfVisited;
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[Tooltip("A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.")]
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public MenuDialog setMenuDialog;
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protected static bool eventSystemPresent;
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public override void OnEnter()
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{
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CheckEventSystem();
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if (setMenuDialog != null)
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{
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// Override the active menu dialog
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MenuDialog.activeMenuDialog = setMenuDialog;
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}
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bool hideOption = (hideIfVisited && targetBlock != null && targetBlock.GetExecutionCount() > 0);
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if (!hideOption)
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{
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MenuDialog menuDialog = MenuDialog.GetMenuDialog();
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if (menuDialog != null)
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{
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menuDialog.gameObject.SetActive(true);
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string displayText = text;
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menuDialog.AddOption(displayText, targetBlock);
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}
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}
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Continue();
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}
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void OnLevelWasLoaded(int level)
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{
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// Reset the flag for checking for an event system as there may not be one
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// in the newly loaded scene.
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eventSystemPresent = false;
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}
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// There must be an Event System in the scene for Menu input to work.
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// This function will automatically instantiate one if none exists.
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protected virtual void CheckEventSystem()
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{
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if (eventSystemPresent)
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{
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return;
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}
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
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if (eventSystem == null)
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{
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// Auto spawn an Event System from the prefab
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GameObject prefab = Resources.Load<GameObject>("EventSystem");
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if (prefab != null)
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{
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GameObject go = Instantiate(prefab) as GameObject;
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go.name = "EventSystem";
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}
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}
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eventSystemPresent = true;
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}
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public override void GetConnectedBlocks(ref List<Block> connectedBlocks)
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{
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if (targetBlock != null)
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{
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connectedBlocks.Add(targetBlock);
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}
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}
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public override string GetSummary()
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{
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if (targetBlock == null)
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{
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return "Error: No target block selected";
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}
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if (text == "")
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{
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return "Error: No button text selected";
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}
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return text + " : " + targetBlock.blockName;
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}
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public override Color GetButtonColor()
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{
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return new Color32(184, 210, 235, 255);
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}
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}
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}
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