An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class CommandInfoAttribute : Attribute
{
/**
* Metadata atribute for the Command class.
* @param category The category to place this command in.
* @param commandName The display name of the command.
* @param helpText Help information to display in the inspector.
* @param priority If two command classes have the same name, the one with highest priority is listed. Negative priority removess the command from the list.
*/
public CommandInfoAttribute(string category, string commandName, string helpText, int priority = 0)
{
this.Category = category;
this.CommandName = commandName;
this.HelpText = helpText;
this.Priority = priority;
}
public string Category { get; set; }
public string CommandName { get; set; }
public string HelpText { get; set; }
public int Priority { get; set; }
}
public class Command : MonoBehaviour
{
[HideInInspector]
public string errorMessage = "";
[HideInInspector]
public int indentLevel;
[NonSerialized]
public int commandIndex;
/**
* Reference to the Sequence object that this command belongs to.
* This reference is only set at runtime (null in editor).
*/
[NonSerialized]
public Sequence parentSequence;
public virtual FungusScript GetFungusScript()
{
FungusScript fungusScript = GetComponent<FungusScript>();
if (fungusScript == null &&
transform.parent != null)
{
fungusScript = transform.parent.GetComponent<FungusScript>();
}
return fungusScript;
}
public virtual bool IsExecuting()
{
if (parentSequence == null)
{
return false;
}
return (parentSequence.activeCommand == this);
}
public virtual void Execute()
{
OnEnter();
}
public virtual void Continue()
{
Continue(commandIndex + 1);
}
public virtual void Continue(int nextCommandIndex)
{
OnExit();
if (parentSequence != null)
{
parentSequence.ExecuteCommand(nextCommandIndex);
}
}
public virtual void Stop()
{
OnExit();
if (parentSequence != null)
{
parentSequence.Stop();
}
}
public virtual void ExecuteSequence(Sequence s)
{
OnExit();
if (parentSequence != null)
{
FungusScript fungusScript = parentSequence.GetFungusScript();
// Record the currently selected sequence because Stop() will clear it.
Sequence selectedSequence = fungusScript.selectedSequence;
parentSequence.Stop();
if (fungusScript != null)
{
// If the executing sequence is currently selected then follow the execution
// onto the next sequence in the inspector.
if (selectedSequence == parentSequence)
{
fungusScript.selectedSequence = s;
}
fungusScript.ExecuteSequence(s);
}
}
}
/**
* Called when the new command is added to a sequence in the editor.
*/
public virtual void OnCommandAdded(Sequence parentSequence)
{}
/**
* Called when the command is deleted from a sequence in the editor.
*/
public virtual void OnCommandRemoved(Sequence parentSequence)
{}
public virtual void OnEnter()
{}
public virtual void OnExit()
{}
public virtual void OnReset()
{}
public virtual void GetConnectedSequences(ref List<Sequence> connectedSequences)
{}
public virtual bool HasReference(Variable variable)
{
return false;
}
public virtual string GetSummary()
{
return "";
}
public virtual string GetHelpText()
{
return "";
}
/**
* This command starts a block of commands.
*/
public virtual bool OpenBlock()
{
return false;
}
/**
* This command ends a block of commands.
*/
public virtual bool CloseBlock()
{
return false;
}
/**
* Return the color for the command background in inspector.
*/
public virtual Color GetButtonColor()
{
return Color.white;
}
}
}