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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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/**
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* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games.
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*/
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namespace Fungus
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{
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/**
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* Manages global game state and movement between rooms.
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*/
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public class Game : GameController
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{
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/**
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* The currently active Room.
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* Only one Room may be active at a time.
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*/
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public Room activeRoom;
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/**
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* The style to apply when displaying Pages.
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*/
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public PageStyle activePageStyle;
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/**
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* Automatically display links between connected Rooms.
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*/
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public bool showLinks = true;
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/**
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* Writing speed for page text.
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*/
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public int charactersPerSecond = 60;
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/**
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* Fixed Z coordinate of main camera.
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*/
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public float cameraZ = - 10f;
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/**
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* Time for fade transition to complete when moving to a different Room.
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*/
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public float roomFadeDuration = 1f;
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/**
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* Time for fade transition to complete when hiding/showing buttons.
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*/
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public float buttonFadeDuration = 0.25f;
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/**
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* Full screen texture used for screen fade effect.
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*/
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public Texture2D fadeTexture;
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/**
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* Icon to display when swipe pan mode is active.
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*/
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public Texture2D swipePanTexture;
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/**
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* Icon to display when waiting for player input to continue
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*/
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public Texture2D continueTexture;
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/**
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* Sound effect to play when buttons are clicked.
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*/
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public AudioClip buttonClickClip;
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/**
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* Time which must elapse before buttons will automatically hide.
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*/
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public float autoHideButtonDuration = 5f;
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/**
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* Default screen position for Page when player enters a Room.
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*/
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public Page.PagePosition defaultPagePosition;
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/**
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* Default width and height of Page as a fraction of screen height [0..1]
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*/
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public Vector2 defaultPageScale = new Vector2(0.75f, 0.25f);
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/**
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* Automatically center the Page when player is choosing from multiple options.
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*/
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public bool centerChooseMenu = true;
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/**
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* Width of Page as a fraction of screen width [0..1] when automatically centering a Choose menu.
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* This setting only has an effect when centerChooseMenu is enabled.
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*/
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public float chooseMenuWidth = 0.5f;
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/**
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* Global dictionary of integer values for storing game state.
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*/
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[HideInInspector]
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public Dictionary<string, int> values = new Dictionary<string, int>();
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[HideInInspector]
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public Page activePage;
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[HideInInspector]
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public StringTable stringTable = new StringTable();
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[HideInInspector]
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public CommandQueue commandQueue;
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[HideInInspector]
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public CameraController cameraController;
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/**
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* True when executing a Wait() or WaitForTap() command
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*/
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[HideInInspector]
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public bool waiting;
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[HideInInspector]
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public bool swipePanActive;
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[HideInInspector]
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public float fadeAlpha = 0f;
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float autoHideButtonTimer;
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static Game instance;
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/**
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* Returns the singleton instance for the Game class
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*/
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public static Game GetInstance()
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{
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if (!instance)
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{
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instance = GameObject.FindObjectOfType(typeof(Game)) as Game;
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if (!instance)
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{
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Debug.LogError("There must be one active Game object in your scene.");
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}
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}
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return instance;
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}
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public virtual void Start()
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{
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// Add components for additional game functionality
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commandQueue = gameObject.AddComponent<CommandQueue>();
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cameraController = gameObject.AddComponent<CameraController>();
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AudioSource audioSource = gameObject.AddComponent<AudioSource>();
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audioSource.playOnAwake = false;
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audioSource.loop = true;
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if (activeRoom == null)
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{
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// Pick first room found if none is specified
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activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room;
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}
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if (activeRoom != null)
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{
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// Move to the active room
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commandQueue.Clear();
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commandQueue.AddCommand(new Command.MoveToRoom(activeRoom));
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commandQueue.Execute();
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}
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// Create the Page game object as a child of Game
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GameObject pageObject = new GameObject();
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pageObject.name = "Page";
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pageObject.transform.parent = transform;
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activePage = pageObject.AddComponent<Page>();
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}
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public virtual void Update()
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{
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autoHideButtonTimer -= Time.deltaTime;
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autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f);
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if (Input.GetMouseButtonDown(0))
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{
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autoHideButtonTimer = autoHideButtonDuration;
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}
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}
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void OnGUI()
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{
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if (swipePanActive)
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{
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// Draw the swipe panning icon
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if (swipePanTexture)
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{
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Rect rect = new Rect(Screen.width - swipePanTexture.width,
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Screen.height - swipePanTexture.height,
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swipePanTexture.width,
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swipePanTexture.height);
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GUI.DrawTexture(rect, swipePanTexture);
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}
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}
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if (activePage.mode == Page.Mode.Say &&
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activePage.FinishedWriting())
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{
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// Draw the continue icon
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if (continueTexture)
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{
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Rect rect = new Rect(Screen.width - continueTexture.width,
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Screen.height - swipePanTexture.height,
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continueTexture.width,
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continueTexture.height);
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GUI.DrawTexture(rect, continueTexture);
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}
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}
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// Draw full screen fade texture
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if (fadeAlpha < 1f)
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{
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// 1 = scene fully visible
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// 0 = scene fully obscured
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GUI.color = new Color(1,1,1, 1f - fadeAlpha);
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GUI.depth = -1000;
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), fadeTexture);
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}
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}
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/**
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* Plays the button clicked sound effect
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*/
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public void PlayButtonClick()
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{
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if (buttonClickClip == null)
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{
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return;
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}
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audio.PlayOneShot(buttonClickClip);
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}
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/**
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* Returns true if the game should display 'auto hide' buttons.
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* Buttons will be displayed if the active page is not currently displaying story text/options, and no Wait command is in progress.
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*/
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public bool ShowAutoButtons()
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{
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if (waiting)
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{
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return false;
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}
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if (activePage == null ||
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activePage.mode == Page.Mode.Idle)
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{
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return (autoHideButtonTimer > 0f);
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}
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return false;
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}
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/**
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* Sets a globally accessible game state value.
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* @param key The key of the value.
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* @param value The integer value to store.
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*/
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public void SetGameValue(string key, int value)
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{
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values[key] = value;
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}
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/**
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* Gets a globally accessible game state value.
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* @param key The key of the value.
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* @return The integer value for the specified key, or 0 if the key does not exist.
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*/
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public int GetGameValue(string key)
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{
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if (values.ContainsKey(key))
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{
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return values[key];
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}
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return 0;
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}
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/**
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* Returns a parallax offset vector based on the camera position relative to the active Room.
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* Higher values for the parallaxFactor yield a larger offset (appears closer to camera).
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* Suggested range for good parallax effect is [0.1..0.5].
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* @param parallaxFactor Horizontal and vertical scale factors to apply to camera offset vector.
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* @return A parallax offset vector based on camera positon relative to current room and the parallaxFactor.
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*/
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public Vector3 GetParallaxOffset(Vector2 parallaxFactor)
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{
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if (activeRoom == null)
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{
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return Vector3.zero;
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}
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Vector3 a = activeRoom.transform.position;
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Vector3 b = cameraController.GetCameraPosition();
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Vector3 offset = (a - b);
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offset.x *= parallaxFactor.x;
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offset.y *= parallaxFactor.y;
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return offset;
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}
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}
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}
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