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using UnityEngine;
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using System;
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using System.Linq;
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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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/**
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* Visual scripting controller for the Fungus Script programming language.
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* FungusScript objects may be edited visually using the Fungus Script editor window.
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*/
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[AddComponentMenu("Fungus/Fungus Script")]
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public class FungusScript : MonoBehaviour
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{
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/**
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* Scroll position of Fungus Script editor window.
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*/
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[HideInInspector]
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public Vector2 scrollPos;
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/**
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* Scroll position of Fungus Script variables window.
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*/
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[HideInInspector]
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public Vector2 variablesScrollPos;
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[HideInInspector]
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public bool variablesExpanded = true;
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/**
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* Zoom level of Fungus Script editor window
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*/
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[HideInInspector]
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public float zoom = 1f;
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/**
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* Scrollable area for Fungus Script editor window.
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*/
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[HideInInspector]
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public Rect scrollViewRect;
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/**
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* Currently selected sequence in the Fungus Script editor.
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*/
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[HideInInspector]
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public Sequence selectedSequence;
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/**
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* Currently selected command in the Fungus Script editor.
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*/
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[HideInInspector]
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public List<Command> selectedCommands = new List<Command>();
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/**
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* The list of variables that can be accessed by the Fungus Script.
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*/
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[HideInInspector]
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public List<Variable> variables = new List<Variable>();
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/**
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* Minimum time for each command to execute when runSlowInEditor is enabled.
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*/
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[Range(0f, 5f)]
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[Tooltip("Minimum time that each command will take to execute when Run Slow In Editor is enabled")]
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public float runSlowDuration = 0.25f;
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/**
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* Use command color when displaying the command list in the Fungus Editor window.
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*/
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[Tooltip("Use command color when displaying the command list in the Fungus Editor window")]
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public bool colorCommands = true;
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/**
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* Hides the Fungus Script sequence and command components in the inspector.
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* Deselect to inspect the sequence and command components that make up the Fungus Script.
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*/
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[Tooltip("Hides the Fungus Script sequence and command components in the inspector")]
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public bool hideComponents = true;
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protected virtual Sequence CreateSequenceComponent(GameObject parent)
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{
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Sequence s = parent.AddComponent<Sequence>();
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return s;
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}
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/**
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* Create a new sequence node which you can then add commands to.
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*/
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public virtual Sequence CreateSequence(Vector2 position)
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{
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Sequence s = CreateSequenceComponent(gameObject);
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s.nodeRect.x = position.x;
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s.nodeRect.y = position.y;
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return s;
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}
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/**
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* Start running another Fungus Script by executing a specific child sequence.
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* The sequence must be in an idle state to be executed.
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* Returns true if the Sequence started execution.
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*/
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public virtual bool ExecuteSequence(string sequenceName)
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{
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Sequence [] sequences = GetComponentsInChildren<Sequence>();
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foreach (Sequence sequence in sequences)
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{
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if (sequence.sequenceName == sequenceName)
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{
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return ExecuteSequence(sequence);
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}
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}
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return false;
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}
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/**
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* Start running another Fungus Script by executing a specific child sequence.
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* The sequence must be in an idle state to be executed.
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* Returns true if the Sequence started execution.
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*/
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public virtual bool ExecuteSequence(Sequence sequence)
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{
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// Sequence must be a child of the parent Fungus Script
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if (sequence == null ||
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sequence.transform.parent != transform &&
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sequence.transform != transform)
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{
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return false;
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}
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// Can't restart a running sequence, have to wait until it's idle again
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if (sequence.IsExecuting())
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{
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return false;
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}
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// Execute the first command in the command list
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sequence.ExecuteNextCommand();
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return true;
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}
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/**
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* Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
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*/
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public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null)
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{
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int suffix = 0;
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string baseKey = originalKey;
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// Only letters and digits allowed
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char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
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baseKey = new string(arr);
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// No leading digits allowed
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baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9');
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// No empty keys allowed
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if (baseKey.Length == 0)
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{
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baseKey = "Var";
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}
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string key = baseKey;
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while (true)
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{
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bool collision = false;
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foreach(Variable variable in variables)
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{
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if (variable == ignoreVariable ||
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variable.key == null)
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{
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continue;
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}
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if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
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{
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collision = true;
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suffix++;
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key = baseKey + suffix;
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}
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}
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if (!collision)
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{
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return key;
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}
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}
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}
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/**
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* Gets the value of a boolean variable.
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* Returns false if the variable key does not exist.
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*/
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public virtual bool GetBooleanVariable(string key)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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BooleanVariable variable = v as BooleanVariable;
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if (variable != null)
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{
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return variable.Value;
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}
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}
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}
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Debug.LogWarning("Boolean variable " + key + " not found.");
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return false;
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}
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/**
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* Sets the value of a boolean variable.
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* The variable must already be added to the list of variables for this Fungus Script.
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*/
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public virtual void SetBooleanVariable(string key, bool value)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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BooleanVariable variable = v as BooleanVariable;
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if (variable != null)
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{
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variable.Value = value;
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return;
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}
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}
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}
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Debug.LogWarning("Boolean variable " + key + " not found.");
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}
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/**
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* Gets the value of an integer variable.
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* Returns false if the variable key does not exist.
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*/
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public virtual int GetIntegerVariable(string key)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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IntegerVariable variable = v as IntegerVariable;
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if (variable != null)
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{
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return variable.Value;
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}
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}
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}
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Debug.LogWarning("Integer variable " + key + " not found.");
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return 0;
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}
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/**
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* Sets the value of an integer variable.
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* The variable must already be added to the list of variables for this Fungus Script.
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*/
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public virtual void SetIntegerVariable(string key, int value)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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IntegerVariable variable = v as IntegerVariable;
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if (variable != null)
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{
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variable.Value = value;
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return;
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}
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}
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}
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Debug.LogWarning("Integer variable " + key + " not found.");
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}
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/**
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* Gets the value of a float variable.
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* Returns false if the variable key does not exist.
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*/
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public virtual float GetFloatVariable(string key)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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FloatVariable variable = v as FloatVariable;
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if (variable != null)
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{
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return variable.Value;
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}
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}
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}
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Debug.LogWarning("Float variable " + key + " not found.");
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return 0f;
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}
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/**
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* Sets the value of a float variable.
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* The variable must already be added to the list of variables for this Fungus Script.
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*/
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public virtual void SetFloatVariable(string key, float value)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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FloatVariable variable = v as FloatVariable;
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if (variable != null)
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{
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variable.Value = value;
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return;
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}
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}
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}
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Debug.LogWarning("Float variable " + key + " not found.");
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}
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/**
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* Gets the value of a string variable.
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* Returns false if the variable key does not exist.
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*/
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public virtual string GetStringVariable(string key)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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StringVariable variable = v as StringVariable;
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if (variable != null)
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{
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return variable.Value;
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}
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}
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}
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Debug.LogWarning("String variable " + key + " not found.");
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return "";
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}
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/**
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* Sets the value of a string variable.
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* The variable must already be added to the list of variables for this Fungus Script.
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*/
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public virtual void SetStringVariable(string key, string value)
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{
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foreach (Variable v in variables)
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{
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if (v.key == key)
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{
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StringVariable variable = v as StringVariable;
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if (variable != null)
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{
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variable.Value = value;
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return;
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}
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}
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}
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Debug.LogWarning("String variable " + key + " not found.");
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}
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/**
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* Set the sequence objects to be hidden or visible depending on the showSequenceObjects property.
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*/
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public virtual void UpdateHideFlags()
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{
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if (hideComponents)
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{
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Sequence[] sequences = GetComponentsInChildren<Sequence>();
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foreach (Sequence sequence in sequences)
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{
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sequence.hideFlags = HideFlags.HideInInspector;
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if (sequence.gameObject != gameObject)
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{
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sequence.gameObject.hideFlags = HideFlags.HideInHierarchy;
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}
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}
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Command[] commands = GetComponentsInChildren<Command>();
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foreach (Command command in commands)
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{
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command.hideFlags = HideFlags.HideInInspector;
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}
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EventHandler[] eventHandlers = GetComponentsInChildren<EventHandler>();
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foreach (EventHandler eventHandler in eventHandlers)
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{
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eventHandler.hideFlags = HideFlags.HideInInspector;
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}
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}
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else
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{
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MonoBehaviour[] monoBehaviours = GetComponentsInChildren<MonoBehaviour>();
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foreach (MonoBehaviour monoBehaviour in monoBehaviours)
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{
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if (monoBehaviour == null)
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{
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continue;
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}
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monoBehaviour.hideFlags = HideFlags.None;
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monoBehaviour.gameObject.hideFlags = HideFlags.None;
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}
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}
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}
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public virtual void ClearSelectedCommands()
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{
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selectedCommands.Clear();
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}
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public virtual void AddSelectedCommand(Command command)
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{
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if (!selectedCommands.Contains(command))
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{
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selectedCommands.Add(command);
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}
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}
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public virtual void Reset(bool resetCommands, bool resetLocalVariables, bool resetGlobalVariables)
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{
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if (resetCommands)
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{
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Command[] commands = GetComponentsInChildren<Command>();
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foreach (Command command in commands)
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{
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command.OnReset();
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}
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}
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foreach (Variable variable in variables)
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{
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if (resetLocalVariables &&
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|
variable.scope == VariableScope.Local)
|
|
|
|
{
|
|
|
|
variable.OnReset();
|
|
|
|
}
|
|
|
|
else if (resetGlobalVariables &&
|
|
|
|
variable.scope == VariableScope.Global)
|
|
|
|
{
|
|
|
|
variable.OnReset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|