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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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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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public class Sequence : MonoBehaviour
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{
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public string titleText;
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[HideInInspector]
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public Rect nodeRect = new Rect(10, 10, 100, 100);
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[System.NonSerialized]
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public SequenceController sequenceController;
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[System.NonSerialized]
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public FungusCommand activeCommand;
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public virtual void Start()
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{
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sequenceController = GetSequenceController();
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}
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public SequenceController GetSequenceController()
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{
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SequenceController sc = null;
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Transform parent = transform.parent;
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while (parent != null)
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{
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sc = parent.gameObject.GetComponent<SequenceController>();
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if (sc != null)
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{
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break;
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}
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}
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return sc;
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}
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public bool HasError()
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{
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FungusCommand[] commands = GetComponents<FungusCommand>();
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foreach (FungusCommand command in commands)
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{
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if (command.errorMessage.Length > 0)
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{
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return true;
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}
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}
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return false;
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}
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public bool IsRunning()
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{
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if (sequenceController == null ||
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sequenceController.activeSequence == null)
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{
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return false;
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}
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return (sequenceController.activeSequence == this);
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}
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public void ExecuteNextCommand(FungusCommand currentCommand = null)
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{
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activeCommand = null;
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FungusCommand nextCommand = null;
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bool executeNext = (currentCommand == null);
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FungusCommand[] commands = GetComponents<FungusCommand>();
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foreach (FungusCommand command in commands)
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{
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if (command == currentCommand)
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{
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executeNext = true;
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}
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else if (executeNext)
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{
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nextCommand = command;
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break;
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}
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}
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if (nextCommand == null)
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{
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Finish();
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}
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else
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{
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if (sequenceController.stepTime == 0f)
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{
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activeCommand = nextCommand;
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nextCommand.Execute();
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}
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else
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{
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StartCoroutine(ExecuteAfterDelay(nextCommand, sequenceController.stepTime));
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}
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}
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}
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IEnumerator ExecuteAfterDelay(FungusCommand command, float delay)
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{
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activeCommand = command;
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yield return new WaitForSeconds(delay);
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command.Execute();
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}
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public void Finish()
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{
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activeCommand = null;
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sequenceController.activeSequence = null;
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// No more commands to run in current sequence
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#if UNITY_EDITOR
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Selection.activeGameObject = sequenceController.gameObject;
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#endif
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}
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}
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}
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