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using UnityEngine;
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using UnityEngine.Serialization;
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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 EventHandlerInfoAttribute : Attribute
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{
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public EventHandlerInfoAttribute(string category, string eventHandlerName, string helpText)
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{
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this.Category = category;
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this.EventHandlerName = eventHandlerName;
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this.HelpText = helpText;
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}
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public string Category { get; set; }
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public string EventHandlerName { get; set; }
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public string HelpText { get; set; }
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}
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/**
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* A Block may have an associated Event Handler which starts executing commands when
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* a specific event occurs.
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* To create a custom Event Handler, simply subclass EventHandler and call the ExecuteBlock() method
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* when the event occurs.
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* Add an EventHandlerInfo attibute and your new EventHandler class will automatically appear in the
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* 'Execute On Event' dropdown menu when a block is selected.
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*/
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[RequireComponent(typeof(Block))]
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[RequireComponent(typeof(Flowchart))]
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[AddComponentMenu("")]
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public class EventHandler : MonoBehaviour
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{
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[HideInInspector]
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[FormerlySerializedAs("parentSequence")]
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public Block parentBlock;
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/**
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* The Event Handler should call this method when the event is detected.
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*/
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public virtual bool ExecuteBlock()
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{
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if (parentBlock == null)
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{
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return false;
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}
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if (parentBlock.eventHandler != this)
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{
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return false;
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}
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Flowchart flowchart = parentBlock.GetFlowchart();
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// Auto-follow the executing block if none is currently selected
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if (flowchart.selectedBlock == null)
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{
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flowchart.selectedBlock = parentBlock;
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}
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return flowchart.ExecuteBlock(parentBlock);
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}
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/**
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* Returns a custom summary for the event handler.
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*/
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public virtual string GetSummary()
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{
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return "";
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}
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}
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}
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