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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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// Call a delegate method on execution.
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// This command can be used to schedule arbitrary script code.
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public class CallCommand : CommandQueue.Command
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{
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Action callAction;
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public CallCommand(Action _callAction)
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{
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if (_callAction == null)
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{
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Debug.LogError("Action must not be null.");
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return;
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}
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callAction = _callAction;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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if (callAction != null)
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{
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callAction();
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}
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// Execute next command
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onComplete();
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}
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}
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// Wait for a period of time
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public class WaitCommand : CommandQueue.Command
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{
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float duration;
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public WaitCommand(float _duration)
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{
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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commandQueue.StartCoroutine(WaitCoroutine(duration, onComplete));
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}
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IEnumerator WaitCoroutine(float duration, Action onComplete)
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{
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yield return new WaitForSeconds(duration);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Sets the currently active view immediately.
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// The main camera snaps to the active view.
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public class SetViewCommand : CommandQueue.Command
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{
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View view;
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public SetViewCommand(View _view)
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{
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if (_view == null)
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{
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Debug.LogError("View must not be null");
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}
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view = _view;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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commandQueue.cameraController.SnapToView(view);
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Game.GetInstance().activeView = view;
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// Set the first page component found (if any) as the active page
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Page page = view.gameObject.GetComponentInChildren<Page>();
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if (page != null)
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{
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Game.GetInstance().activePage = page;
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}
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Sets the currently active page for text rendering
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public class SetPageCommand : CommandQueue.Command
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{
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Page page;
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public SetPageCommand(Page _page)
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{
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page = _page;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().activePage = page;
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Sets the title text displayed at the top of the active page
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public class TitleCommand : CommandQueue.Command
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{
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string titleText;
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public TitleCommand(string _titleText)
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{
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titleText = _titleText;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Page page = Game.GetInstance().activePage;
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if (page == null)
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{
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Debug.LogError("Active page must not be null");
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}
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else
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{
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page.SetTitle(titleText);
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}
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Writes story text to the currently active page.
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// A 'continue' button is displayed when the text has fully appeared.
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public class SayCommand : CommandQueue.Command
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{
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string storyText;
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public SayCommand(string _storyText)
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{
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storyText = _storyText;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Page page = Game.GetInstance().activePage;
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if (page == null)
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{
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Debug.LogError("Active page must not be null");
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}
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else
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{
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page.Say(storyText, onComplete);
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}
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}
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}
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// Adds an option button to the current list of options.
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// Use the Choose command to display added options.
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public class AddOptionCommand : CommandQueue.Command
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{
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string optionText;
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Action optionAction;
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public AddOptionCommand(string _optionText, Action _optionAction)
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{
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optionText = _optionText;
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optionAction = _optionAction;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Page page = Game.GetInstance().activePage;
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if (page == null)
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{
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Debug.LogError("Active page must not be null");
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}
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else
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{
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page.AddOption(optionText, optionAction);
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}
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Displays all previously added options.
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public class ChooseCommand : CommandQueue.Command
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{
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string chooseText;
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public ChooseCommand(string _chooseText)
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{
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chooseText = _chooseText;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Page page = Game.GetInstance().activePage;
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if (page == null)
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{
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Debug.LogError("Active page must not be null");
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}
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else
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{
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page.Choose(chooseText);
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}
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// Choose always clears commandQueue, so no need to call onComplete()
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}
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}
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// Changes the active room to a different room
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public class MoveToRoomCommand : CommandQueue.Command
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{
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Room room;
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public MoveToRoomCommand(Room _room)
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{
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if (_room == null)
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{
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Debug.LogError("Room must not be null.");
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return;
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}
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room = _room;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().MoveToRoom(room);
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// MoveToRoom always resets the command queue so no need to call onComplete
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}
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}
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// Sets a global boolean flag value
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public class SetFlagCommand : CommandQueue.Command
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{
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string key;
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bool value;
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public SetFlagCommand(string _key, bool _value)
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{
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key = _key;
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value = _value;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().SetFlag(key, value);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Sets a global integer counter value
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public class SetCounterCommand : CommandQueue.Command
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{
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string key;
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int value;
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public SetCounterCommand(string _key, int _value)
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{
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key = _key;
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value = _value;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().SetCounter(key, value);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Sets a global inventory count value
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public class SetInventoryCommand : CommandQueue.Command
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{
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string key;
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int value;
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public SetInventoryCommand(string _key, int _value)
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{
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key = _key;
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value = _value;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().SetInventory(key, value);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Fades a sprite to a given alpha value over a period of time
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public class FadeSpriteCommand : CommandQueue.Command
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{
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SpriteRenderer spriteRenderer;
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Color targetColor;
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float fadeDuration;
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Vector2 slideOffset = Vector2.zero;
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public FadeSpriteCommand(SpriteRenderer _spriteRenderer,
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Color _targetColor,
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float _fadeDuration,
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Vector2 _slideOffset)
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{
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if (_spriteRenderer == null)
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{
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Debug.LogError("Sprite renderer must not be null.");
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return;
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}
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spriteRenderer = _spriteRenderer;
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targetColor = _targetColor;
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fadeDuration = _fadeDuration;
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slideOffset = _slideOffset;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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SpriteFader.FadeSprite(spriteRenderer, targetColor, fadeDuration, slideOffset);
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// Fade is asynchronous, but command completes immediately.
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// If you need to wait for the fade to complete, just use an additional Wait() command
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Sets an animator trigger to change the animator state for an animated sprite
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public class SetAnimatorTriggerCommand : CommandQueue.Command
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{
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Animator animator;
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string triggerName;
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public SetAnimatorTriggerCommand(Animator _animator,
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string _triggerName)
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{
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if (_animator == null)
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{
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Debug.LogError("Animator must not be null.");
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return;
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}
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animator = _animator;
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triggerName = _triggerName;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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animator.SetTrigger(triggerName);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Makes a sprite behave as a clickable button
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public class AddButtonCommand : CommandQueue.Command
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{
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SpriteRenderer spriteRenderer;
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Action buttonAction;
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public AddButtonCommand(SpriteRenderer _spriteRenderer,
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Action _buttonAction)
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{
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if (_spriteRenderer == null)
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{
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Debug.LogError("Sprite renderer must not be null.");
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return;
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}
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spriteRenderer = _spriteRenderer;
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buttonAction = _buttonAction;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Button.MakeButton(spriteRenderer, buttonAction);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Makes a sprite stop behaving as a clickable button
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public class RemoveButtonCommand : CommandQueue.Command
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{
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SpriteRenderer spriteRenderer;
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public RemoveButtonCommand(SpriteRenderer _spriteRenderer)
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{
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if (_spriteRenderer == null)
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{
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Debug.LogError("Sprite renderer must not be null.");
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return;
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}
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spriteRenderer = _spriteRenderer;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Button button = spriteRenderer.gameObject.GetComponent<Button>();
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GameObject.Destroy(button);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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// Pans the camera to a view over a period of time.
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public class PanToViewCommand : CommandQueue.Command
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{
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View view;
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float duration;
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public PanToViewCommand(View _view,
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|
float _duration)
|
|
|
|
{
|
|
|
|
if (_view == null)
|
|
|
|
{
|
|
|
|
Debug.LogError("View must not be null.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
view = _view;
|
|
|
|
duration = _duration;
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void Execute(CommandQueue commandQueue, Action onComplete)
|
|
|
|
{
|
|
|
|
commandQueue.cameraController.PanToView(view, duration, delegate {
|
|
|
|
|
|
|
|
Game game = Game.GetInstance();
|
|
|
|
game.activeView = view;
|
|
|
|
|
|
|
|
// Try to find a page that is a child of the active view.
|
|
|
|
// If there are multiple child pages then it is the client's responsibility
|
|
|
|
// to set the correct active page in the room script.
|
|
|
|
Page defaultPage = view.gameObject.GetComponentInChildren<Page>();
|
|
|
|
if (defaultPage)
|
|
|
|
{
|
|
|
|
game.activePage = defaultPage;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (onComplete != null)
|
|
|
|
{
|
|
|
|
onComplete();
|
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pans the camera through a sequence of views over a period of time.
|
|
|
|
public class PanToPathCommand : CommandQueue.Command
|
|
|
|
{
|
|
|
|
View[] views;
|
|
|
|
float duration;
|
|
|
|
|
|
|
|
public PanToPathCommand(View[] _views,
|
|
|
|
float _duration)
|
|
|
|
{
|
|
|
|
if (_views.Length == 0)
|
|
|
|
{
|
|
|
|
Debug.LogError("View list must not be empty.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
views = _views;
|
|
|
|
duration = _duration;
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void Execute(CommandQueue commandQueue, Action onComplete)
|
|
|
|
{
|
|
|
|
commandQueue.cameraController.PanToPath(views, duration, delegate {
|
|
|
|
|
|
|
|
if (views.Length > 0)
|
|
|
|
{
|
|
|
|
Game game = Game.GetInstance();
|
|
|
|
game.activeView = views[views.Length - 1];
|
|
|
|
|
|
|
|
// Try to find a page that is a child of the active view.
|
|
|
|
// If there are multiple child pages then it is the client's responsibility
|
|
|
|
// to set the correct active page in the room script.
|
|
|
|
Page defaultPage = game.activeView.gameObject.GetComponentInChildren<Page>();
|
|
|
|
if (defaultPage)
|
|
|
|
{
|
|
|
|
game.activePage = defaultPage;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (onComplete != null)
|
|
|
|
{
|
|
|
|
onComplete();
|
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fades the camera to a view over a period of time.
|
|
|
|
public class FadeToViewCommand : CommandQueue.Command
|
|
|
|
{
|
|
|
|
View view;
|
|
|
|
float duration;
|
|
|
|
|
|
|
|
public FadeToViewCommand(View _view,
|
|
|
|
float _duration)
|
|
|
|
{
|
|
|
|
if (_view == null)
|
|
|
|
{
|
|
|
|
Debug.LogError("View must not be null.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
view = _view;
|
|
|
|
duration = _duration;
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void Execute(CommandQueue commandQueue, Action onComplete)
|
|
|
|
{
|
|
|
|
commandQueue.cameraController.FadeToView(view, duration, delegate {
|
|
|
|
|
|
|
|
Game game = Game.GetInstance();
|
|
|
|
game.activeView = view;
|
|
|
|
|
|
|
|
// Try to find a page that is a child of the active view.
|
|
|
|
// If there are multiple child pages then it is the client's responsibility
|
|
|
|
// to set the correct active page in the room script.
|
|
|
|
Page defaultPage = view.gameObject.GetComponentInChildren<Page>();
|
|
|
|
if (defaultPage)
|
|
|
|
{
|
|
|
|
game.activePage = defaultPage;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (onComplete != null)
|
|
|
|
{
|
|
|
|
onComplete();
|
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|