An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections;
namespace Fungus
{
/// <summary>
/// The block will execute when the user clicks or taps on the clickable object.
/// </summary>
[EventHandlerInfo("Sprite",
"Object Clicked",
"The block will execute when the user clicks or taps on the clickable object.")]
[AddComponentMenu("")]
public class ObjectClicked : EventHandler
{
public class ObjectClickedEvent
{
public Clickable2D ClickableObject;
public ObjectClickedEvent(Clickable2D clickableObject)
{
ClickableObject = clickableObject;
}
}
[Tooltip("Object that the user can click or tap on")]
[SerializeField] protected Clickable2D clickableObject;
[Tooltip("Wait for a number of frames before executing the block.")]
[SerializeField] protected int waitFrames = 1;
protected EventDispatcher eventDispatcher;
protected virtual void OnEnable()
{
eventDispatcher = FungusManager.Instance.EventDispatcher;
eventDispatcher.AddListener<ObjectClickedEvent>(OnObjectClickedEvent);
}
protected virtual void OnDisable()
{
eventDispatcher.RemoveListener<ObjectClickedEvent>(OnObjectClickedEvent);
eventDispatcher = null;
}
void OnObjectClickedEvent(ObjectClickedEvent evt)
{
OnObjectClicked(evt.ClickableObject);
}
/// <summary>
/// Executing a block on the same frame that the object is clicked can cause
/// input problems (e.g. auto completing Say Dialog text). A single frame delay
/// fixes the problem.
/// </summary>
protected virtual IEnumerator DoExecuteBlock(int numFrames)
{
if (numFrames == 0)
{
ExecuteBlock();
yield break;
}
int count = Mathf.Max(waitFrames, 1);
while (count > 0)
{
count--;
yield return new WaitForEndOfFrame();
}
ExecuteBlock();
}
#region Public members
/// <summary>
/// Called by the Clickable2D object when it is clicked.
/// </summary>
public virtual void OnObjectClicked(Clickable2D clickableObject)
{
if (clickableObject == this.clickableObject)
{
StartCoroutine(DoExecuteBlock(waitFrames));
}
}
public override string GetSummary()
{
if (clickableObject != null)
{
return clickableObject.name;
}
return "None";
}
#endregion
}
}