An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
using Fungus.Script;
/**
* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games.
*/
namespace Fungus
{
/**
* Manages global game state and movement between rooms.
*/
[RequireComponent(typeof(Dialog))]
public class Game : MonoBehaviour
{
/**
* Fade transition time when hiding/showing buttons.
*/
[Range(0,5)]
[Tooltip("Fade transition time when hiding/showing buttons.")]
public float buttonFadeDuration = 0.25f;
/**
* Time to elapse before buttons hide automatically.
*/
[Range(0, 60)]
[Tooltip("Time to elapse before buttons hide automatically.")]
public float autoHideButtonDuration = 5f;
/**
* Currently active Dialog object used to display character text and menus.
*/
[Tooltip("Currently active Dialog object used to display character text and menus.")]
public Dialog dialog;
/**
* Loading image displayed when loading a scene using MoveToScene() command.
*/
[Tooltip("Loading image displayed when loading a scene using MoveToScene() command.")]
public Texture2D loadingImage;
float autoHideButtonTimer;
static Game instance;
/**
* Returns the singleton instance for the Game class
*/
public static Game GetInstance()
{
if (!instance)
{
instance = GameObject.FindObjectOfType(typeof(Game)) as Game;
if (!instance)
{
Debug.LogError("There must be one active Game object in your scene.");
}
}
return instance;
}
public virtual void Start()
{
// Auto-hide buttons should be visible at start of game
autoHideButtonTimer = autoHideButtonDuration;
}
public virtual void Update()
{
autoHideButtonTimer -= Time.deltaTime;
autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f);
if (Input.GetMouseButtonDown(0))
{
autoHideButtonTimer = autoHideButtonDuration;
}
}
public IDialog GetDialog()
{
if (dialog != null)
{
return dialog as IDialog;
}
return null;
}
/**
* Returns true if the game should display 'auto hide' buttons.
* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress.
*/
public bool GetShowAutoButtons()
{
CameraController cameraController = CameraController.GetInstance();
if (cameraController.waiting)
{
return false;
}
IDialog dialog = GetDialog();
if (dialog == null ||
dialog.GetDialogMode() == DialogMode.Idle)
{
return (autoHideButtonTimer > 0f);
}
return false;
}
/**
* Loads a new scene and displays an optional loading image.
* This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage.
* All previously loaded assets (including textures and audio) will be released.
* @param sceneName The filename of the scene to load.
* @param saveGame Automatically save the current game state as a checkpoint.
*/
public void LoadScene(string sceneName, bool saveGame)
{
SceneLoader.LoadScene(sceneName, loadingImage, saveGame);
}
/**
* Save the current game variables to persistant storage using a save game name.
* Stores the currently loaded scene name so that Game.LoadGame() can automatically move to the appropriate scene.
*/
public void SaveGame(string saveName = "_fungus")
{
GlobalVariables.SetString("_scene", Application.loadedLevelName);
GlobalVariables.Save(saveName);
}
/**
* Loads the current game state from persistant storage using a save game name.
* This will cause the scene specified in the "_scene" string to be loaded.
* Each scene in your game should contain the necessary code to restore the current game state based on saved data.
* @param saveName The name of the saved game data.
*/
public void LoadGame(string saveName = "_fungus")
{
GlobalVariables.Load(saveName);
string sceneName = GlobalVariables.GetString("_scene");
if (sceneName.Length > 0)
{
// MoveToScene(sceneName);
}
}
}
}