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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Serialization;
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using Fungus.Variables;
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namespace Fungus.Commands
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{
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/// <summary>
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/// Sets the text property on a UI Text object and/or an Input Field object.
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/// </summary>
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[CommandInfo("UI",
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"Set Text",
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"Sets the text property on a UI Text object and/or an Input Field object.")]
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[AddComponentMenu("")]
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public class SetText : Command, ILocalizable
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{
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[Tooltip("Text object to set text on. Can be a UI Text, Text Field or Text Mesh object.")]
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[SerializeField] protected GameObject targetTextObject;
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[Tooltip("String value to assign to the text object")]
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[FormerlySerializedAs("stringData")]
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[SerializeField] protected StringDataMulti text;
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[Tooltip("Notes about this story text for other authors, localization, etc.")]
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[SerializeField] protected string description;
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public override void OnEnter()
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{
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var flowchart = GetFlowchart();
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string newText = flowchart.SubstituteVariables(text.Value);
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if (targetTextObject == null)
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{
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Continue();
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return;
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}
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// Use first component found of Text, Input Field or Text Mesh type
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Text uiText = targetTextObject.GetComponent<Text>();
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if (uiText != null)
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{
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uiText.text = newText;
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}
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else
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{
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InputField inputField = targetTextObject.GetComponent<InputField>();
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if (inputField != null)
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{
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inputField.text = newText;
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}
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else
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{
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TextMesh textMesh = targetTextObject.GetComponent<TextMesh>();
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if (textMesh != null)
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{
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textMesh.text = newText;
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}
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}
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}
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Continue();
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}
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public override string GetSummary()
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{
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if (targetTextObject != null)
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{
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return targetTextObject.name + " : " + text.Value;
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}
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return "Error: No text object selected";
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}
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public override Color GetButtonColor()
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{
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return new Color32(235, 191, 217, 255);
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}
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// Backwards compatibility with Fungus v2.1.2
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[HideInInspector]
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[FormerlySerializedAs("textObject")]
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public Text _textObjectObsolete;
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protected virtual void OnEnable()
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{
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if (_textObjectObsolete != null)
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{
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targetTextObject = _textObjectObsolete.gameObject;
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}
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}
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#region ILocalizable implementation
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public virtual string GetStandardText()
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{
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return text;
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}
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public virtual void SetStandardText(string standardText)
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{
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text.Value = standardText;
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}
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public virtual string GetDescription()
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{
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return description;
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}
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public virtual string GetStringId()
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{
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// String id for Set Text commands is SETTEXT.<Localization Id>.<Command id>
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return "SETTEXT." + GetFlowchartLocalizationId() + "." + itemId;
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}
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#endregion
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}
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}
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