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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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public enum VariableScope
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{
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Private,
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Public
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}
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public class VariableInfoAttribute : Attribute
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{
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public VariableInfoAttribute(string category, string variableType, int order = 0)
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{
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this.Category = category;
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this.VariableType = variableType;
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this.Order = order;
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}
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public string Category { get; set; }
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public string VariableType { get; set; }
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public int Order { get; set; }
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}
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public class VariablePropertyAttribute : PropertyAttribute
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{
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public VariablePropertyAttribute (params System.Type[] variableTypes)
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{
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this.VariableTypes = variableTypes;
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}
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public VariablePropertyAttribute (string defaultText, params System.Type[] variableTypes)
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{
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this.defaultText = defaultText;
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this.VariableTypes = variableTypes;
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}
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public String defaultText = "<None>";
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public System.Type[] VariableTypes { get; set; }
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}
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[RequireComponent(typeof(Flowchart))]
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public abstract class Variable : MonoBehaviour
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{
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public VariableScope scope;
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public string key = "";
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public abstract void OnReset();
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}
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public abstract class VariableBase<T> : Variable
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{
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public T value;
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protected T startValue;
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public override void OnReset()
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{
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value = startValue;
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}
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public override string ToString()
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{
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return value.ToString();
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}
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protected virtual void Start()
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{
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// Remember the initial value so we can reset later on
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startValue = value;
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}
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}
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}
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