An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

309 lines
7.4 KiB

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/**
* @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.
*/
public class Game : GameController
{
/**
* The currently active Room.
* Only one Room may be active at a time.
*/
public Room activeRoom;
/**
* The style to apply when displaying Pages.
*/
public PageStyle activePageStyle;
/**
* Automatically display links between connected Rooms.
*/
public bool showLinks = true;
/**
* Writing speed for page text.
*/
public int charactersPerSecond = 60;
/**
* Fixed Z coordinate of main camera.
*/
public float cameraZ = - 10f;
/**
* Time for fade transition to complete when moving to a different Room.
*/
public float roomFadeDuration = 1f;
/**
* Time for fade transition to complete when hiding/showing buttons.
*/
public float buttonFadeDuration = 0.25f;
/**
* Full screen texture used for screen fade effect.
*/
public Texture2D fadeTexture;
/**
* Icon to display when manual pan mode is active.
*/
public Texture2D manualPanTexture;
/**
* Icon to display when waiting for player input to continue
*/
public Texture2D continueTexture;
/**
* Sound effect to play when buttons are clicked.
*/
public AudioClip buttonClickClip;
/**
* Time which must elapse before buttons will automatically hide.
*/
public float autoHideButtonDuration = 5f;
/**
* Default screen position for Page when player enters a Room.
*/
public Page.PagePosition defaultPagePosition;
/**
* Default width and height of Page as a fraction of screen height [0..1]
*/
public Vector2 defaultPageScale = new Vector2(0.75f, 0.25f);
/**
* Automatically center the Page when player is choosing from multiple options.
*/
public bool centerChooseMenu = true;
/**
* Width of Page as a fraction of screen width [0..1] when automatically centering a Choose menu.
* This setting only has an effect when centerChooseMenu is enabled.
*/
public float chooseMenuWidth = 0.5f;
/**
* Global dictionary of integer values for storing game state.
*/
[HideInInspector]
public Dictionary<string, int> values = new Dictionary<string, int>();
[HideInInspector]
public Page activePage;
[HideInInspector]
public StringTable stringTable = new StringTable();
[HideInInspector]
public CommandQueue commandQueue;
[HideInInspector]
public CameraController cameraController;
/**
* True when executing a Wait() or WaitForTap() command
*/
[HideInInspector]
public bool waiting;
[HideInInspector]
public bool manualPanActive;
[HideInInspector]
public float fadeAlpha = 0f;
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()
{
// Add components for additional game functionality
commandQueue = gameObject.AddComponent<CommandQueue>();
cameraController = gameObject.AddComponent<CameraController>();
AudioSource audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.loop = true;
if (activeRoom == null)
{
// Pick first room found if none is specified
activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room;
}
if (activeRoom != null)
{
// Move to the active room
commandQueue.Clear();
commandQueue.AddCommand(new Command.MoveToRoom(activeRoom));
commandQueue.Execute();
}
// Create the Page game object as a child of Game
GameObject pageObject = new GameObject();
pageObject.name = "Page";
pageObject.transform.parent = transform;
activePage = pageObject.AddComponent<Page>();
}
public virtual void Update()
{
autoHideButtonTimer -= Time.deltaTime;
autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f);
if (Input.GetMouseButtonDown(0))
{
autoHideButtonTimer = autoHideButtonDuration;
}
}
void OnGUI()
{
if (manualPanActive)
{
// Draw the swipe-to-pan icon
if (manualPanTexture)
{
Rect rect = new Rect(Screen.width - manualPanTexture.width,
Screen.height - manualPanTexture.height,
manualPanTexture.width,
manualPanTexture.height);
GUI.DrawTexture(rect, manualPanTexture);
}
}
if (activePage.mode == Page.Mode.Say &&
activePage.FinishedWriting())
{
// Draw the continue icon
if (continueTexture)
{
Rect rect = new Rect(Screen.width - continueTexture.width,
Screen.height - manualPanTexture.height,
continueTexture.width,
continueTexture.height);
GUI.DrawTexture(rect, continueTexture);
}
}
// Draw full screen fade texture
if (fadeAlpha < 1f)
{
// 1 = scene fully visible
// 0 = scene fully obscured
GUI.color = new Color(1,1,1, 1f - fadeAlpha);
GUI.depth = -1000;
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), fadeTexture);
}
}
/**
* Plays the button clicked sound effect
*/
public void PlayButtonClick()
{
if (buttonClickClip == null)
{
return;
}
audio.PlayOneShot(buttonClickClip);
}
/**
* Returns true if the game should display 'auto hide' buttons.
* Buttons will be displayed if the active page is not currently displaying story text/options, and no Wait command is in progress.
*/
public bool ShowAutoButtons()
{
if (waiting)
{
return false;
}
if (activePage == null ||
activePage.mode == Page.Mode.Idle)
{
return (autoHideButtonTimer > 0f);
}
return false;
}
/**
* Sets a globally accessible game state value.
* @param key The key of the value.
* @param value The integer value to store.
*/
public void SetGameValue(string key, int value)
{
values[key] = value;
}
/**
* Gets a globally accessible game state value.
* @param key The key of the value.
* @return The integer value for the specified key, or 0 if the key does not exist.
*/
public int GetGameValue(string key)
{
if (values.ContainsKey(key))
{
return values[key];
}
return 0;
}
/**
* Returns a parallax offset vector based on the camera position relative to the active Room.
* Higher values for the parallaxFactor yield a larger offset (appears closer to camera).
* Suggested range for good parallax effect is [0.1..0.5].
* @param parallaxFactor Horizontal and vertical scale factors to apply to camera offset vector.
* @return A parallax offset vector based on camera positon relative to current room and the parallaxFactor.
*/
public Vector3 GetParallaxOffset(Vector2 parallaxFactor)
{
if (activeRoom == null)
{
return Vector3.zero;
}
Vector3 a = activeRoom.transform.position;
Vector3 b = cameraController.GetCameraPosition();
Vector3 offset = (a - b);
offset.x *= parallaxFactor.x;
offset.y *= parallaxFactor.y;
return offset;
}
}
}