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using UnityEngine;
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using UnityEngine.Serialization;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace Fungus
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{
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[ExecuteInEditMode]
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public class Character : MonoBehaviour, ILocalizable
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{
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public string nameText; // We need a separate name as the object name is used for character variations (e.g. "Smurf Happy", "Smurf Sad")
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public Color nameColor = Color.white;
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public AudioClip soundEffect;
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public Sprite profileSprite;
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public List<Sprite> portraits;
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public FacingDirection portraitsFace;
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public PortraitState state;
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[Tooltip("Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog.")]
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public SayDialog setSayDialog;
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[FormerlySerializedAs("notes")]
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[TextArea(5,10)]
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public string description;
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static public List<Character> activeCharacters = new List<Character>();
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protected virtual void OnEnable()
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{
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if (!activeCharacters.Contains(this))
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{
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activeCharacters.Add(this);
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}
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}
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protected virtual void OnDisable()
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{
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activeCharacters.Remove(this);
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}
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//
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// ILocalizable implementation
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//
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public virtual string GetStandardText()
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{
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return nameText;
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}
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public virtual void SetStandardText(string standardText)
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{
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nameText = 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 character names is CHARACTER.<Character Name>
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return "CHARACTER." + nameText;
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}
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}
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}
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