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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.IO;
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/**
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* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games.
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*/
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namespace Fungus
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{
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/**
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* Manages global game state and movement between rooms.
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*/
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[RequireComponent(typeof(Dialog))]
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[RequireComponent(typeof(CommandQueue))]
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[RequireComponent(typeof(CameraController))]
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[RequireComponent(typeof(PageController))]
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public class Game : GameController
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{
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/**
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* The currently active Room.
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* Only one Room may be active at a time.
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*/
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public Room activeRoom;
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/**
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* Automatically display links between connected Rooms.
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*/
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public bool showLinks = true;
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/**
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* Time for fade transition to complete when moving to a different Room.
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*/
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[Range(0,5)]
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public float roomFadeDuration = 1f;
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/**
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* Time for fade transition to complete when hiding/showing buttons.
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*/
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[Range(0,5)]
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public float buttonFadeDuration = 0.25f;
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/**
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* Time which must elapse before buttons will automatically hide.
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*/
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[Range(0, 60)]
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public float autoHideButtonDuration = 5f;
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/**
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* Currently active Dialog object used to display character text and menus.
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*/
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public Dialog dialog;
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/**
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* Loading image displayed when loading a scene using MoveToScene()
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*/
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public Texture2D loadingImage;
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[HideInInspector]
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public CommandQueue commandQueue;
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[HideInInspector]
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public CameraController cameraController;
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[HideInInspector]
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public PageController pageController;
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/**
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* True when executing a Wait() or WaitForTap() command
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*/
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[HideInInspector]
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public bool waiting;
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float autoHideButtonTimer;
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static Game instance;
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/**
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* Returns the singleton instance for the Game class
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*/
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public static Game GetInstance()
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{
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if (!instance)
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{
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instance = GameObject.FindObjectOfType(typeof(Game)) as Game;
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if (!instance)
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{
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Debug.LogError("There must be one active Game object in your scene.");
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}
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}
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return instance;
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}
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public virtual void Start()
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{
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// Acquire references to required components
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commandQueue = gameObject.GetComponent<CommandQueue>();
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cameraController = gameObject.GetComponent<CameraController>();
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pageController = gameObject.GetComponent<PageController>();
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// Auto-hide buttons should be visible at start of game
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autoHideButtonTimer = autoHideButtonDuration;
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if (activeRoom == null)
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{
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// Pick first room found if none is specified
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activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room;
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}
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if (activeRoom != null)
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{
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// Move to the active room
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commandQueue.Clear();
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commandQueue.AddCommand(new Command.MoveToRoom(activeRoom));
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commandQueue.Execute();
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}
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}
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public virtual void Update()
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{
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autoHideButtonTimer -= Time.deltaTime;
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autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f);
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if (Input.GetMouseButtonDown(0))
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{
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autoHideButtonTimer = autoHideButtonDuration;
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}
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}
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public IDialog GetDialog()
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{
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if (dialog != null)
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{
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return dialog as IDialog;
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}
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return pageController as IDialog;
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}
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/**
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* Returns true if the game should display 'auto hide' buttons.
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* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress.
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*/
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public bool GetShowAutoButtons()
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{
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if (waiting)
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{
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return false;
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}
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IDialog dialog = GetDialog();
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if (dialog == null ||
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dialog.GetDialogMode() == DialogMode.Idle)
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{
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return (autoHideButtonTimer > 0f);
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}
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return false;
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}
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/**
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* Loads a new scene and displays an optional loading image.
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* This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage.
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* All previously loaded assets (including textures and audio) will be released.
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* @param sceneName The filename of the scene to load.
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* @param saveGame Automatically save the current game state as a checkpoint.
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*/
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public void LoadScene(string sceneName, bool saveGame)
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{
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SceneLoader.LoadScene(sceneName, loadingImage, saveGame);
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}
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/**
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* Save the current game variables to persistant storage using a save game name.
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* Stores the currently loaded scene name so that Game.LoadGame() can automatically move to the appropriate scene.
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*/
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public void SaveGame(string saveName = "_fungus")
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{
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Variables.SetString("_scene", Application.loadedLevelName);
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Variables.Save(saveName);
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}
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/**
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* Loads the current game state from persistant storage using a save game name.
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* This will cause the scene specified in the "_scene" string to be loaded.
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* Each scene in your game should contain the necessary code to restore the current game state based on saved data.
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* @param saveName The name of the saved game data.
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*/
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public void LoadGame(string saveName = "_fungus")
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{
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Variables.Load(saveName);
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string sceneName = Variables.GetString("_scene");
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if (sceneName.Length > 0)
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{
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MoveToScene(sceneName);
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}
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}
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}
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}
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