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using UnityEngine;
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using System;
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using System.Collections;
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namespace Fungus
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{
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/**
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* Command classes have their own namespace to prevent them popping up in code completion.
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*/
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namespace Command
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{
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/**
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* Call a delegate method on execution.
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* This command can be used to schedule arbitrary script code.
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*/
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public class Call : CommandQueue.Command
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{
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Action onExecute;
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public Call(Action callAction)
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{
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if (callAction == null)
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{
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Debug.LogError("Action must not be null.");
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return;
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}
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onExecute = callAction;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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if (onExecute != null)
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onExecute();
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if (onComplete != null)
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onComplete();
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}
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}
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/**
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* Wait for a period of time.
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*/
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public class Wait : CommandQueue.Command
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{
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float duration;
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public Wait(float _duration)
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{
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().waiting = true;
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commandQueue.StartCoroutine(WaitCoroutine(duration, onComplete));
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}
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IEnumerator WaitCoroutine(float duration, Action onComplete)
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{
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yield return new WaitForSeconds(duration);
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if (onComplete != null)
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{
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Game.GetInstance().waiting = false;
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onComplete();
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}
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}
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}
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/**
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* Wait for a player tap/click/key press
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*/
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public class WaitForInput : CommandQueue.Command
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{
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game.GetInstance().waiting = true;
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commandQueue.StartCoroutine(WaitCoroutine(onComplete));
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}
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IEnumerator WaitCoroutine(Action onComplete)
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{
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while (true)
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{
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if (Input.GetMouseButtonDown(0) || Input.anyKeyDown)
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{
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break;
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}
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yield return null;
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}
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if (onComplete != null)
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{
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Game.GetInstance().waiting = false;
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onComplete();
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}
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}
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}
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/**
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* Changes the active room to a different room
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*/
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public class MoveToRoom : CommandQueue.Command
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{
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Action onExecute;
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public MoveToRoom(Room room)
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{
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if (room == null)
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{
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Debug.LogError("Room must not be null.");
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return;
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}
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onExecute = delegate {
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Game game = Game.GetInstance();
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game.waiting = true;
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// Fade out screen
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game.cameraController.Fade(0f, game.roomFadeDuration / 2f, delegate {
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game.activeRoom = room;
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// Notify room script that the Room is being entered
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// Calling private method on Room to hide implementation
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game.activeRoom.gameObject.SendMessage("Enter");
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// Fade in screen
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game.cameraController.Fade(1f, game.roomFadeDuration / 2f, delegate {
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game.waiting = false;
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});
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});
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};
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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if (onExecute != null)
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onExecute();
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// This command resets the command queue so no need to call onComplete
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}
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}
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/**
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* Switches to a different scene.
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*/
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public class MoveToScene : CommandQueue.Command
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{
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Action onExecute;
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public MoveToScene(string sceneName)
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{
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if (sceneName == "")
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{
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Debug.LogError("Scene name must not be empty");
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return;
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}
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onExecute = delegate {
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Game game = Game.GetInstance();
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game.waiting = true;
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// Fade out screen
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game.cameraController.Fade(0f, game.roomFadeDuration / 2f, delegate {
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Game.GetInstance().LoadScene(sceneName, true);
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});
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};
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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if (onExecute != null)
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onExecute();
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// This command resets the command queue so no need to call onComplete
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}
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}
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/**
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* Sets a globally accessible integer value
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*/
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public class SetValue : CommandQueue.Command
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{
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Action onExecute;
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public SetValue(string key, int value)
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{
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onExecute = delegate {
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Game.GetInstance().SetGameValue(key, value);
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};
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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if (onExecute != null)
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onExecute();
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if (onComplete != null)
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onComplete();
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}
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}
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/**
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* Sets a globally accessible string value
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*/
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public class SetString : CommandQueue.Command
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{
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Action onExecute;
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public SetString(string key, string value)
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{
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onExecute = delegate {
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Game.stringTable.SetString(key, value);
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};
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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if (onExecute != null)
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onExecute();
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if (onComplete != null)
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onComplete();
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}
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}
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/**
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* Save the current game state to persistant storage.
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*/
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public class Save : CommandQueue.Command
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{
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Action onExecute;
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public Save(string saveName)
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{
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onExecute = delegate {
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Game.GetInstance().SaveGame(saveName);
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};
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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onExecute();
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if (onComplete != null)
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onComplete();
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}
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}
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/**
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* Load the game state from persistant storage.
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*/
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public class Load : CommandQueue.Command
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{
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Action onExecute;
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public Load(string saveName)
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{
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onExecute = delegate {
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Game.GetInstance().LoadGame(saveName);
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};
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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onExecute();
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if (onComplete != null)
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onComplete();
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}
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}
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}
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}
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