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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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using System.Reflection;
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using Fungus;
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namespace Fungus
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{
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/**
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* This is the primary base class for scripting Fungus games.
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* Each Room in your game should have a script component which inherits from Room.
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* The OnEnter() method is called when the player enters the room.
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* The GameController base class provides easy access to all Fungus functionality.
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*/
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public abstract class Room : GameController
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{
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/**
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* Number of times player has entered the room
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*/
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public int visitCount;
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/**
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* Returns true if this is the first time the player has visited this room.
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*/
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public bool IsFirstVisit()
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{
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return (visitCount == 0);
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}
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// Automatically draws arrows to other Rooms referenced in public properties
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void OnDrawGizmos()
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{
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const BindingFlags flags = BindingFlags.Public | BindingFlags.Instance;
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FieldInfo[] fields = this.GetType().GetFields(flags);
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foreach (FieldInfo fieldInfo in fields)
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{
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Room room = fieldInfo.GetValue(this) as Room;
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if (room != null)
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{
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DrawLinkToRoom(room);
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}
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}
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}
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void DrawLinkToRoom(Room room)
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{
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if (!room)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireCube(transform.position, renderer.bounds.size * 1.1f);
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return;
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}
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if (!Game.GetInstance().showLinks)
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{
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return;
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}
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Gizmos.color = Color.green;
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Vector3 posA = transform.position;
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Vector3 posB = room.transform.position;
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Ray toA = new Ray(posB, posA - posB);
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Ray toB = new Ray(posA, posB - posA);
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float tA = 0;
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if (renderer)
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{
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if (renderer.bounds.IntersectRay(toA, out tA))
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{
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posA = toA.GetPoint(tA * 0.95f);
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}
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}
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float tB = 0;
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if (room.gameObject.renderer)
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{
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if (room.gameObject.renderer.bounds.IntersectRay(toB, out tB))
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{
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posB = toB.GetPoint(tB * 0.95f);
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}
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}
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Gizmos.DrawLine(posA, posB);
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float arrowHeadSize = 0.25f;
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Vector3 arrowPosA = posB;
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Vector3 arrowPosB = arrowPosA;
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Vector3 arrowPosC = arrowPosA;
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arrowPosB.x += toB.direction.y * arrowHeadSize;
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arrowPosB.y -= toB.direction.x * arrowHeadSize;
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arrowPosB -= toB.direction * arrowHeadSize;
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Gizmos.DrawLine(arrowPosA, arrowPosB);
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arrowPosC.x -= toB.direction.y * arrowHeadSize;
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arrowPosC.y += toB.direction.x * arrowHeadSize;
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arrowPosC -= toB.direction * arrowHeadSize;
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Gizmos.DrawLine(arrowPosA, arrowPosC);
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}
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// Called by Game when player enters the room
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void Enter()
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{
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Game game = Game.GetInstance();
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CameraController cameraController = game.gameObject.GetComponent<CameraController>();
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// Pick first view found in the room and snap to camera to this view.
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// It is allowed for a room to not have any views.
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// In this case the camera will attempt to snap to the room sprite.
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View view = gameObject.GetComponentInChildren<View>();
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if (view == null)
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{
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// No view defined for this room, try to center on room sprite
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SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
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if (spriteRenderer != null)
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{
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cameraController.CenterOnSprite(spriteRenderer);
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}
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else
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{
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Debug.LogError("Failed to set camera view when entering room.");
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}
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}
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else
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{
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// Snap to new view
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cameraController.PanToPosition(view.transform.position, view.viewSize, 0, null);
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}
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// Hide all buttons in the room before entering
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// Buttons must always be made visible using a ShowButton() command
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Button[] buttons = game.activeRoom.GetComponentsInChildren<Button>();
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foreach (Button button in buttons)
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{
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button.SetAlpha(0f);
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}
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// Reset Page layout to default setting specified in Game object
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game.pageController.SetDefaultPageLayout();
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// Rooms may have multiple child views and page.
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// It is the responsibility of the client room script to set the desired active view & page in the OnEnter method.
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game.commandQueue.CallCommandMethod(game.activeRoom.gameObject, "OnEnter");
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visitCount++;
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}
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}
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}
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