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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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// This is the main scripting interface for Fungus games.
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// Each room in your game should have a script which inherits from Room.
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// The OnEnter() method is called when the player enters the room.
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// The OnLeave() method is called when the player moves to a different room.
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// Convenience methods are provided for accessing all features of the library.
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public abstract class Room : MonoBehaviour
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{
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public int visitCount;
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Game game;
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CommandQueue commandQueue;
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CameraController cameraController;
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void Awake()
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{
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game = Game.GetInstance();
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cameraController = game.gameObject.GetComponent<CameraController>();
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commandQueue = game.gameObject.GetComponent<CommandQueue>();
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}
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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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// Internal use only! Called by Game when changing room
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public void Enter()
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{
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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 game.activeView will be null, and the camera will attempt
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// 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.SnapToView(view);
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game.activeView = view;
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}
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// Pick first page found in room
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// It is allowed for a room to not have any pages. In this case game.activePage will be null
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game.activePage = gameObject.GetComponentInChildren<Page>();
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// Rooms may have multiple child views and page. It is the responsibility of the client
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// room script to set the appropriate view & page in its OnEnter method.
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commandQueue.Reset();
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SendMessage("OnEnter", SendMessageOptions.DontRequireReceiver);
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commandQueue.Execute();
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visitCount++;
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}
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// Internal use only! Called by Game when changing room
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public void Leave()
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{
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SendMessage("OnLeave", SendMessageOptions.DontRequireReceiver);
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}
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// Internal use only! Called by AnimationEventListener
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public void AnimationEvent(string methodName)
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{
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ExecuteCommandMethod(methodName);
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}
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// Internal use only!
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public void ExecuteCommandMethod(string methodName)
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{
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commandQueue.Reset();
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SendMessage(methodName, SendMessageOptions.DontRequireReceiver);
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commandQueue.Execute();
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}
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// Internal use only!
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public void ExecuteCommandMethod(Action method)
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{
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commandQueue.Reset();
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method();
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commandQueue.Execute();
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}
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// Public convenience methods
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// These methods all execute immediately
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// Returns true if this is the first time the player has visited this room
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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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// Return true if the boolean flag for the key has been set to true
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public bool GetFlag(string key)
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{
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return game.GetFlag(key);
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}
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// Returns the count value for the key
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// Returns zero if no value has been set.
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public int GetCounter(string key)
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{
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return game.GetCounter(key);
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}
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// Returns the inventory count value for the key
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// Returns zero if no inventory count has been set.
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public int GetInventory(string key)
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{
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return game.GetInventory(key);
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}
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// Returns true if the inventory count for the key is greater than zero
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public bool HasInventory(string key)
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{
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return (game.GetInventory(key) > 0);
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}
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// Public command methods
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// These methods all queue commands for later execution in serial order
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// Wait for a period of time before executing the next command
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public void Wait(float duration)
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{
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commandQueue.AddCommand(new WaitCommand(duration));
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}
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// Call a delegate method provided by the client
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// Used to queue the execution of arbitrary code.
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public void Call(Action callAction)
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{
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commandQueue.AddCommand(new CallCommand(callAction));
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}
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// Sets the currently active view immediately.
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// The main camera snaps to the active view.
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public void SetView(View view)
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{
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commandQueue.AddCommand(new SetViewCommand(view));
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}
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// Sets the currently active page for text rendering
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public void SetPage(Page page)
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{
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commandQueue.AddCommand(new SetPageCommand(page));
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}
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// Sets the title text displayed at the top of the active page
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public void Title(string titleText)
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{
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commandQueue.AddCommand(new TitleCommand(titleText));
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}
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// Writes story text to the currently active page.
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// A 'continue' button is displayed when the text has fully appeared.
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public void Say(string storyText)
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{
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commandQueue.AddCommand(new SayCommand(storyText));
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}
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// Adds an option button to the current list of options.
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// Use the Choose command to display added options.
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public void AddOption(string optionText, Action optionAction)
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{
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commandQueue.AddCommand(new AddOptionCommand(optionText, optionAction));
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}
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// Displays a text prompt, followed by all previously added options as buttons.
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public void Choose(string chooseText)
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{
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commandQueue.AddCommand(new ChooseCommand(chooseText));
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}
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// Changes the active room to a different room
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public void MoveToRoom(Room room)
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{
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commandQueue.AddCommand(new MoveToRoomCommand(room));
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}
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// Sets a global boolean flag value
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public void SetFlag(string key, bool value)
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{
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commandQueue.AddCommand(new SetFlagCommand(key, value));
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}
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// Sets a global integer counter value
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public void SetCounter(string key, int value)
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{
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commandQueue.AddCommand(new SetCounterCommand(key, value));
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}
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// Sets a global inventory count value
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// Assumes that the count value is 1 (common case)
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public void SetInventory(string key)
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{
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commandQueue.AddCommand(new SetInventoryCommand(key, 1));
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}
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// Sets a global inventory count value
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public void SetInventory(string key, int value)
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{
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commandQueue.AddCommand(new SetInventoryCommand(key, value));
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}
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// Sets sprite alpha to 0 immediately
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public void HideSprite(SpriteRenderer spriteRenderer)
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{
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Color color = spriteRenderer.color;
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color.a = 0f;
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commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, 0f, Vector2.zero));
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}
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// Sets sprite alpha to 1 immediately
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public void ShowSprite(SpriteRenderer spriteRenderer)
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{
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Color color = spriteRenderer.color;
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color.a = 1f;
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commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, 0f, Vector2.zero));
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}
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// Fades a sprite to a given alpha value over a period of time
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public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration)
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{
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Color color = spriteRenderer.color;
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color.a = targetAlpha;
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commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, duration, Vector2.zero));
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}
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// Fades a sprite to a given alpha value over a period of time, and applies a sliding motion to the sprite transform
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public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration, Vector2 slideOffset)
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{
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Color color = spriteRenderer.color;
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color.a = targetAlpha;
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commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, duration, slideOffset));
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}
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// Sets an animator trigger to change the animation state for an animated sprite
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public void SetAnimatorTrigger(Animator animator, string triggerName)
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{
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commandQueue.AddCommand(new SetAnimatorTriggerCommand(animator, triggerName));
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}
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// Pans the camera to the target view of a period of time
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public void PanToView(View targetView, float duration)
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{
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commandQueue.AddCommand(new PanToViewCommand(targetView, duration));
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}
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// Snaps the camera to the target view immediately
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public void SnapToView(View targetView)
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{
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commandQueue.AddCommand(new PanToViewCommand(targetView, 0f));
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}
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// Fades out the current camera view, and fades in again using the target view.
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public void FadeToView(View targetView, float duration)
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{
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commandQueue.AddCommand(new FadeToViewCommand(targetView, duration));
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}
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}
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}
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