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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using System.Collections.Generic;
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namespace Fungus
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{
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/// <summary>
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/// Commands can be added to Blocks to create an execution sequence.
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/// </summary>
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public interface ICommand
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{
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/// <summary>
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/// Unique identifier for this command.
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/// Unique for this Flowchart.
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/// </summary>
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int ItemId { get; set; }
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/// <summary>
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/// Error message to display in the command inspector.
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/// </summary>
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string ErrorMessage { get; }
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/// <summary>
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/// Indent depth of the current commands.
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/// Commands are indented inside If, While, etc. sections.
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/// </summary>
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int IndentLevel { get; set; }
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/// <summary>
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/// Index of the command in the parent block's command list.
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/// </summary>
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int CommandIndex { get; set; }
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/// <summary>
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/// Set to true by the parent block while the command is executing.
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/// </summary>
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bool IsExecuting { get; set; }
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/// <summary>
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/// Timer used to control appearance of executing icon in inspector.
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/// </summary>
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float ExecutingIconTimer { get; set; }
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/// <summary>
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/// Reference to the Block object that this command belongs to.
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/// This reference is only populated at runtime and in the editor when the
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/// block is selected.
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/// </summary>
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Block ParentBlock { get; set; }
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/// <summary>
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/// Returns the Flowchart that this command belongs to.
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/// </summary>
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Flowchart GetFlowchart();
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/// <summary>
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/// Execute the command.
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/// </summary>
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void Execute();
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/// <summary>
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/// End execution of this command and continue execution at the next command.
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/// </summary>
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void Continue();
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/// <summary>
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/// End execution of this command and continue execution at a specific command index.
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/// </summary>
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/// <param name="nextCommandIndex">Next command index.</param>
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void Continue(int nextCommandIndex);
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/// <summary>
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/// Stops the parent Block executing.
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/// </summary>
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void StopParentBlock();
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/// <summary>
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/// Called when the parent block has been requested to stop executing, and
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/// this command is the currently executing command.
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/// Use this callback to terminate any asynchronous operations and
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/// cleanup state so that the command is ready to execute again later on.
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/// </summary>
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void OnStopExecuting();
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/// <summary>
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/// Called when the new command is added to a block in the editor.
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/// </summary>
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void OnCommandAdded(Block parentBlock);
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/// <summary>
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/// Called when the command is deleted from a block in the editor.
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/// </summary>
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void OnCommandRemoved(Block parentBlock);
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/// <summary>
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/// Called when this command starts execution.
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/// </summary>
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void OnEnter();
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/// <summary>
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/// Called when this command ends execution.
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/// </summary>
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void OnExit();
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/// <summary>
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/// Called when this command is reset. This happens when the Reset command is used.
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/// </summary>
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void OnReset();
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/// <summary>
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/// Populates a list with the Blocks that this command references.
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/// </summary>
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void GetConnectedBlocks(ref List<Block> connectedBlocks);
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/// <summary>
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/// Returns true if this command references the variable.
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/// Used to highlight variables in the variable list when a command is selected.
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/// </summary>
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bool HasReference(Variable variable);
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/// <summary>
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/// Returns the summary text to display in the command inspector.
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/// </summary>
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string GetSummary();
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/// <summary>
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/// Returns the help text to display for this command.
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/// </summary>
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string GetHelpText();
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/// <summary>
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/// Return true if this command opens a block of commands. Used for indenting commands.
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/// </summary>
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bool OpenBlock();
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/// <summary>
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/// Return true if this command closes a block of commands. Used for indenting commands.
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/// </summary>
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bool CloseBlock();
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/// <summary>
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/// Return the color for the command background in inspector.
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/// </summary>
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/// <returns>The button color.</returns>
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Color GetButtonColor();
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/// <summary>
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/// Returns true if the specified property should be displayed in the inspector.
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/// This is useful for hiding certain properties based on the value of another property.
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/// </summary>
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bool IsPropertyVisible(string propertyName);
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/// <summary>
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/// Returns true if the specified property should be displayed as a reorderable list in the inspector.
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/// This only applies for array properties and has no effect for non-array properties.
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/// </summary>
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bool IsReorderableArray(string propertyName);
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/// <summary>
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/// Returns the localization id for the Flowchart that contains this command.
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/// </summary>
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string GetFlowchartLocalizationId();
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}
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}
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