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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 UnityEngine.Serialization;
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using System.Collections.Generic;
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using System;
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namespace Fungus
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{
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/// <summary>
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/// Supported modes for calling a block.
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/// </summary>
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public enum CallMode
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{
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/// <summary> Stop executing the current block after calling. </summary>
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Stop,
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/// <summary> Continue executing the current block after calling </summary>
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Continue,
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/// <summary> Wait until the called block finishes executing, then continue executing current block. </summary>
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WaitUntilFinished
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}
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/// <summary>
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/// Execute another block in the same Flowchart as the command, or in a different Flowchart.
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/// </summary>
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[CommandInfo("Flow",
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"Call",
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"Execute another block in the same Flowchart as the command, or in a different Flowchart.")]
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[AddComponentMenu("")]
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public class Call : Command
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{
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[Tooltip("Flowchart which contains the block to execute. If none is specified then the current Flowchart is used.")]
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[SerializeField] protected Flowchart targetFlowchart;
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[FormerlySerializedAs("targetSequence")]
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[Tooltip("Block to start executing")]
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[SerializeField] protected Block targetBlock;
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[Tooltip("Label to start exeuction at. Takes priority over startIndex.")]
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[SerializeField] protected StringData startLabel = new StringData();
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[Tooltip("Command index to start executing")]
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[FormerlySerializedAs("commandIndex")]
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[SerializeField] protected int startIndex;
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[Tooltip("Select if the calling block should stop or continue executing commands, or wait until the called block finishes.")]
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[SerializeField] protected CallMode callMode;
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#region Public members
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public override void OnEnter()
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{
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var flowchart = GetFlowchart();
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if (targetBlock != null)
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{
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// Check if calling your own parent block
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if (ParentBlock != null && ParentBlock.Equals(targetBlock))
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{
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// Just ignore the callmode in this case, and jump to first command in list
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Continue(0);
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return;
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}
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// Callback action for Wait Until Finished mode
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Action onComplete = null;
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if (callMode == CallMode.WaitUntilFinished)
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{
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onComplete = delegate {
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flowchart.SelectedBlock = ParentBlock;
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Continue();
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};
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}
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// Find the command index to start execution at
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int index = startIndex;
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if (startLabel != "")
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{
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int labelIndex = targetBlock.GetLabelIndex(startLabel);
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if (labelIndex != -1)
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{
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index = labelIndex;
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}
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}
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if (targetFlowchart == null ||
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targetFlowchart.Equals(GetFlowchart()))
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{
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// If the executing block is currently selected then follow the execution
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// onto the next block in the inspector.
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if (flowchart.SelectedBlock == ParentBlock)
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{
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flowchart.SelectedBlock = targetBlock;
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}
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StartCoroutine(targetBlock.Execute(index, onComplete));
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}
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else
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{
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// Execute block in another Flowchart
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targetFlowchart.ExecuteBlock(targetBlock, index, onComplete);
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}
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}
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if (callMode == CallMode.Stop)
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{
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StopParentBlock();
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}
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else if (callMode == CallMode.Continue)
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{
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Continue();
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}
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}
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public override void GetConnectedBlocks(ref List<Block> connectedBlocks)
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{
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if (targetBlock != null)
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{
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connectedBlocks.Add(targetBlock);
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}
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}
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public override string GetSummary()
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{
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string summary = "";
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if (targetBlock == null)
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{
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summary = "<None>";
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}
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else
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{
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summary = targetBlock.BlockName;
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}
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switch (callMode)
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{
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case CallMode.Stop:
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summary += " : Stop";
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break;
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case CallMode.Continue:
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summary += " : Continue";
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break;
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case CallMode.WaitUntilFinished:
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summary += " : Wait";
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break;
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}
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return summary;
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}
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public override Color GetButtonColor()
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{
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return new Color32(235, 191, 217, 255);
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}
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#endregion
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}
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}
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