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using UnityEngine;
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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public class FungusScript : MonoBehaviour
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{
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/**
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* Currently executing sequence.
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*/
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[System.NonSerialized]
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public Sequence executingSequence;
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/**
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* Copy and paste buffer for command objects.
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*/
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[System.NonSerialized]
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public Command copyCommand;
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/**
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* Scroll position of Fungus Script editor window (map view).
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*/
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[HideInInspector]
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public Vector2 scriptScrollPos;
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/**
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* Scroll position of Fungus Script editor window (command view).
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*/
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[HideInInspector]
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public Vector2 commandScrollPos;
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/**
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* Current width of command view
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*/
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[HideInInspector]
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public float commandViewWidth = 350;
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/**
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* Execution speed when running the script in the editor. Pauses on each command to help visualise execution order.
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*/
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public float stepTime;
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/**
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* First sequence to execute when the Fungus Script executes.
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*/
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public Sequence startSequence;
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/**
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* Currently selected sequence in the Fungus Script editor.
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*/
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public Sequence selectedSequence;
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/**
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* Currently selected command in the Fungus Script editor.
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*/
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public Command selectedCommand;
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/**
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* Execute this Fungus Script when the scene starts.
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*/
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public bool executeOnStart = true;
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/**
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* Use command color when displaying command list in Fungus Editor window.
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*/
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public bool colorCommands = true;
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/**
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* Show the sequence game objects in the Hierarchy view.
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* This can be useful if you want to inspect the child gameobjects and components that make up the Fungus Script.
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*/
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public bool showSequenceObjects = false;
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/**
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* The list of variables that can be accessed by the Fungus Script.
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*/
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public List<Variable> variables = new List<Variable>();
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void Start()
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{
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if (executeOnStart)
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{
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Execute();
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}
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}
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/**
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* Create a new sequence node which you can then add commands to.
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*/
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public Sequence CreateSequence(Vector2 position)
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{
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GameObject go = new GameObject("Sequence");
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go.transform.parent = transform;
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go.transform.hideFlags = HideFlags.HideInHierarchy;
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Sequence s = go.AddComponent<Sequence>();
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s.nodeRect.x = position.x;
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s.nodeRect.y = position.y;
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return s;
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}
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/**
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* Start running the Fungus Script by executing the startSequence.
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*/
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public void Execute()
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{
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if (startSequence == null)
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{
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return;
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}
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ExecuteSequence(startSequence);
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}
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/**
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* Start running the Fungus Script by executing a specific child sequence.
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*/
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public void ExecuteSequence(Sequence sequence)
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{
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// Sequence must be a child of the parent Fungus Script
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if (sequence == null ||
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sequence.transform.parent != transform)
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{
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return;
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}
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executingSequence = sequence;
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selectedSequence = sequence;
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sequence.ExecuteNextCommand();
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}
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/**
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* Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
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*/
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public string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null)
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{
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int suffix = 0;
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string baseKey = originalKey;
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// Only letters and digits allowed
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char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
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baseKey = new string(arr);
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// No leading digits allowed
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baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9');
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// No empty keys allowed
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if (baseKey.Length == 0)
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{
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baseKey = "Var";
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}
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string key = baseKey;
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while (true)
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{
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bool collision = false;
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foreach(Variable variable in variables)
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{
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if (variable == ignoreVariable ||
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variable.key == null)
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{
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continue;
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}
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if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
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{
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collision = true;
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suffix++;
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key = baseKey + suffix;
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}
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}
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if (!collision)
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{
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return key;
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}
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}
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}
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/**
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* Set the sequence objects to be hidden or visible depending on the showSequenceObjects property.
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*/
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public void UpdateHideFlags()
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{
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Sequence[] sequences = GetComponentsInChildren<Sequence>();
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foreach (Sequence sequence in sequences)
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{
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sequence.gameObject.hideFlags = showSequenceObjects ? HideFlags.None : HideFlags.HideInHierarchy;
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}
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}
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}
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}
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