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