An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Globalization;
namespace Fungus
{
/// <summary>
/// Current state of the writing process.
/// </summary>
public enum WriterState
{
/// <summary> Invalid state. </summary>
Invalid,
/// <summary> Writer has started writing. </summary>
Start,
/// <summary> Writing has been paused. </summary>
Pause,
/// <summary> Writing has resumed after a pause. </summary>
Resume,
/// <summary> Writing has ended. </summary>
End,
}
/// <summary>
/// Writes text using a typewriter effect to a UI text object.
/// </summary>
public class Writer : MonoBehaviour, IDialogInputListener
{
[Tooltip("Gameobject containing a Text, Inout Field or Text Mesh object to write to")]
[SerializeField] protected GameObject targetTextObject;
[Tooltip("Gameobject to punch when the punch tags are displayed. If none is set, the main camera will shake instead.")]
[SerializeField] protected GameObject punchObject;
[Tooltip("Writing characters per second")]
[SerializeField] protected float writingSpeed = 60;
[Tooltip("Pause duration for punctuation characters")]
[SerializeField] protected float punctuationPause = 0.25f;
[Tooltip("Color of text that has not been revealed yet")]
[SerializeField] protected Color hiddenTextColor = new Color(1,1,1,0);
[Tooltip("Write one word at a time rather one character at a time")]
[SerializeField] protected bool writeWholeWords = false;
[Tooltip("Force the target text object to use Rich Text mode so text color and alpha appears correctly")]
[SerializeField] protected bool forceRichText = true;
[Tooltip("Click while text is writing to finish writing immediately")]
[SerializeField] protected bool instantComplete = true;
[SerializeField] protected bool doReadAheadText = true;
// This property is true when the writer is waiting for user input to continue
protected bool isWaitingForInput;
// This property is true when the writer is writing text or waiting (i.e. still processing tokens)
protected bool isWriting;
protected float currentWritingSpeed;
protected float currentPunctuationPause;
protected TextAdapter textAdapter = new TextAdapter();
protected bool boldActive = false;
protected bool italicActive = false;
protected bool colorActive = false;
protected string colorText = "";
protected bool linkActive = false;
protected string linkText = string.Empty;
protected bool sizeActive = false;
protected float sizeValue = 16f;
protected bool inputFlag;
protected bool exitFlag;
//holds number of Word tokens in the currently running Write
public int WordTokensFound { get; protected set; }
/// <summary>
/// Updated during writing of Word tokens, when processed tips over found, fires NotifyAllWordsWritten
/// </summary>
public virtual int WordTokensProcessed
{
get { return wordTokensProcessed; }
protected set
{
if(wordTokensProcessed < WordTokensFound && value >= WordTokensFound)
{
NotifyAllWordsWritten();
}
wordTokensProcessed = value;
}
}
//holds count of number of Word tokens completed
protected int wordTokensProcessed;
/// <summary>
/// Does the currently processing list of Tokens have Word Tokens that are not yet processed
/// </summary>
public bool HasWordsRemaining { get { return WordTokensProcessed < WordTokensFound; } }
protected List<IWriterListener> writerListeners = new List<IWriterListener>();
protected StringBuilder openString = new StringBuilder(256);
protected StringBuilder closeString = new StringBuilder(256);
protected StringBuilder leftString = new StringBuilder(1024);
protected StringBuilder rightString = new StringBuilder(1024);
protected StringBuilder outputString = new StringBuilder(1024);
protected StringBuilder readAheadString = new StringBuilder(1024);
protected string hiddenColorOpen = "";
protected string hiddenColorClose = "";
protected int visibleCharacterCount = 0;
protected int readAheadStartIndex = 0;
public WriterAudio AttachedWriterAudio { get; set; }
protected virtual void Awake()
{
GameObject go = targetTextObject;
if (go == null)
{
go = gameObject;
}
textAdapter.InitFromGameObject(go);
// Cache the list of child writer listeners
var allComponents = GetComponentsInChildren<Component>();
for (int i = 0; i < allComponents.Length; i++)
{
var component = allComponents[i];
IWriterListener writerListener = component as IWriterListener;
if (writerListener != null)
{
writerListeners.Add(writerListener);
}
}
CacheHiddenColorStrings();
}
protected virtual void CacheHiddenColorStrings()
{
// Cache the hidden color string
Color32 c = hiddenTextColor;
hiddenColorOpen = string.Format("<color=#{0:X2}{1:X2}{2:X2}{3:X2}>", c.r, c.g, c.b, c.a);
hiddenColorClose = "</color>";
}
protected virtual void Start()
{
if (forceRichText)
{
textAdapter.ForceRichText();
}
}
protected virtual void UpdateOpenMarkup()
{
openString.Length = 0;
if (textAdapter.SupportsRichText())
{
if (sizeActive)
{
openString.Append("<size=");
openString.Append(sizeValue);
openString.Append(">");
}
if (colorActive)
{
openString.Append("<color=");
openString.Append(colorText);
openString.Append(">");
}
if (linkActive)
{
openString.Append("<link=");
openString.Append(linkText);
openString.Append(">");
}
if (boldActive)
{
openString.Append("<b>");
}
if (italicActive)
{
openString.Append("<i>");
}
}
}
protected virtual void UpdateCloseMarkup()
{
closeString.Length = 0;
if (textAdapter.SupportsRichText())
{
if (italicActive)
{
closeString.Append("</i>");
}
if (boldActive)
{
closeString.Append("</b>");
}
if (colorActive)
{
closeString.Append("</color>");
}
if (linkActive)
{
closeString.Append("</link>");
}
if (sizeActive)
{
closeString.Append("</size>");
}
}
}
protected virtual bool CheckParamCount(List<string> paramList, int count)
{
if (paramList == null)
{
Debug.LogError("paramList is null");
return false;
}
if (paramList.Count != count)
{
Debug.LogError("There must be exactly " + paramList.Count + " parameters.");
return false;
}
return true;
}
protected virtual bool TryGetSingleParam(List<string> paramList, int index, float defaultValue, out float value)
{
value = defaultValue;
if (paramList.Count > index)
{
float.TryParse(paramList[index], NumberStyles.Any, CultureInfo.InvariantCulture, out value);
return true;
}
return false;
}
protected virtual IEnumerator ProcessTokens(List<TextTagToken> tokens, bool stopAudio, System.Action onComplete)
{
// Reset control members
boldActive = false;
italicActive = false;
colorActive = false;
sizeActive = false;
WordTokensFound = tokens.Count(x => x.type == TokenType.Words);
WordTokensProcessed = 0;
colorText = "";
sizeValue = 16f;
currentPunctuationPause = punctuationPause;
currentWritingSpeed = writingSpeed;
exitFlag = false;
isWriting = true;
TokenType previousTokenType = TokenType.Invalid;
for (int i = 0; i < tokens.Count; ++i)
{
// Pause between tokens if Paused is set
while (Paused)
{
yield return null;
}
var token = tokens[i];
// Notify listeners about new token
WriterSignals.DoTextTagToken(this, token, i, tokens.Count);
// Update the read ahead string buffer. This contains the text for any
// Word tags which are further ahead in the list.
if (doReadAheadText && !textAdapter.SupportsHiddenCharacters())
{
readAheadString.Length = 0;
for (int j = i + 1; j < tokens.Count; ++j)
{
var readAheadToken = tokens[j];
if (readAheadToken.type == TokenType.Words &&
readAheadToken.paramList.Count == 1)
{
readAheadString.Append(readAheadToken.paramList[0]);
}
else if (readAheadToken.type == TokenType.WaitForInputAndClear)
{
break;
}
}
}
switch (token.type)
{
case TokenType.Words:
yield return StartCoroutine(DoWords(token.paramList, previousTokenType));
WordTokensProcessed++;
break;
case TokenType.BoldStart:
boldActive = true;
break;
case TokenType.BoldEnd:
boldActive = false;
break;
case TokenType.ItalicStart:
italicActive = true;
break;
case TokenType.ItalicEnd:
italicActive = false;
break;
case TokenType.ColorStart:
if (CheckParamCount(token.paramList, 1))
{
colorActive = true;
colorText = token.paramList[0];
}
break;
case TokenType.ColorEnd:
colorActive = false;
break;
case TokenType.LinkStart:
if (CheckParamCount(token.paramList, 1))
{
linkActive = true;
linkText = token.paramList[0];
}
break;
case TokenType.LinkEnd:
linkActive = false;
break;
case TokenType.SizeStart:
if (TryGetSingleParam(token.paramList, 0, 16f, out sizeValue))
{
sizeActive = true;
}
break;
case TokenType.SizeEnd:
sizeActive = false;
break;
case TokenType.Wait:
yield return StartCoroutine(DoWait(token.paramList));
break;
case TokenType.WaitForInputNoClear:
yield return StartCoroutine(DoWaitForInput(false));
break;
case TokenType.WaitForInputAndClear:
yield return StartCoroutine(DoWaitForInput(true));
break;
case TokenType.WaitForVoiceOver:
yield return StartCoroutine(DoWaitVO());
break;
case TokenType.WaitOnPunctuationStart:
TryGetSingleParam(token.paramList, 0, punctuationPause, out currentPunctuationPause);
break;
case TokenType.WaitOnPunctuationEnd:
currentPunctuationPause = punctuationPause;
break;
case TokenType.Clear:
textAdapter.Text = "";
break;
case TokenType.SpeedStart:
TryGetSingleParam(token.paramList, 0, writingSpeed, out currentWritingSpeed);
break;
case TokenType.SpeedEnd:
currentWritingSpeed = writingSpeed;
break;
case TokenType.Exit:
exitFlag = true;
break;
case TokenType.Message:
if (CheckParamCount(token.paramList, 1))
{
Flowchart.BroadcastFungusMessage(token.paramList[0]);
}
break;
case TokenType.VerticalPunch:
{
float vintensity;
float time;
TryGetSingleParam(token.paramList, 0, 10.0f, out vintensity);
TryGetSingleParam(token.paramList, 1, 0.5f, out time);
Punch(new Vector3(0, vintensity, 0), time);
}
break;
case TokenType.HorizontalPunch:
{
float hintensity;
float time;
TryGetSingleParam(token.paramList, 0, 10.0f, out hintensity);
TryGetSingleParam(token.paramList, 1, 0.5f, out time);
Punch(new Vector3(hintensity, 0, 0), time);
}
break;
case TokenType.Punch:
{
float intensity;
float time;
TryGetSingleParam(token.paramList, 0, 10.0f, out intensity);
TryGetSingleParam(token.paramList, 1, 0.5f, out time);
Punch(new Vector3(intensity, intensity, 0), time);
}
break;
case TokenType.Flash:
float flashDuration;
TryGetSingleParam(token.paramList, 0, 0.2f, out flashDuration);
Flash(flashDuration);
break;
case TokenType.Audio:
{
AudioSource audioSource = null;
if (CheckParamCount(token.paramList, 1))
{
audioSource = FindAudio(token.paramList[0]);
}
if (audioSource != null)
{
audioSource.PlayOneShot(audioSource.clip);
}
}
break;
case TokenType.AudioLoop:
{
AudioSource audioSource = null;
if (CheckParamCount(token.paramList, 1))
{
audioSource = FindAudio(token.paramList[0]);
}
if (audioSource != null)
{
audioSource.Play();
audioSource.loop = true;
}
}
break;
case TokenType.AudioPause:
{
AudioSource audioSource = null;
if (CheckParamCount(token.paramList, 1))
{
audioSource = FindAudio(token.paramList[0]);
}
if (audioSource != null)
{
audioSource.Pause();
}
}
break;
case TokenType.AudioStop:
{
AudioSource audioSource = null;
if (CheckParamCount(token.paramList, 1))
{
audioSource = FindAudio(token.paramList[0]);
}
if (audioSource != null)
{
audioSource.Stop();
}
}
break;
}
previousTokenType = token.type;
if (exitFlag)
{
break;
}
}
inputFlag = false;
exitFlag = false;
isWaitingForInput = false;
isWriting = false;
NotifyEnd(stopAudio);
if (onComplete != null)
{
onComplete();
}
}
protected virtual IEnumerator DoWords(List<string> paramList, TokenType previousTokenType)
{
if (!CheckParamCount(paramList, 1))
{
yield break;
}
string param = paramList[0].Replace("\\n", "\n");
// Trim whitespace after a {wc} or {c} tag
if (previousTokenType == TokenType.WaitForInputAndClear ||
previousTokenType == TokenType.Clear)
{
param = param.TrimStart(' ', '\t', '\r', '\n');
}
// Start with the visible portion of any existing displayed text.
string startText = "";
if (visibleCharacterCount > 0 &&
visibleCharacterCount <= textAdapter.Text.Length)
{
startText = textAdapter.Text.Substring(0, visibleCharacterCount);
}
UpdateOpenMarkup();
UpdateCloseMarkup();
float timeAccumulator = Time.deltaTime;
float invWritingSpeed = 1f / currentWritingSpeed;
//refactor this, its mostly the same 30 lines of code
if (textAdapter.SupportsHiddenCharacters())
{
//pausing for 1 frame means we can get better first data, but is conflicting with animation ?
// or is it something else inserting the color alpha invis
yield return null;
//this works for first thing being shown but then no subsequent, as the char counts have not been update
// by tmpro after the set to ""
var startingReveal = Mathf.Min(readAheadStartIndex, textAdapter.CharactersToReveal);
PartitionString(writeWholeWords, param, param.Length + 1);
ConcatenateString(startText);
textAdapter.Text = outputString.ToString();
NotifyGlyph();
textAdapter.RevealedCharacters = startingReveal;
yield return null;
while (textAdapter.RevealedCharacters < Mathf.Min(readAheadStartIndex, textAdapter.CharactersToReveal))
{
// No delay if user has clicked and Instant Complete is enabled
if (instantComplete && inputFlag)
{
textAdapter.RevealedCharacters = textAdapter.CharactersToReveal;
}
textAdapter.RevealedCharacters++;
NotifyGlyph();
// Punctuation pause
if (IsPunctuation(textAdapter.LastRevealedCharacter))
{
yield return StartCoroutine(DoWait(currentPunctuationPause));
}
if (currentWritingSpeed > 0f)
{
timeAccumulator -= invWritingSpeed;
if (timeAccumulator <= 0f)
{
var waitTime = Mathf.Max(invWritingSpeed, Time.deltaTime);
yield return new WaitForSeconds(waitTime);
timeAccumulator += waitTime;
}
}
}
}
else
{
for (int i = 0; i < param.Length + 1; ++i)
{
if (exitFlag)
{
break;
}
// Pause mid sentence if Paused is set
while (Paused)
{
yield return null;
}
PartitionString(writeWholeWords, param, i);
ConcatenateString(startText);
textAdapter.Text = outputString.ToString();
NotifyGlyph();
// No delay if user has clicked and Instant Complete is enabled
if (instantComplete && inputFlag)
{
continue;
}
// Punctuation pause
if (leftString.Length > 0 &&
rightString.Length > 0 &&
IsPunctuation(leftString.ToString(leftString.Length - 1, 1)[0]))
{
//timeAccumulator -= currentPunctuationPause; ???
yield return StartCoroutine(DoWait(currentPunctuationPause));
}
// Delay between characters
if (currentWritingSpeed > 0f)
{
timeAccumulator -= invWritingSpeed;
if (timeAccumulator <= 0f)
{
var waitTime = Mathf.Max(invWritingSpeed, Time.deltaTime);
yield return new WaitForSeconds(waitTime);
timeAccumulator += waitTime;
}
}
}
}
}
protected virtual void PartitionString(bool wholeWords, string inputString, int i)
{
leftString.Length = 0;
rightString.Length = 0;
// Reached last character
leftString.Append(inputString);
if (i >= inputString.Length)
{
return;
}
rightString.Append(inputString);
if (wholeWords)
{
// Look ahead to find next whitespace or end of string
for (int j = i; j < inputString.Length + 1; ++j)
{
if (j == inputString.Length || char.IsWhiteSpace(inputString[j]))
{
leftString.Length = j;
rightString.Remove(0, j);
break;
}
}
}
else
{
leftString.Remove(i, inputString.Length - i);
rightString.Remove(0, i);
}
}
protected virtual void ConcatenateString(string startText)
{
outputString.Length = 0;
readAheadStartIndex = int.MaxValue;
// string tempText = startText + openText + leftText + closeText;
outputString.Append(startText);
outputString.Append(openString);
outputString.Append(leftString);
outputString.Append(closeString);
// Track how many visible characters are currently displayed so
// we can easily extract the visible portion again later.
visibleCharacterCount = outputString.Length;
// Make right hand side text hidden
if (textAdapter.SupportsRichText() &&
rightString.Length + readAheadString.Length > 0)
{
// Ensure the hidden color strings are populated
if (hiddenColorOpen.Length == 0)
{
CacheHiddenColorStrings();
}
readAheadStartIndex = outputString.Length;
outputString.Append(hiddenColorOpen);
outputString.Append(rightString);
outputString.Append(readAheadString);
outputString.Append(hiddenColorClose);
}
}
protected virtual IEnumerator DoWait(List<string> paramList)
{
var param = "";
if (paramList.Count == 1)
{
param = paramList[0];
}
float duration = 1f;
if (!float.TryParse(param, NumberStyles.Any, CultureInfo.InvariantCulture, out duration))
{
duration = 1f;
}
yield return StartCoroutine( DoWait(duration) );
}
protected virtual IEnumerator DoWaitVO()
{
float duration = 0f;
if (AttachedWriterAudio != null)
{
duration = AttachedWriterAudio.GetSecondsRemaining();
}
yield return StartCoroutine(DoWait(duration));
}
protected virtual IEnumerator DoWait(float duration)
{
NotifyPause();
float timeRemaining = duration;
while (timeRemaining > 0f && !exitFlag)
{
if (instantComplete && inputFlag)
{
break;
}
timeRemaining -= Time.deltaTime;
yield return null;
}
NotifyResume();
}
protected virtual IEnumerator DoWaitForInput(bool clear)
{
NotifyPause();
inputFlag = false;
isWaitingForInput = true;
while (!inputFlag && !exitFlag)
{
yield return null;
}
isWaitingForInput = false;
inputFlag = false;
if (clear)
{
NotifyEnd(false);
textAdapter.Text = "";
}
NotifyResume();
}
protected virtual bool IsPunctuation(char character)
{
return character == '.' ||
character == '?' ||
character == '!' ||
character == ',' ||
character == ':' ||
character == ';' ||
character == ')';
}
protected virtual void Punch(Vector3 axis, float time)
{
GameObject go = punchObject;
if (go == null)
{
go = Camera.main.gameObject;
}
if (go != null)
{
iTween.ShakePosition(go, axis, time);
}
}
protected virtual void Flash(float duration)
{
var cameraManager = FungusManager.Instance.CameraManager;
cameraManager.ScreenFadeTexture = CameraManager.CreateColorTexture(new Color(1f,1f,1f,1f), 32, 32);
cameraManager.Fade(1f, duration, delegate {
cameraManager.ScreenFadeTexture = CameraManager.CreateColorTexture(new Color(1f,1f,1f,1f), 32, 32);
cameraManager.Fade(0f, duration, null);
});
}
protected virtual AudioSource FindAudio(string audioObjectName)
{
GameObject go = GameObject.Find(audioObjectName);
if (go == null)
{
return null;
}
return go.GetComponent<AudioSource>();
}
protected virtual void NotifyInput()
{
WriterSignals.DoWriterInput(this);
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnInput();
}
}
protected virtual void NotifyStart(AudioClip audioClip)
{
WriterSignals.DoWriterState(this, WriterState.Start);
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnStart(audioClip);
}
}
protected virtual void NotifyPause()
{
WriterSignals.DoWriterState(this, WriterState.Pause);
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnPause();
}
}
protected virtual void NotifyResume()
{
WriterSignals.DoWriterState(this, WriterState.Resume);
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnResume();
}
}
protected virtual void NotifyAllWordsWritten()
{
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnAllWordsWritten();
}
}
protected virtual void NotifyEnd(bool stopAudio)
{
WriterSignals.DoWriterState(this, WriterState.End);
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnEnd(stopAudio);
}
}
protected virtual void NotifyGlyph()
{
WriterSignals.DoWriterGlyph(this);
for (int i = 0; i < writerListeners.Count; i++)
{
var writerListener = writerListeners[i];
writerListener.OnGlyph();
}
}
#region Public members
/// <summary>
/// This property is true when the writer is writing text or waiting (i.e. still processing tokens).
/// </summary>
public virtual bool IsWriting { get { return isWriting; } }
/// <summary>
/// This property is true when the writer is waiting for user input to continue.
/// </summary>
public virtual bool IsWaitingForInput { get { return isWaitingForInput; } }
/// <summary>
/// Pauses the writer.
/// </summary>
public virtual bool Paused { set; get; }
/// <summary>
/// Stop writing text.
/// </summary>
public virtual void Stop()
{
if (isWriting || isWaitingForInput)
{
exitFlag = true;
}
}
/// <summary>
/// Writes text using a typewriter effect to a UI text object.
/// </summary>
/// <param name="content">Text to be written</param>
/// <param name="clear">If true clears the previous text.</param>
/// <param name="waitForInput">Writes the text and then waits for player input before calling onComplete.</param>
/// <param name="stopAudio">Stops any currently playing audioclip.</param>
/// <param name="waitForVO">Wait for the Voice over to complete before proceeding</param>
/// <param name="audioClip">Audio clip to play when text starts writing.</param>
/// <param name="onComplete">Callback to call when writing is finished.</param>
public virtual IEnumerator Write(string content, bool clear, bool waitForInput, bool stopAudio, bool waitForVO, AudioClip audioClip, System.Action onComplete)
{
if (clear)
{
textAdapter.Text = "";
visibleCharacterCount = 0;
}
if (!textAdapter.HasTextObject())
{
yield break;
}
// If this clip is null then WriterAudio will play the default sound effect (if any)
NotifyStart(audioClip);
string tokenText = TextVariationHandler.SelectVariations(content);
if (waitForInput)
{
tokenText += "{wi}";
}
if(waitForVO)
{
tokenText += "{wvo}";
}
List<TextTagToken> tokens = TextTagParser.Tokenize(tokenText);
gameObject.SetActive(true);
yield return StartCoroutine(ProcessTokens(tokens, stopAudio, onComplete));
}
public void SetTextColor(Color textColor)
{
textAdapter.SetTextColor(textColor);
}
public void SetTextAlpha(float textAlpha)
{
textAdapter.SetTextAlpha(textAlpha);
}
#endregion
#region IDialogInputListener implementation
public virtual void OnNextLineEvent()
{
if (isWriting || isWaitingForInput)
{
inputFlag = true;
NotifyInput();
}
}
#endregion
}
}