An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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2.5 KiB

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[ExecuteInEditMode]
public class Sequence : Node
{
[System.NonSerialized]
public Command activeCommand;
public List<Command> commandList = new List<Command>();
protected int executionCount;
public virtual FungusScript GetFungusScript()
{
return GetComponentInParent<FungusScript>();
}
public virtual bool HasError()
{
foreach (Command command in commandList)
{
if (command.errorMessage.Length > 0)
{
return true;
}
}
return false;
}
public virtual bool IsRunning()
{
FungusScript fungusScript = GetFungusScript();
if (fungusScript == null ||
fungusScript.executingSequence == null)
{
return false;
}
return (fungusScript.executingSequence == this);
}
public virtual int GetExecutionCount()
{
return executionCount;
}
public virtual void ExecuteNextCommand(Command currentCommand = null)
{
if (currentCommand == null)
{
executionCount++;
}
activeCommand = null;
Command nextCommand = null;
bool executeNext = (currentCommand == null);
foreach (Command command in commandList)
{
if (command == currentCommand)
{
executeNext = true;
}
else if (executeNext)
{
if (command.enabled)
{
nextCommand = command;
break;
}
}
}
if (nextCommand == null)
{
Stop();
}
else
{
FungusScript fungusScript = GetFungusScript();
if (!fungusScript.settings.runSlowInEditor)
{
activeCommand = nextCommand;
nextCommand.Execute();
}
else
{
StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.settings.runSlowDuration));
}
}
}
IEnumerator ExecuteAfterDelay(Command command, float delay)
{
activeCommand = command;
yield return new WaitForSeconds(delay);
command.Execute();
}
public virtual void Stop()
{
FungusScript fungusScript = GetFungusScript();
if (fungusScript == null)
{
return;
}
activeCommand = null;
fungusScript.executingSequence = null;
fungusScript.selectedSequence = null;
fungusScript.selectedCommand = null;
}
public virtual List<Sequence> GetConnectedSequences()
{
List<Sequence> connectedSequences = new List<Sequence>();
foreach (Command command in commandList)
{
command.GetConnectedSequences(ref connectedSequences);
}
return connectedSequences;
}
}
}