An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

158 lines
2.9 KiB

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[ExecuteInEditMode]
public class ChooseDialog : Dialog
{
public Slider timeoutSlider;
public class Option
{
public string text;
public UnityAction onSelect;
}
public List<UnityEngine.UI.Button> optionButtons = new List<UnityEngine.UI.Button>();
static public List<ChooseDialog> activeDialogs = new List<ChooseDialog>();
protected virtual void OnEnable()
{
if (!activeDialogs.Contains(this))
{
activeDialogs.Add(this);
}
}
protected virtual void OnDisable()
{
activeDialogs.Remove(this);
}
public override void ShowDialog (bool visible)
{
base.ShowDialog (visible);
timeoutSlider.gameObject.SetActive(false);
}
public virtual void Choose(string text, List<Option> options, float timeoutDuration, Action onTimeout)
{
Clear();
Action onWritingComplete = delegate {
foreach (Option option in options)
{
AddOption(option.text, option.onSelect);
}
if (timeoutDuration > 0)
{
timeoutSlider.gameObject.SetActive(true);
StartCoroutine(WaitForTimeout(timeoutDuration, onTimeout));
}
};
StartCoroutine(WriteText(text, onWritingComplete, onTimeout));
}
protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Action onTimeout)
{
float elapsedTime = 0;
while (elapsedTime < timeoutDuration)
{
if (timeoutSlider != null)
{
float t = elapsedTime / timeoutDuration;
timeoutSlider.value = t;
}
elapsedTime += Time.deltaTime;
yield return null;
}
Clear();
if (onTimeout != null)
{
onTimeout();
}
}
public override void Clear()
{
base.Clear();
ClearOptions();
}
protected virtual void ClearOptions()
{
if (optionButtons == null)
{
return;
}
foreach (UnityEngine.UI.Button button in optionButtons)
{
button.onClick.RemoveAllListeners();
}
foreach (UnityEngine.UI.Button button in optionButtons)
{
if (button != null)
{
button.gameObject.SetActive(false);
}
}
}
protected virtual bool AddOption(string text, UnityAction action)
{
if (optionButtons == null)
{
return false;
}
bool addedOption = false;
foreach (UnityEngine.UI.Button button in optionButtons)
{
if (!button.gameObject.activeSelf)
{
button.gameObject.SetActive(true);
Text textComponent = button.GetComponentInChildren<Text>();
if (textComponent != null)
{
textComponent.text = text;
}
UnityAction buttonAction = action;
button.onClick.AddListener(delegate {
StopAllCoroutines(); // Stop timeout
Clear();
if (buttonAction != null)
{
buttonAction();
}
});
addedOption = true;
break;
}
}
return addedOption;
}
}
}