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/**
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* This code is part of the Fungus library (http://fungusgames.com) created by Chris Gregan (http://twitter.com/gofungus).
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* It is released for free under the MIT open source license (https://opensource.org/licenses/MIT)
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*/
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Serialization;
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using System;
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using System.Text;
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using System.Linq;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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namespace Fungus
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{
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/**
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* Interface for Flowchart components which can be updated when the
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* scene loads in the editor. This is used to maintain backwards
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* compatibility with earlier versions of Fungus.
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*/
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interface IUpdateable
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{
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void UpdateToVersion(int oldVersion, int newVersion);
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}
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/**
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* Visual scripting controller for the Flowchart programming language.
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* Flowchart objects may be edited visually using the Flowchart editor window.
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*/
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[ExecuteInEditMode]
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public class Flowchart : MonoBehaviour, StringSubstituter.ISubstitutionHandler
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{
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/**
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* The current version of the Flowchart. Used for updating components.
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*/
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public const int CURRENT_VERSION = 1;
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/**
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* The name of the initial block in a new flowchart.
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*/
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public const string DEFAULT_BLOCK_NAME = "New Block";
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/**
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* Variable to track flowchart's version so components can update to new versions.
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*/
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[HideInInspector]
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public int version = 0; // Default to 0 to always trigger an update for older versions of Fungus.
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/**
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* Scroll position of Flowchart editor window.
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*/
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[HideInInspector]
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public Vector2 scrollPos;
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/**
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* Scroll position of Flowchart variables window.
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*/
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[HideInInspector]
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public Vector2 variablesScrollPos;
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/**
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* Show the variables pane.
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*/
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[HideInInspector]
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public bool variablesExpanded = true;
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/**
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* Height of command block view in inspector.
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*/
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[HideInInspector]
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public float blockViewHeight = 400;
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/**
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* Zoom level of Flowchart editor window
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*/
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[HideInInspector]
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public float zoom = 1f;
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/**
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* Scrollable area for Flowchart editor window.
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*/
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[HideInInspector]
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public Rect scrollViewRect;
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/**
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* Currently selected block in the Flowchart editor.
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*/
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[HideInInspector]
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[FormerlySerializedAs("selectedSequence")]
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public Block selectedBlock;
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/**
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* Currently selected command in the Flowchart editor.
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*/
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[HideInInspector]
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public List<Command> selectedCommands = new List<Command>();
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/**
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* The list of variables that can be accessed by the Flowchart.
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*/
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[HideInInspector]
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public List<Variable> variables = new List<Variable>();
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[TextArea(3, 5)]
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[Tooltip("Description text displayed in the Flowchart editor window")]
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public string description = "";
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/**
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* Slow down execution in the editor to make it easier to visualise program flow.
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*/
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[Range(0f, 5f)]
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[Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")]
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public float stepPause = 0f;
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/**
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* Use command color when displaying the command list in the inspector.
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*/
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[Tooltip("Use command color when displaying the command list in the Fungus Editor window")]
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public bool colorCommands = true;
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/**
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* Hides the Flowchart block and command components in the inspector.
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* Deselect to inspect the block and command components that make up the Flowchart.
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*/
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[Tooltip("Hides the Flowchart block and command components in the inspector")]
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public bool hideComponents = true;
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/**
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* Saves the selected block and commands when saving the scene.
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* Helps avoid version control conflicts if you've only changed the active selection.
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*/
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[Tooltip("Saves the selected block and commands when saving the scene.")]
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public bool saveSelection = true;
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/**
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* Unique identifier for identifying this flowchart in localized string keys.
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*/
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[Tooltip("Unique identifier for this flowchart in localized string keys. If no id is specified then the name of the Flowchart object will be used.")]
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public string localizationId = "";
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/**
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* Display line numbers in the command list in the Block inspector.
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*/
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[Tooltip("Display line numbers in the command list in the Block inspector.")]
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public bool showLineNumbers = false;
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/**
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* List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.
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*/
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[Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")]
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public List<string> hideCommands = new List<string>();
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/**
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* Position in the center of all blocks in the flowchart.
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*/
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[NonSerialized]
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public Vector2 centerPosition = Vector2.zero;
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/**
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* Cached list of flowchart objects in the scene for fast lookup
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*/
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public static List<Flowchart> cachedFlowcharts = new List<Flowchart>();
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protected static bool eventSystemPresent;
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protected StringSubstituter stringSubstituer;
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/**
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* Returns the next id to assign to a new flowchart item.
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* Item ids increase monotically so they are guaranteed to
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* be unique within a Flowchart.
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*/
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public int NextItemId()
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{
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int maxId = -1;
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Block[] blocks = GetComponents<Block>();
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foreach (Block block in blocks)
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{
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maxId = Math.Max(maxId, block.itemId);
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}
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Command[] commands = GetComponents<Command>();
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foreach (Command command in commands)
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{
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maxId = Math.Max(maxId, command.itemId);
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}
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return maxId + 1;
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}
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#if UNITY_5_4_OR_NEWER
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protected virtual void Awake()
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{
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UnityEngine.SceneManagement.SceneManager.activeSceneChanged += (A, B) => {
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LevelWasLoaded();
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};
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}
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#else
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public virtual void OnLevelWasLoaded(int level)
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{
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LevelWasLoaded();
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}
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#endif
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protected virtual void LevelWasLoaded()
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{
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// Reset the flag for checking for an event system as there may not be one in the newly loaded scene.
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eventSystemPresent = false;
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}
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protected virtual void Start()
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{
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CheckEventSystem();
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}
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// There must be an Event System in the scene for Say and Menu input to work.
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// This method will automatically instantiate one if none exists.
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protected virtual void CheckEventSystem()
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{
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if (eventSystemPresent)
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{
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return;
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}
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
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if (eventSystem == null)
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{
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// Auto spawn an Event System from the prefab
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GameObject prefab = Resources.Load<GameObject>("EventSystem");
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if (prefab != null)
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{
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GameObject go = Instantiate(prefab) as GameObject;
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go.name = "EventSystem";
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}
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}
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eventSystemPresent = true;
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}
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public virtual void OnEnable()
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{
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if (!cachedFlowcharts.Contains(this))
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{
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cachedFlowcharts.Add(this);
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}
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CheckItemIds();
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CleanupComponents();
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UpdateVersion();
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}
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protected virtual void UpdateVersion()
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{
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if (version == CURRENT_VERSION)
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{
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// No need to update
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return;
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}
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// Tell all components that implement IUpdateable to update to the new version
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foreach (Component component in GetComponents<Component>())
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{
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IUpdateable u = component as IUpdateable;
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if (u != null)
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{
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u.UpdateToVersion(version, CURRENT_VERSION);
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}
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}
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version = CURRENT_VERSION;
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}
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public virtual void OnDisable()
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{
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cachedFlowcharts.Remove(this);
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}
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protected virtual void CheckItemIds()
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{
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// Make sure item ids are unique and monotonically increasing.
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// This should always be the case, but some legacy Flowcharts may have issues.
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List<int> usedIds = new List<int>();
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Block[] blocks = GetComponents<Block>();
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foreach (Block block in blocks)
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{
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if (block.itemId == -1 ||
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usedIds.Contains(block.itemId))
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{
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block.itemId = NextItemId();
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}
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usedIds.Add(block.itemId);
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}
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Command[] commands = GetComponents<Command>();
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foreach (Command command in commands)
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{
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if (command.itemId == -1 ||
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usedIds.Contains(command.itemId))
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{
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command.itemId = NextItemId();
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}
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usedIds.Add(command.itemId);
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}
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}
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protected virtual void CleanupComponents()
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{
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// Delete any unreferenced components which shouldn't exist any more
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// Unreferenced components don't have any effect on the flowchart behavior, but
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// they waste memory so should be cleared out periodically.
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Block[] blocks = GetComponents<Block>();
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// Remove any null entries in the variables list
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// It shouldn't happen but it seemed to occur for a user on the forum
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variables.RemoveAll(item => item == null);
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foreach (Variable variable in GetComponents<Variable>())
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{
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if (!variables.Contains(variable))
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{
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DestroyImmediate(variable);
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}
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}
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foreach (Command command in GetComponents<Command>())
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{
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bool found = false;
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foreach (Block block in blocks)
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{
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if (block.commandList.Contains(command))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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DestroyImmediate(command);
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}
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}
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foreach (EventHandler eventHandler in GetComponents<EventHandler>())
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{
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bool found = false;
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foreach (Block block in blocks)
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{
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if (block.eventHandler == eventHandler)
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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DestroyImmediate(eventHandler);
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}
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}
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}
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protected virtual Block CreateBlockComponent(GameObject parent)
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{
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Block block = parent.AddComponent<Block>();
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return block;
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}
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/**
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* Create a new block node which you can then add commands to.
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*/
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public virtual Block CreateBlock(Vector2 position)
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{
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Block b = CreateBlockComponent(gameObject);
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b.nodeRect.x = position.x;
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b.nodeRect.y = position.y;
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b.blockName = GetUniqueBlockKey(b.blockName, b);
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b.itemId = NextItemId();
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return b;
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}
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/**
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* Returns the named Block in the flowchart, or null if not found.
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*/
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public virtual Block FindBlock(string blockName)
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{
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Block [] blocks = GetComponents<Block>();
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foreach (Block block in blocks)
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{
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if (block.blockName == blockName)
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{
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return block;
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}
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}
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return null;
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}
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/**
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* Execute a child block in the Flowchart.
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* You can use this method in a UI event. e.g. to handle a button click.
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* Returns true if the Block started execution.
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*/
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public virtual void ExecuteBlock(string blockName)
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{
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Block block = null;
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foreach (Block b in GetComponents<Block>())
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{
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if (b.blockName == blockName)
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{
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block = b;
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break;
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}
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}
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if (block == null)
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{
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Debug.LogError("Block " + blockName + "does not exist");
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return;
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}
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if (!ExecuteBlock(block))
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{
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Debug.LogWarning("Block " + blockName + "failed to execute");
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}
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|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Execute a child block in the flowchart.
|
|
|
|
* The block must be in an idle state to be executed.
|
|
|
|
* This version provides extra options to control how the block is executed.
|
|
|
|
* Returns true if the Block started execution.
|
|
|
|
*/
|
|
|
|
public virtual bool ExecuteBlock(Block block, int commandIndex = 0, Action onComplete = null)
|
|
|
|
{
|
|
|
|
if (block == null)
|
|
|
|
{
|
|
|
|
Debug.LogError("Block must not be null");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (block.gameObject != gameObject)
|
|
|
|
{
|
|
|
|
Debug.LogError("Block must belong to the same gameobject as this Flowchart");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Can't restart a running block, have to wait until it's idle again
|
|
|
|
if (block.IsExecuting())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Start executing the Block as a new coroutine
|
|
|
|
StartCoroutine(block.Execute(commandIndex, onComplete));
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Stop all executing Blocks in this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual void StopAllBlocks()
|
|
|
|
{
|
|
|
|
Block [] blocks = GetComponents<Block>();
|
|
|
|
foreach (Block block in blocks)
|
|
|
|
{
|
|
|
|
if (block.IsExecuting())
|
|
|
|
{
|
|
|
|
block.Stop();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sends a message to this Flowchart only.
|
|
|
|
* Any block with a matching MessageReceived event handler will start executing.
|
|
|
|
*/
|
|
|
|
public virtual void SendFungusMessage(string messageName)
|
|
|
|
{
|
|
|
|
MessageReceived[] eventHandlers = GetComponents<MessageReceived>();
|
|
|
|
foreach (MessageReceived eventHandler in eventHandlers)
|
|
|
|
{
|
|
|
|
eventHandler.OnSendFungusMessage(messageName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sends a message to all Flowchart objects in the current scene.
|
|
|
|
* Any block with a matching MessageReceived event handler will start executing.
|
|
|
|
*/
|
|
|
|
public static void BroadcastFungusMessage(string messageName)
|
|
|
|
{
|
|
|
|
MessageReceived[] eventHandlers = UnityEngine.Object.FindObjectsOfType<MessageReceived>();
|
|
|
|
foreach (MessageReceived eventHandler in eventHandlers)
|
|
|
|
{
|
|
|
|
eventHandler.OnSendFungusMessage(messageName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
|
|
|
|
*/
|
|
|
|
public virtual 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 == null ||
|
|
|
|
variable == ignoreVariable ||
|
|
|
|
variable.key == null)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
|
|
|
|
{
|
|
|
|
collision = true;
|
|
|
|
suffix++;
|
|
|
|
key = baseKey + suffix;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!collision)
|
|
|
|
{
|
|
|
|
return key;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null)
|
|
|
|
{
|
|
|
|
int suffix = 0;
|
|
|
|
string baseKey = originalKey.Trim();
|
|
|
|
|
|
|
|
// No empty keys allowed
|
|
|
|
if (baseKey.Length == 0)
|
|
|
|
{
|
|
|
|
baseKey = "New Block";
|
|
|
|
}
|
|
|
|
|
|
|
|
Block[] blocks = GetComponents<Block>();
|
|
|
|
|
|
|
|
string key = baseKey;
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
bool collision = false;
|
|
|
|
foreach(Block block in blocks)
|
|
|
|
{
|
|
|
|
if (block == ignoreBlock ||
|
|
|
|
block.blockName == null)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (block.blockName.Equals(key, StringComparison.CurrentCultureIgnoreCase))
|
|
|
|
{
|
|
|
|
collision = true;
|
|
|
|
suffix++;
|
|
|
|
key = baseKey + suffix;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!collision)
|
|
|
|
{
|
|
|
|
return key;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns a new Label key that is guaranteed not to clash with any existing Label in the Block.
|
|
|
|
*/
|
|
|
|
public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel)
|
|
|
|
{
|
|
|
|
int suffix = 0;
|
|
|
|
string baseKey = originalKey.Trim();
|
|
|
|
|
|
|
|
// No empty keys allowed
|
|
|
|
if (baseKey.Length == 0)
|
|
|
|
{
|
|
|
|
baseKey = "New Label";
|
|
|
|
}
|
|
|
|
|
|
|
|
Block block = ignoreLabel.parentBlock;
|
|
|
|
|
|
|
|
string key = baseKey;
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
bool collision = false;
|
|
|
|
foreach(Command command in block.commandList)
|
|
|
|
{
|
|
|
|
Label label = command as Label;
|
|
|
|
if (label == null ||
|
|
|
|
label == ignoreLabel)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (label.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
|
|
|
|
{
|
|
|
|
collision = true;
|
|
|
|
suffix++;
|
|
|
|
key = baseKey + suffix;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!collision)
|
|
|
|
{
|
|
|
|
return key;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the variable with the specified key, or null if the key is not found.
|
|
|
|
* You will need to cast the returned variable to the correct sub-type.
|
|
|
|
* You can then access the variable's value using the Value property. e.g.
|
|
|
|
* BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable;
|
|
|
|
* boolVar.Value = false;
|
|
|
|
*/
|
|
|
|
public Variable GetVariable(string key)
|
|
|
|
{
|
|
|
|
foreach (Variable variable in variables)
|
|
|
|
{
|
|
|
|
if (variable != null && variable.key == key)
|
|
|
|
{
|
|
|
|
return variable;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the variable with the specified key, or null if the key is not found.
|
|
|
|
* You can then access the variable's value using the Value property. e.g.
|
|
|
|
* BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool");
|
|
|
|
* boolVar.Value = false;
|
|
|
|
*/
|
|
|
|
public T GetVariable<T>(string key) where T : Variable
|
|
|
|
{
|
|
|
|
foreach (Variable variable in variables)
|
|
|
|
{
|
|
|
|
if (variable != null && variable.key == key)
|
|
|
|
{
|
|
|
|
return variable as T;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Debug.LogWarning("Variable " + key + " not found.");
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Register a new variable with the Flowchart at runtime.
|
|
|
|
* The variable should be added as a component on the Flowchart game object.
|
|
|
|
*/
|
|
|
|
public void SetVariable<T>(string key, T newvariable) where T : Variable
|
|
|
|
{
|
|
|
|
foreach (Variable v in variables)
|
|
|
|
{
|
|
|
|
if (v != null && v.key == key)
|
|
|
|
{
|
|
|
|
T variable = v as T;
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
variable = newvariable;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Debug.LogWarning("Variable " + key + " not found.");
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Gets a list of all variables with public scope in this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual List<Variable> GetPublicVariables()
|
|
|
|
{
|
|
|
|
List<Variable> publicVariables = new List<Variable>();
|
|
|
|
foreach (Variable v in variables)
|
|
|
|
{
|
|
|
|
if (v != null && v.scope == VariableScope.Public)
|
|
|
|
{
|
|
|
|
publicVariables.Add(v);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return publicVariables;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Gets the value of a boolean variable.
|
|
|
|
* Returns false if the variable key does not exist.
|
|
|
|
*/
|
|
|
|
public virtual bool GetBooleanVariable(string key)
|
|
|
|
{
|
|
|
|
BooleanVariable variable = GetVariable<BooleanVariable>(key);
|
|
|
|
|
|
|
|
if(variable != null)
|
|
|
|
{
|
|
|
|
return GetVariable<BooleanVariable>(key).value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the value of a boolean variable.
|
|
|
|
* The variable must already be added to the list of variables for this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual void SetBooleanVariable(string key, bool value)
|
|
|
|
{
|
|
|
|
BooleanVariable variable = GetVariable<BooleanVariable>(key);
|
|
|
|
if(variable != null)
|
|
|
|
{
|
|
|
|
variable.value = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Gets the value of an integer variable.
|
|
|
|
* Returns 0 if the variable key does not exist.
|
|
|
|
*/
|
|
|
|
public virtual int GetIntegerVariable(string key)
|
|
|
|
{
|
|
|
|
IntegerVariable variable = GetVariable<IntegerVariable>(key);
|
|
|
|
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
return GetVariable<IntegerVariable>(key).value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the value of an integer variable.
|
|
|
|
* The variable must already be added to the list of variables for this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual void SetIntegerVariable(string key, int value)
|
|
|
|
{
|
|
|
|
IntegerVariable variable = GetVariable<IntegerVariable>(key);
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
variable.value = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Gets the value of a float variable.
|
|
|
|
* Returns 0 if the variable key does not exist.
|
|
|
|
*/
|
|
|
|
public virtual float GetFloatVariable(string key)
|
|
|
|
{
|
|
|
|
FloatVariable variable = GetVariable<FloatVariable>(key);
|
|
|
|
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
return GetVariable<FloatVariable>(key).value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return 0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the value of a float variable.
|
|
|
|
* The variable must already be added to the list of variables for this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual void SetFloatVariable(string key, float value)
|
|
|
|
{
|
|
|
|
FloatVariable variable = GetVariable<FloatVariable>(key);
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
variable.value = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Gets the value of a string variable.
|
|
|
|
* Returns the empty string if the variable key does not exist.
|
|
|
|
*/
|
|
|
|
public virtual string GetStringVariable(string key)
|
|
|
|
{
|
|
|
|
StringVariable variable = GetVariable<StringVariable>(key);
|
|
|
|
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
return GetVariable<StringVariable>(key).value;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the value of a string variable.
|
|
|
|
* The variable must already be added to the list of variables for this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual void SetStringVariable(string key, string value)
|
|
|
|
{
|
|
|
|
StringVariable variable = GetVariable<StringVariable>(key);
|
|
|
|
if (variable != null)
|
|
|
|
{
|
|
|
|
variable.value = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set the block objects to be hidden or visible depending on the hideComponents property.
|
|
|
|
*/
|
|
|
|
public virtual void UpdateHideFlags()
|
|
|
|
{
|
|
|
|
if (hideComponents)
|
|
|
|
{
|
|
|
|
Block[] blocks = GetComponents<Block>();
|
|
|
|
foreach (Block block in blocks)
|
|
|
|
{
|
|
|
|
block.hideFlags = HideFlags.HideInInspector;
|
|
|
|
if (block.gameObject != gameObject)
|
|
|
|
{
|
|
|
|
block.gameObject.hideFlags = HideFlags.HideInHierarchy;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Command[] commands = GetComponents<Command>();
|
|
|
|
foreach (Command command in commands)
|
|
|
|
{
|
|
|
|
command.hideFlags = HideFlags.HideInInspector;
|
|
|
|
}
|
|
|
|
|
|
|
|
EventHandler[] eventHandlers = GetComponents<EventHandler>();
|
|
|
|
foreach (EventHandler eventHandler in eventHandlers)
|
|
|
|
{
|
|
|
|
eventHandler.hideFlags = HideFlags.HideInInspector;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MonoBehaviour[] monoBehaviours = GetComponents<MonoBehaviour>();
|
|
|
|
foreach (MonoBehaviour monoBehaviour in monoBehaviours)
|
|
|
|
{
|
|
|
|
if (monoBehaviour == null)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
monoBehaviour.hideFlags = HideFlags.None;
|
|
|
|
monoBehaviour.gameObject.hideFlags = HideFlags.None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public virtual void ClearSelectedCommands()
|
|
|
|
{
|
|
|
|
selectedCommands.Clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
public virtual void AddSelectedCommand(Command command)
|
|
|
|
{
|
|
|
|
if (!selectedCommands.Contains(command))
|
|
|
|
{
|
|
|
|
selectedCommands.Add(command);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public virtual void Reset(bool resetCommands, bool resetVariables)
|
|
|
|
{
|
|
|
|
if (resetCommands)
|
|
|
|
{
|
|
|
|
Command[] commands = GetComponents<Command>();
|
|
|
|
foreach (Command command in commands)
|
|
|
|
{
|
|
|
|
command.OnReset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (resetVariables)
|
|
|
|
{
|
|
|
|
foreach (Variable variable in variables)
|
|
|
|
{
|
|
|
|
variable.OnReset();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Override this in a Flowchart subclass to filter which commands are shown in the Add Command list.
|
|
|
|
*/
|
|
|
|
public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo)
|
|
|
|
{
|
|
|
|
foreach (string key in hideCommands)
|
|
|
|
{
|
|
|
|
// Match on category or command name (case insensitive)
|
|
|
|
if (String.Compare(commandInfo.Category, key, StringComparison.OrdinalIgnoreCase) == 0 ||
|
|
|
|
String.Compare(commandInfo.CommandName, key, StringComparison.OrdinalIgnoreCase) == 0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns true if there are any executing blocks in this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual bool HasExecutingBlocks()
|
|
|
|
{
|
|
|
|
Block[] blocks = GetComponents<Block>();
|
|
|
|
foreach (Block block in blocks)
|
|
|
|
{
|
|
|
|
if (block.IsExecuting())
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns a list of all executing blocks in this Flowchart.
|
|
|
|
*/
|
|
|
|
public virtual List<Block> GetExecutingBlocks()
|
|
|
|
{
|
|
|
|
List<Block> executingBlocks = new List<Block>();
|
|
|
|
|
|
|
|
Block[] blocks = GetComponents<Block>();
|
|
|
|
foreach (Block block in blocks)
|
|
|
|
{
|
|
|
|
if (block.IsExecuting())
|
|
|
|
{
|
|
|
|
executingBlocks.Add(block);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return executingBlocks;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart.
|
|
|
|
* To perform full variable substitution with all substitution handlers in the scene, you should
|
|
|
|
* use the SubstituteVariables() method instead.
|
|
|
|
*/
|
|
|
|
[MoonSharp.Interpreter.MoonSharpHidden]
|
|
|
|
public virtual bool SubstituteStrings(StringBuilder input)
|
|
|
|
{
|
|
|
|
// Instantiate the regular expression object.
|
|
|
|
Regex r = new Regex("{\\$.*?}");
|
|
|
|
|
|
|
|
bool modified = false;
|
|
|
|
|
|
|
|
// Match the regular expression pattern against a text string.
|
|
|
|
var results = r.Matches(input.ToString());
|
|
|
|
foreach (Match match in results)
|
|
|
|
{
|
|
|
|
string key = match.Value.Substring(2, match.Value.Length - 3);
|
|
|
|
|
|
|
|
// Look for any matching public variables in this Flowchart
|
|
|
|
foreach (Variable variable in variables)
|
|
|
|
{
|
|
|
|
if (variable == null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (variable.scope == VariableScope.Public &&
|
|
|
|
variable.key == key)
|
|
|
|
{
|
|
|
|
string value = variable.ToString();
|
|
|
|
input.Replace(match.Value, value);
|
|
|
|
|
|
|
|
modified = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return modified;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Substitute variables in the input text with the format {$VarName}
|
|
|
|
* This will first match with private variables in this Flowchart, and then
|
|
|
|
* with public variables in all Flowcharts in the scene (and any component
|
|
|
|
* in the scene that implements StringSubstituter.ISubstitutionHandler).
|
|
|
|
*/
|
|
|
|
public virtual string SubstituteVariables(string input)
|
|
|
|
{
|
|
|
|
if (stringSubstituer == null)
|
|
|
|
{
|
|
|
|
stringSubstituer = new StringSubstituter();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Use the string builder from StringSubstituter for efficiency.
|
|
|
|
StringBuilder sb = stringSubstituer.stringBuilder;
|
|
|
|
sb.Length = 0;
|
|
|
|
sb.Append(input);
|
|
|
|
|
|
|
|
// Instantiate the regular expression object.
|
|
|
|
Regex r = new Regex("{\\$.*?}");
|
|
|
|
|
|
|
|
// Match the regular expression pattern against a text string.
|
|
|
|
var results = r.Matches(input);
|
|
|
|
foreach (Match match in results)
|
|
|
|
{
|
|
|
|
string key = match.Value.Substring(2, match.Value.Length - 3);
|
|
|
|
|
|
|
|
// Look for any matching private variables in this Flowchart first
|
|
|
|
foreach (Variable variable in variables)
|
|
|
|
{
|
|
|
|
if (variable == null)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (variable.scope == VariableScope.Private &&
|
|
|
|
variable.key == key)
|
|
|
|
{
|
|
|
|
string value = variable.ToString();
|
|
|
|
sb.Replace(match.Value, value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now do all other substitutions in the scene
|
|
|
|
if (stringSubstituer.SubstituteStrings(sb))
|
|
|
|
{
|
|
|
|
return sb.ToString();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return input;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|