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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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[CommandInfo("Dialog",
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"Option",
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"Adds an option for the player to select. When the option is selected all commands in the following block are executed.")]
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[AddComponentMenu("")]
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public class Option : If
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{
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[Tooltip("Option text to display when presenting the option to the player")]
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public string optionText = "";
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[Tooltip("Hide this option once it has been selected so that it won't appear again even if executed again")]
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public bool hideOnSelected;
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[Tooltip("Hide if a variable condition evaluates to true.")]
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public bool hideOnCondition;
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[NonSerialized]
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public bool wasSelected;
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public virtual bool IsHidden()
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{
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if (hideOnSelected && wasSelected)
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{
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return true;
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}
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if (hideOnCondition)
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{
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// If no variable is selected then assume the option is visible
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if (variable == null)
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{
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return true;
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}
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return EvaluateCondition();
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}
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return false;
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}
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public override void OnEnter()
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{
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// Find next End statement at same indent level
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for (int i = commandIndex + 1; i < parentSequence.commandList.Count; ++i)
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{
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End endCommand = parentSequence.commandList[i] as End;
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if (endCommand != null &&
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endCommand.indentLevel == indentLevel)
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{
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// Continue at next command after End
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Continue (endCommand.commandIndex + 1);
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return;
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}
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}
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Continue();
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}
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public override string GetSummary()
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{
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if (optionText == "")
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{
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return "Error: Option text is blank";
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}
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return optionText;
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}
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public override bool OpenBlock()
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{
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return true;
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}
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public override bool CloseBlock ()
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{
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return true;
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}
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public override Color GetButtonColor()
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{
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return new Color32(253, 253, 150, 255);
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}
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public override void OnReset()
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{
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wasSelected = false;
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}
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}
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}
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