An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus.Script
{
[CommandCategory("Dialog")]
[HelpText("Writes a line of story text to the dialog. A condition can be specified for when the story text should be shown.")]
public class Say : FungusCommand
{
public DialogController dialogController;
public Character character;
public string storyText;
public bool displayOnce;
[Serializable]
public class SayOption
{
public string optionText;
public Sequence targetSequence;
}
public List<SayOption> options = new List<SayOption>();
public float timeoutDuration;
int executionCount;
public override void OnEnter()
{
if (dialogController == null)
{
Continue();
return;
}
if (displayOnce && executionCount > 0)
{
Continue();
return;
}
executionCount++;
if (character != null)
{
dialogController.SetCharacter(character);
}
if (options.Count > 0)
{
List<DialogController.Option> dialogOptions = new List<DialogController.Option>();
foreach (SayOption sayOption in options)
{
DialogController.Option dialogOption = new DialogController.Option();
dialogOption.text = sayOption.optionText;
Sequence onSelectSequence = sayOption.targetSequence;
dialogOption.onSelect = delegate {
if (onSelectSequence == null)
{
Continue ();
}
else
{
ExecuteSequence(onSelectSequence);
}
};
dialogOptions.Add(dialogOption);
}
dialogController.Say(storyText, dialogOptions);
}
else
{
dialogController.Say(storyText, delegate {
Continue();
});
}
}
public override string GetSummary()
{
return "\"" + storyText + "\"";
}
public override void GetConnectedSequences (ref List<Sequence> connectedSequences)
{
foreach (SayOption option in options)
{
connectedSequences.Add(option.targetSequence);
}
}
}
}