Browse Source

Initial visual scripting prototype code

master
chrisgregan 10 years ago
parent
commit
25a103fb4c
  1. 36
      Assets/Fungus/Editor/FungusCommandEditor.cs
  2. 8
      Assets/Fungus/Editor/FungusCommandEditor.cs.meta
  3. 189
      Assets/Fungus/Editor/FungusEditorWindow.cs
  4. 8
      Assets/Fungus/Editor/FungusEditorWindow.cs.meta
  5. 2
      Assets/Fungus/Editor/GameEditor.cs
  6. 5
      Assets/Fungus/Editor/Icons.meta
  7. BIN
      Assets/Fungus/Editor/Icons/ResizeHandle.png
  8. 47
      Assets/Fungus/Editor/Icons/ResizeHandle.png.meta
  9. 16
      Assets/Fungus/Editor/SayCommandEditor.cs
  10. 8
      Assets/Fungus/Editor/SayCommandEditor.cs.meta
  11. 10
      Assets/Fungus/Editor/SequenceEditor.cs
  12. 8
      Assets/Fungus/Editor/SequenceEditor.cs.meta
  13. 5
      Assets/Fungus/Editor/Utilities.meta
  14. 62
      Assets/Fungus/Editor/Utilities/EditorExtensions.cs
  15. 8
      Assets/Fungus/Editor/Utilities/EditorExtensions.cs.meta
  16. 264
      Assets/Fungus/Editor/Utilities/GLDraw.cs
  17. 8
      Assets/Fungus/Editor/Utilities/GLDraw.cs.meta
  18. BIN
      Assets/Fungus/Prefabs/ScriptingRoom.prefab
  19. 0
      Assets/Fungus/Prefabs/ScriptingRoom.prefab.meta
  20. 3
      Assets/Fungus/Sprites/Mushroom.png.meta
  21. BIN
      Assets/Fungus/Sprites/ScriptIcon.png
  22. 50
      Assets/Fungus/Sprites/ScriptIcon.png.meta
  23. 5
      Assets/Fungus/Tests.meta
  24. 5
      Assets/Fungus/Tests/Sequence.meta
  25. BIN
      Assets/Fungus/Tests/Sequence/SequenceTest.unity
  26. 4
      Assets/Fungus/Tests/Sequence/SequenceTest.unity.meta
  27. 37
      Assets/Fungus/Tests/Sequence/SequenceTestRoom.cs
  28. 8
      Assets/Fungus/Tests/Sequence/SequenceTestRoom.cs.meta
  29. 5
      Assets/Fungus/VisualScripting.meta
  30. 44
      Assets/Fungus/VisualScripting/ExecuteCommand.cs
  31. 8
      Assets/Fungus/VisualScripting/ExecuteCommand.cs.meta
  32. 80
      Assets/Fungus/VisualScripting/FungusCommand.cs
  33. 8
      Assets/Fungus/VisualScripting/FungusCommand.cs.meta
  34. 53
      Assets/Fungus/VisualScripting/IfBooleanCommand.cs
  35. 8
      Assets/Fungus/VisualScripting/IfBooleanCommand.cs.meta
  36. 59
      Assets/Fungus/VisualScripting/SayCommand.cs
  37. 8
      Assets/Fungus/VisualScripting/SayCommand.cs.meta
  38. 119
      Assets/Fungus/VisualScripting/Sequence.cs
  39. 8
      Assets/Fungus/VisualScripting/Sequence.cs.meta
  40. 28
      Assets/Fungus/VisualScripting/SequenceController.cs
  41. 8
      Assets/Fungus/VisualScripting/SequenceController.cs.meta
  42. 22
      Assets/Fungus/VisualScripting/SetBooleanCommand.cs
  43. 8
      Assets/Fungus/VisualScripting/SetBooleanCommand.cs.meta
  44. 24
      Assets/Fungus/VisualScripting/WaitCommand.cs
  45. 8
      Assets/Fungus/VisualScripting/WaitCommand.cs.meta
  46. BIN
      Assets/FungusExample/Scenes/Example.unity

36
Assets/Fungus/Editor/FungusCommandEditor.cs

@ -0,0 +1,36 @@
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Fungus;
[CustomEditor (typeof(FungusCommand), true)]
public class FungusCommandEditor : Editor
{
public override void OnInspectorGUI()
{
Rect rect = EditorGUILayout.BeginVertical();
DrawDefaultInspector();
FungusCommand t = target as FungusCommand;
if (t != null)
{
if (t.errorMessage.Length > 0)
{
GUIStyle style = new GUIStyle(GUI.skin.label);
style.normal.textColor = new Color(1,0,0);
EditorGUILayout.LabelField(new GUIContent("Error: " + t.errorMessage), style);
}
if (t.IsExecuting())
{
EditorGUI.DrawRect(rect, new Color(1f, 1f, 0f, 0.25f));
}
}
EditorGUILayout.EndVertical();
}
}

8
Assets/Fungus/Editor/FungusCommandEditor.cs.meta

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189
Assets/Fungus/Editor/FungusEditorWindow.cs

@ -0,0 +1,189 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using Fungus;
public class FungusEditorWindow : EditorWindow
{
private List<Sequence> windowSequenceMap = new List<Sequence>();
private Vector2 scrollPos; // ScrollViews use a Vector2 to track the state of each scroll bar
private GameObject cachedSelection;
[MenuItem("Window/Fungus Editor")]
static void Init()
{
GetWindow(typeof(FungusEditorWindow), false, "Fungus Editor");
}
public void OnInspectorUpdate()
{
Repaint();
}
SequenceController GetSequenceController()
{
GameObject activeObject = Selection.activeGameObject;
while (activeObject != null)
{
SequenceController sequenceController = activeObject.GetComponent<SequenceController>();
Sequence sequence = activeObject.GetComponent<Sequence>();
if (sequenceController != null)
{
// Found sequence controller
return sequenceController;
}
else if (sequence != null &&
sequence.transform.parent != null)
{
// Check parent for sequence controller
activeObject = sequence.transform.parent.gameObject;
}
else
{
activeObject = null;
}
}
return null;
}
void OnGUI()
{
SequenceController sequenceController = GetSequenceController();
if (sequenceController == null)
{
return;
}
// BeginScrollView lets you specify a region that 'looks into' a much larger area. In this case, we create a canvas
// 1000px X 1000px in size that's constrained to the same region as the EditorWindow. If the scrollbars are modified,
// the new values are stored in the Vector2 that's returned.
// http://docs.unity3d.com/Documentation/ScriptReference/GUI.BeginScrollView.html
scrollPos = GUI.BeginScrollView(new Rect(0, 0, position.width, position.height), scrollPos, new Rect(0, 0, 1000, 1000));
// In games, GUI.Window pops up a window on your screen. In the Editor, GUI.Window shows a sub-window inside an EditorWindow.
// All calls to GUI.Window need to be wrapped in a BeginWindows / EndWindows pair.
// http://docs.unity3d.com/Documentation/ScriptReference/EditorWindow.BeginWindows.html
BeginWindows();
Sequence[] sequences = sequenceController.GetComponentsInChildren<Sequence>();
windowSequenceMap.Clear();
for (int i = 0; i < sequences.Length; ++i)
{
Sequence sequence = sequences[i];
sequence.nodeRect = GUI.Window(i, sequence.nodeRect, DrawWindow, sequence.name);
windowSequenceMap.Add(sequence);
}
// Draw connections
foreach (Sequence s in windowSequenceMap)
{
DrawConnections(s, false);
}
foreach (Sequence s in windowSequenceMap)
{
DrawConnections(s, true);
}
EndWindows();
GUI.EndScrollView();
}
void DrawWindow(int windowId)
{
// Select game object when node is clicked
if (Event.current.button == 0 &&
Event.current.type == EventType.MouseUp)
{
if (windowId < windowSequenceMap.Count)
{
Sequence s = windowSequenceMap[windowId];
if (s != null)
{
Selection.activeGameObject = s.gameObject;
}
}
}
Sequence sequence = windowSequenceMap[windowId];
GUIStyle style = new GUIStyle(GUI.skin.box);
FungusCommand[] commands = sequence.gameObject.GetComponents<FungusCommand>();
foreach (FungusCommand command in commands)
{
string commandName = command.GetType().Name;
commandName = commandName.Replace("Command", "");
if (command.errorMessage.Length > 0)
{
GUI.backgroundColor = Color.red;
}
else if (command.IsExecuting())
{
GUI.backgroundColor = Color.yellow;
}
else
{
GUI.backgroundColor = Color.white;
}
GUILayout.Label(commandName, style, GUILayout.ExpandWidth(true));
}
GUI.DragWindow();
}
void DrawConnections(Sequence sequence, bool highlightedOnly)
{
List<Sequence> connectedSequences = new List<Sequence>();
FungusCommand[] commands = sequence.GetComponentsInChildren<FungusCommand>();
foreach (FungusCommand command in commands)
{
bool isExecuting = command.IsExecuting();
if (highlightedOnly && !isExecuting ||
!highlightedOnly && isExecuting)
{
continue;
}
connectedSequences.Clear();
command.GetConnectedSequences(ref connectedSequences);
foreach (Sequence sequenceB in connectedSequences)
{
Rect rectA = sequence.nodeRect;
Rect rectB = sequenceB.nodeRect;
Vector2 pointA;
Vector2 pointB;
Vector2 p1 = rectA.center;
Vector2 p2 = rectB.center;
GLDraw.segment_rect_intersection(rectA, ref p1, ref p2);
pointA = p2;
p1 = rectB.center;
p2 = rectA.center;
GLDraw.segment_rect_intersection(rectB, ref p1, ref p2);
pointB = p2;
Color color = Color.grey;
if (command.IsExecuting())
{
color = Color.yellow;
}
GLDraw.DrawConnectingCurve(pointA, pointB, color, 2);
}
}
}
}

8
Assets/Fungus/Editor/FungusEditorWindow.cs.meta

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2
Assets/Fungus/Editor/GameEditor.cs

@ -26,7 +26,7 @@ namespace Fungus
{
continue;
}
Bounds bounds = room.renderer.bounds;
Vector3 pos = new Vector3(bounds.min.x, bounds.max.y, 0);

5
Assets/Fungus/Editor/Icons.meta

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16
Assets/Fungus/Editor/SayCommandEditor.cs

@ -0,0 +1,16 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Fungus;
/*
[CustomEditor (typeof(SayCommand))]
public class SayCommandEditor : Editor
{
public override void OnInspectorGUI()
{
}
}
*/

8
Assets/Fungus/Editor/SayCommandEditor.cs.meta

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10
Assets/Fungus/Editor/SequenceEditor.cs

@ -0,0 +1,10 @@
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Fungus;
[CustomEditor (typeof(Sequence))]
public class SequenceEditor : Editor
{
}

8
Assets/Fungus/Editor/SequenceEditor.cs.meta

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Assets/Fungus/Editor/Utilities.meta

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62
Assets/Fungus/Editor/Utilities/EditorExtensions.cs

@ -0,0 +1,62 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public static class EditorExtensions
{
/// <summary>
/// FindDerivedTypesFromAssembly allows a user to query all of types derived from a
/// particular Type at runtime.
/// Example usage:
/// foreach (System.Type st in EditorUtility.FindDerivedTypesFromAssembly(System.Reflection.Assembly.GetAssembly(typeof(BaseTimelineEvent)), typeof(BaseTimelineEvent), true))
/// </summary>
/// <param name="assembly">The assembly to search in</param>
/// <param name="baseType">The base Type from which all returned Types derive</param>
/// <param name="classOnly">If true, only class Types will be returned</param>
/// <returns></returns>
public static System.Type[] FindDerivedTypesFromAssembly(this System.Reflection.Assembly assembly, System.Type baseType, bool classOnly = true)
{
if (assembly == null)
Debug.LogError("Assembly must be defined");
if (baseType == null)
Debug.LogError("Base type must be defined");
// Iterate through all available types in the assembly
var types = assembly.GetTypes().Where(type =>
{
if (classOnly && !type.IsClass)
return false;
if (baseType.IsInterface)
{
var it = type.GetInterface(baseType.FullName);
if (it != null)
return true;
}
else if (type.IsSubclassOf(baseType))
{
return true;
}
return false;
}
);
return types.ToArray();
}
/// <summary>
/// A convenient method for calling the above.
/// Example usage:
/// List<System.Type> subTypes = EditorUtility.FindDerivedTypes(typeof(BaseTimelineEvent)).ToList();
/// </summary>
/// <param name="baseType"></param>
/// <param name="classOnly"></param>
/// <returns></returns>
public static System.Type[] FindDerivedTypes(System.Type baseType, bool classOnly = true)
{
return FindDerivedTypesFromAssembly(System.Reflection.Assembly.GetAssembly(baseType), baseType, classOnly);
}
}

8
Assets/Fungus/Editor/Utilities/EditorExtensions.cs.meta

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264
Assets/Fungus/Editor/Utilities/GLDraw.cs

@ -0,0 +1,264 @@
using UnityEngine;
using System.Collections;
using System;
public class GLDraw
{
/*
* Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
* Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
*/
protected static bool clippingEnabled;
protected static Rect clippingBounds;
public static Material lineMaterial = null;
/* @ Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c" */
protected static bool clip_test(float p, float q, ref float u1, ref float u2)
{
float r;
bool retval = true;
if (p < 0.0)
{
r = q / p;
if (r > u2)
retval = false;
else if (r > u1)
u1 = r;
}
else if (p > 0.0)
{
r = q / p;
if (r < u1)
retval = false;
else if (r < u2)
u2 = r;
}
else if (q < 0.0)
retval = false;
return retval;
}
public static bool segment_rect_intersection(Rect bounds, ref Vector2 p1, ref Vector2 p2)
{
float u1 = 0.0f, u2 = 1.0f, dx = p2.x - p1.x, dy;
if (clip_test(-dx, p1.x - bounds.xMin, ref u1, ref u2))
{
if (clip_test(dx, bounds.xMax - p1.x, ref u1, ref u2))
{
dy = p2.y - p1.y;
if (clip_test(-dy, p1.y - bounds.yMin, ref u1, ref u2))
{
if (clip_test(dy, bounds.yMax - p1.y, ref u1, ref u2))
{
if (u2 < 1.0)
{
p2.x = p1.x + u2 * dx;
p2.y = p1.y + u2 * dy;
}
if (u1 > 0.0)
{
p1.x += u1 * dx;
p1.y += u1 * dy;
}
return true;
}
}
}
}
return false;
}
public static void BeginGroup(Rect position)
{
clippingEnabled = true;
clippingBounds = new Rect(0, 0, position.width, position.height);
GUI.BeginGroup(position);
}
public static void EndGroup()
{
GUI.EndGroup();
clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
clippingEnabled = false;
}
public static void CreateMaterial()
{
if (lineMaterial != null)
return;
lineMaterial = new Material("Shader \"Lines/Colored Blended\" {" +
"SubShader { Pass { " +
" Blend SrcAlpha OneMinusSrcAlpha " +
" ZWrite Off Cull Off Fog { Mode Off } " +
" BindChannels {" +
" Bind \"vertex\", vertex Bind \"color\", color }" +
"} } }");
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
}
public static void DrawLine(Vector2 start, Vector2 end, Color color, float width)
{
if (Event.current == null)
return;
if (Event.current.type != EventType.repaint)
return;
if (clippingEnabled)
if (!segment_rect_intersection(clippingBounds, ref start, ref end))
return;
CreateMaterial();
lineMaterial.SetPass(0);
Vector3 startPt;
Vector3 endPt;
if (width == 1)
{
GL.Begin(GL.LINES);
GL.Color(color);
startPt = new Vector3(start.x, start.y, 0);
endPt = new Vector3(end.x, end.y, 0);
GL.Vertex(startPt);
GL.Vertex(endPt);
}
else
{
GL.Begin(GL.QUADS);
GL.Color(color);
startPt = new Vector3(end.y, start.x, 0);
endPt = new Vector3(start.y, end.x, 0);
Vector3 perpendicular = (startPt - endPt).normalized * width;
Vector3 v1 = new Vector3(start.x, start.y, 0);
Vector3 v2 = new Vector3(end.x, end.y, 0);
GL.Vertex(v1 - perpendicular);
GL.Vertex(v1 + perpendicular);
GL.Vertex(v2 + perpendicular);
GL.Vertex(v2 - perpendicular);
}
GL.End();
}
public static void DrawBox(Rect box, Color color, float width)
{
Vector2 p1 = new Vector2(box.xMin, box.yMin);
Vector2 p2 = new Vector2(box.xMax, box.yMin);
Vector2 p3 = new Vector2(box.xMax, box.yMax);
Vector2 p4 = new Vector2(box.xMin, box.yMax);
DrawLine(p1, p2, color, width);
DrawLine(p2, p3, color, width);
DrawLine(p3, p4, color, width);
DrawLine(p4, p1, color, width);
}
public static void DrawBox(Vector2 topLeftCorner, Vector2 bottomRightCorner, Color color, float width)
{
Rect box = new Rect(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
DrawBox(box, color, width);
}
public static void DrawRoundedBox(Rect box, float radius, Color color, float width)
{
Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
p1 = new Vector2(box.xMin + radius, box.yMin);
p2 = new Vector2(box.xMax - radius, box.yMin);
p3 = new Vector2(box.xMax, box.yMin + radius);
p4 = new Vector2(box.xMax, box.yMax - radius);
p5 = new Vector2(box.xMax - radius, box.yMax);
p6 = new Vector2(box.xMin + radius, box.yMax);
p7 = new Vector2(box.xMin, box.yMax - radius);
p8 = new Vector2(box.xMin, box.yMin + radius);
DrawLine(p1, p2, color, width);
DrawLine(p3, p4, color, width);
DrawLine(p5, p6, color, width);
DrawLine(p7, p8, color, width);
Vector2 t1, t2;
float halfRadius = radius / 2;
t1 = new Vector2(p8.x, p8.y + halfRadius);
t2 = new Vector2(p1.x - halfRadius, p1.y);
DrawBezier(p8, t1, p1, t2, color, width);
t1 = new Vector2(p2.x + halfRadius, p2.y);
t2 = new Vector2(p3.x, p3.y - halfRadius);
DrawBezier(p2, t1, p3, t2, color, width);
t1 = new Vector2(p4.x, p4.y + halfRadius);
t2 = new Vector2(p5.x + halfRadius, p5.y);
DrawBezier(p4, t1, p5, t2, color, width);
t1 = new Vector2(p6.x - halfRadius, p6.y);
t2 = new Vector2(p7.x, p7.y + halfRadius);
DrawBezier(p6, t1, p7, t2, color, width);
}
public static void DrawConnectingCurve(Vector2 start, Vector2 end, Color color, float width)
{
Vector2 distance = start - end;
Vector2 tangentA = start;
tangentA.x -= distance.x * 0.5f;
Vector2 tangentB = end;
tangentB.x += distance.x * 0.5f;
int segments = Mathf.FloorToInt((distance.magnitude / 20) * 3);
DrawBezier(start, tangentA, end, tangentB, color, width, segments);
Vector2 pA = CubeBezier(start, tangentA, end, tangentB, 0.7f);
Vector2 pB = CubeBezier(start, tangentA, end, tangentB, 0.8f);
float arrowHeadSize = 10;
Vector2 arrowPosA = pB;
Vector2 arrowPosB = arrowPosA;
Vector2 arrowPosC = arrowPosA;
Vector2 dir = (pB - pA).normalized;
arrowPosB.x += dir.y * arrowHeadSize;
arrowPosB.y -= dir.x * arrowHeadSize;
arrowPosB -= dir * arrowHeadSize;
arrowPosC.x -= dir.y * arrowHeadSize;
arrowPosC.y += dir.x * arrowHeadSize;
arrowPosC -= dir * arrowHeadSize;
DrawLine(arrowPosA, arrowPosB, color, 1);
DrawLine(arrowPosA, arrowPosC, color, 1);
DrawLine(arrowPosB, arrowPosC, color, 1);
}
public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width)
{
int segments = Mathf.FloorToInt((start - end).magnitude / 20) * 3; // Three segments per distance of 20
DrawBezier(start, startTangent, end, endTangent, color, width, segments);
}
public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments)
{
Vector2 startVector = CubeBezier(start, startTangent, end, endTangent, 0);
for (int i = 1; i <= segments; i++)
{
Vector2 endVector = CubeBezier(start, startTangent, end, endTangent, i / (float)segments);
DrawLine(startVector, endVector, color, width);
startVector = endVector;
}
}
private static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
{
float rt = 1 - t;
float rtt = rt * t;
return rt * rt * rt * s + 3 * rt * rtt * st + 3 * rtt * t * et + t * t * t * e;
}
}

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Assets/Fungus/Prefabs/Room.prefab.meta → Assets/Fungus/Prefabs/ScriptingRoom.prefab.meta

3
Assets/Fungus/Sprites/Mushroom.png.meta

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Assets/Fungus/Sprites/ScriptIcon.png.meta

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Assets/Fungus/Tests.meta

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Assets/Fungus/Tests/Sequence.meta

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Assets/Fungus/Tests/Sequence/SequenceTest.unity

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Assets/Fungus/Tests/Sequence/SequenceTest.unity.meta

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37
Assets/Fungus/Tests/Sequence/SequenceTestRoom.cs

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using UnityEngine;
using System.Collections;
using Fungus;
public class SequenceTestRoom : Room
{
public SequenceController sequenceController;
void OnEnter()
{
sequenceController.ExecuteSequence(sequenceController.activeSequence);
/*
Sequence s = GetComponent<Sequence>();
s.Add(new Say("New sequencer 1"));
s.Add(new AddOption("Button 1", Clicked));
//s.Add(new AddOption("Button 2", Clicked));
//s.Add(new AddOption("Button 3", Clicked));
s.Add(new Say("New sequencer 2"));
s.Add(new Say("New sequencer 3"));
s.Execute();
*/
}
void Clicked()
{
/*
Sequence s = GetComponent<Sequence>();
s.Clear();
s.Add(new Say("You have clicked"));
s.Execute();
*/
}
}

8
Assets/Fungus/Tests/Sequence/SequenceTestRoom.cs.meta

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5
Assets/Fungus/VisualScripting.meta

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44
Assets/Fungus/VisualScripting/ExecuteCommand.cs

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class ExecuteCommand : FungusCommand
{
public Sequence targetSequence;
public override void OnExecute()
{
if (targetSequence == null)
{
return;
}
ExecuteSequence(targetSequence);
}
public void OnDrawGizmos()
{
if (targetSequence == null)
{
errorMessage = "Please select a Target Sequence object";
}
else
{
errorMessage = "";
}
}
public override void GetConnectedSequences(ref List<Sequence> connectedSequences)
{
if (targetSequence != null)
{
connectedSequences.Add(targetSequence);
}
}
}
}

8
Assets/Fungus/VisualScripting/ExecuteCommand.cs.meta

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80
Assets/Fungus/VisualScripting/FungusCommand.cs

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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class FungusCommand : MonoBehaviour
{
[HideInInspector]
public string errorMessage = "";
[HideInInspector]
public SequenceController parentSequenceController;
[HideInInspector]
public Sequence parentSequence;
public virtual void Start()
{
parentSequence = GetComponent<Sequence>();
// Populate sequenceController reference
Transform parent = transform.parent;
while (parent != null)
{
parentSequenceController = parent.gameObject.GetComponent<SequenceController>();
if (parentSequenceController != null)
{
break;
}
}
}
public bool IsExecuting()
{
if (parentSequence == null)
{
return false;
}
return (parentSequence.activeCommand == this);
}
public virtual void Execute()
{
OnEnter();
OnExecute();
}
public virtual void ExecuteNextCommand()
{
OnExit();
parentSequence.ExecuteNextCommand(this);
}
public virtual void ExecuteSequence(Sequence s)
{
OnExit();
parentSequence.Finish();
parentSequenceController.ExecuteSequence(s);
}
public virtual void OnEnter()
{}
public virtual void OnExit()
{}
public virtual void OnExecute()
{}
public virtual void GetConnectedSequences(ref List<Sequence> connectedSequences)
{}
}
}

8
Assets/Fungus/VisualScripting/FungusCommand.cs.meta

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53
Assets/Fungus/VisualScripting/IfBooleanCommand.cs

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class IfBooleanCommand : FungusCommand
{
public string key;
public Sequence trueSequence;
public Sequence falseSequence;
public override void OnExecute()
{
if (Variables.GetBoolean(key))
{
ExecuteSequence(trueSequence);
}
else
{
ExecuteSequence(falseSequence);
}
}
public void OnDrawGizmos()
{
if (trueSequence == null || falseSequence == null)
{
errorMessage = "Please select true and false Sequence objects";
}
else
{
errorMessage = "";
}
}
public override void GetConnectedSequences(ref List<Sequence> connectedSequences)
{
if (trueSequence != null)
{
connectedSequences.Add(trueSequence);
}
if (falseSequence != null)
{
connectedSequences.Add(falseSequence);
}
}
}
}

8
Assets/Fungus/VisualScripting/IfBooleanCommand.cs.meta

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59
Assets/Fungus/VisualScripting/SayCommand.cs

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class SayCommand : FungusCommand
{
public string text;
public List<Sequence> options = new List<Sequence>();
public override void OnExecute()
{
Dialog dialog = Game.GetInstance().dialog;
foreach (Sequence sequence in options)
{
Sequence s = sequence;
dialog.AddOption(sequence.titleText, () => {
ExecuteSequence(s);
});
}
dialog.Say (text, delegate {
ExecuteNextCommand();
});
}
public void OnDrawGizmos()
{
errorMessage = "";
int i = 0;
foreach (Sequence sequence in options)
{
if (sequence == null)
{
errorMessage = "Please select a Sequence for option " + i;
break;
}
}
}
public override void GetConnectedSequences(ref List<Sequence> connectedSequences)
{
foreach (Sequence sequence in options)
{
if (sequence != null)
{
connectedSequences.Add(sequence);
}
}
}
}
}

8
Assets/Fungus/VisualScripting/SayCommand.cs.meta

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119
Assets/Fungus/VisualScripting/Sequence.cs

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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class Sequence : MonoBehaviour
{
public string titleText;
[HideInInspector]
public Rect nodeRect = new Rect(10, 10, 100, 100);
[HideInInspector]
public SequenceController sequenceController;
[HideInInspector]
public FungusCommand activeCommand;
public virtual void Start()
{
// Populate sequenceController reference
Transform parent = transform.parent;
while (parent != null)
{
sequenceController = parent.gameObject.GetComponent<SequenceController>();
if (sequenceController != null)
{
break;
}
}
}
public bool HasError()
{
FungusCommand[] commands = GetComponents<FungusCommand>();
foreach (FungusCommand command in commands)
{
if (command.errorMessage.Length > 0)
{
return true;
}
}
return false;
}
public bool IsRunning()
{
if (sequenceController == null ||
sequenceController.activeSequence == null)
{
return false;
}
return (sequenceController.activeSequence == this);
}
public void ExecuteNextCommand(FungusCommand currentCommand = null)
{
activeCommand = null;
FungusCommand nextCommand = null;
bool executeNext = (currentCommand == null);
FungusCommand[] commands = GetComponents<FungusCommand>();
foreach (FungusCommand command in commands)
{
if (command == currentCommand)
{
executeNext = true;
}
else if (executeNext)
{
nextCommand = command;
break;
}
}
if (nextCommand == null)
{
Finish();
}
else
{
if (sequenceController.stepTime == 0f)
{
activeCommand = nextCommand;
nextCommand.Execute();
}
else
{
StartCoroutine(ExecuteAfterDelay(nextCommand, sequenceController.stepTime));
}
}
}
IEnumerator ExecuteAfterDelay(FungusCommand command, float delay)
{
activeCommand = command;
yield return new WaitForSeconds(delay);
command.Execute();
}
public void Finish()
{
activeCommand = null;
// No more commands to run in current sequence
#if UNITY_EDITOR
Selection.activeGameObject = sequenceController.gameObject;
#endif
}
}
}

8
Assets/Fungus/VisualScripting/Sequence.cs.meta

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28
Assets/Fungus/VisualScripting/SequenceController.cs

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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using System.Collections;
using Fungus;
public class SequenceController : MonoBehaviour
{
public float stepTime;
public Sequence activeSequence;
public void ExecuteSequence(Sequence sequence)
{
if (activeSequence == null)
{
return;
}
#if UNITY_EDITOR
Selection.activeGameObject = sequence.gameObject;
#endif
activeSequence = sequence;
sequence.ExecuteNextCommand();
}
}

8
Assets/Fungus/VisualScripting/SequenceController.cs.meta

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22
Assets/Fungus/VisualScripting/SetBooleanCommand.cs

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class SetBooleanCommand : FungusCommand
{
public string key;
public bool value;
public override void OnExecute()
{
Variables.SetBoolean(key, value);
ExecuteNextCommand();
}
}
}

8
Assets/Fungus/VisualScripting/SetBooleanCommand.cs.meta

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24
Assets/Fungus/VisualScripting/WaitCommand.cs

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class WaitCommand : FungusCommand
{
public float duration;
public override void OnExecute()
{
Invoke ("OnWaitComplete", duration);
}
void OnWaitComplete()
{
ExecuteNextCommand();
}
}
}

8
Assets/Fungus/VisualScripting/WaitCommand.cs.meta

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Assets/FungusExample/Scenes/Example.unity

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