Browse Source

Removed obsolete commands and other dead code

master
chrisgregan 10 years ago
parent
commit
3b73d9563e
  1. 23
      Assets/Fungus/Flowchart/Scripts/Block.cs
  2. 3
      Assets/Fungus/Flowchart/Scripts/Commands/Else.cs
  3. 4
      Assets/Fungus/Flowchart/Scripts/Commands/ElseIf.cs
  4. 30
      Assets/Fungus/Flowchart/Scripts/Commands/EndIf.cs
  5. 8
      Assets/Fungus/Flowchart/Scripts/Commands/EndIf.cs.meta
  6. 3
      Assets/Fungus/Flowchart/Scripts/Commands/If.cs
  7. 8
      Assets/Fungus/Flowchart/Scripts/Flowchart.cs
  8. 5
      Assets/Fungus/Narrative/Deprecated.meta
  9. 85
      Assets/Fungus/Narrative/Deprecated/AddOption.cs
  10. 8
      Assets/Fungus/Narrative/Deprecated/AddOption.cs.meta
  11. BIN
      Assets/Fungus/Narrative/Deprecated/Arrow.png
  12. 48
      Assets/Fungus/Narrative/Deprecated/Arrow.png.meta
  13. 202
      Assets/Fungus/Narrative/Deprecated/Choose.cs
  14. 8
      Assets/Fungus/Narrative/Deprecated/Choose.cs.meta
  15. 157
      Assets/Fungus/Narrative/Deprecated/ChooseDialog.cs
  16. 8
      Assets/Fungus/Narrative/Deprecated/ChooseDialog.cs.meta
  17. 1470
      Assets/Fungus/Narrative/Deprecated/ChooseDialog.prefab
  18. 4
      Assets/Fungus/Narrative/Deprecated/ChooseDialog.prefab.meta
  19. 5
      Assets/Fungus/Narrative/Deprecated/Editor.meta
  20. 49
      Assets/Fungus/Narrative/Deprecated/Editor/AddOptionEditor.cs
  21. 8
      Assets/Fungus/Narrative/Deprecated/Editor/AddOptionEditor.cs.meta
  22. 110
      Assets/Fungus/Narrative/Deprecated/Editor/ChooseEditor.cs
  23. 8
      Assets/Fungus/Narrative/Deprecated/Editor/ChooseEditor.cs.meta
  24. 403
      Assets/Fungus/Narrative/Deprecated/NarratorDialog.prefab
  25. 4
      Assets/Fungus/Narrative/Deprecated/NarratorDialog.prefab.meta
  26. 547
      Assets/Fungus/Narrative/Deprecated/SayDialog.prefab
  27. 4
      Assets/Fungus/Narrative/Deprecated/SayDialog.prefab.meta
  28. 274
      Assets/FungusExamples/TheHunter/TheHunter.unity
  29. 2
      Assets/FungusExamples/Variables/Variables.unity

23
Assets/Fungus/Flowchart/Scripts/Block.cs

@ -6,16 +6,6 @@ using System.Collections.Generic;
namespace Fungus namespace Fungus
{ {
/**
* The Sequence class has been renamed to Block to be more descriptive.
*/
[ExecuteInEditMode]
[RequireComponent(typeof(Flowchart))]
[AddComponentMenu("")]
[Obsolete("Use Block class instead")]
public class Sequence : Block
{}
[ExecuteInEditMode] [ExecuteInEditMode]
[RequireComponent(typeof(Flowchart))] [RequireComponent(typeof(Flowchart))]
[AddComponentMenu("")] [AddComponentMenu("")]
@ -107,18 +97,7 @@ namespace Fungus
public virtual Flowchart GetFlowchart() public virtual Flowchart GetFlowchart()
{ {
Flowchart flowchart = GetComponent<Flowchart>(); return GetComponent<Flowchart>();
if (flowchart == null)
{
// Legacy support for earlier system where Blocks were children of the Flowchart
if (transform.parent != null)
{
flowchart = transform.parent.GetComponent<Flowchart>();
}
}
return flowchart;
} }
public virtual bool HasError() public virtual bool HasError()

3
Assets/Fungus/Flowchart/Scripts/Commands/Else.cs

@ -33,8 +33,7 @@ namespace Fungus
if (command.indentLevel == indent) if (command.indentLevel == indent)
{ {
System.Type type = command.GetType(); System.Type type = command.GetType();
if (type == typeof(EndIf) || // Legacy support for old EndIf command if (type == typeof(End))
type == typeof(End))
{ {
// Execute command immediately after the EndIf command // Execute command immediately after the EndIf command
Continue(command.commandIndex + 1); Continue(command.commandIndex + 1);

4
Assets/Fungus/Flowchart/Scripts/Commands/ElseIf.cs

@ -44,9 +44,7 @@ namespace Fungus
if (command.indentLevel == indent) if (command.indentLevel == indent)
{ {
System.Type type = command.GetType(); System.Type type = command.GetType();
if (//type == typeof(Else) || if (type == typeof(End))
type == typeof(EndIf) || // Legacy support for old EndIf command
type == typeof(End))
{ {
// Execute command immediately after the Else or End command // Execute command immediately after the Else or End command
Continue(command.commandIndex + 1); Continue(command.commandIndex + 1);

30
Assets/Fungus/Flowchart/Scripts/Commands/EndIf.cs

@ -1,30 +0,0 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
// Note: The End If command is deprecated, use the End command instead.
[CommandInfo("Scripting",
"End",
"Marks the end of a conditional block.", -1)]
[AddComponentMenu("")]
public class EndIf : Command
{
public override void OnEnter()
{
Continue();
}
public override bool CloseBlock()
{
return true;
}
public override Color GetButtonColor()
{
return new Color32(253, 253, 150, 255);
}
}
}

8
Assets/Fungus/Flowchart/Scripts/Commands/EndIf.cs.meta

@ -1,8 +0,0 @@
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3
Assets/Fungus/Flowchart/Scripts/Commands/If.cs

@ -117,8 +117,7 @@ namespace Fungus
} }
System.Type type = nextCommand.GetType(); System.Type type = nextCommand.GetType();
if (type == typeof(Else) || if (type == typeof(Else) ||
type == typeof(EndIf) || // Legacy support for old EndIf command
type == typeof(End)) type == typeof(End))
{ {
if (i >= parentBlock.commandList.Count - 1) if (i >= parentBlock.commandList.Count - 1)

8
Assets/Fungus/Flowchart/Scripts/Flowchart.cs

@ -8,14 +8,6 @@ using System.Text.RegularExpressions;
namespace Fungus namespace Fungus
{ {
/**
* The FungusScript class has been renamed to Flowchart to be more descriptive.
*/
[Obsolete("Use Flowchart class instead")]
[ExecuteInEditMode]
public class FungusScript : Flowchart
{}
/** /**
* Visual scripting controller for the Flowchart programming language. * Visual scripting controller for the Flowchart programming language.
* Flowchart objects may be edited visually using the Flowchart editor window. * Flowchart objects may be edited visually using the Flowchart editor window.

5
Assets/Fungus/Narrative/Deprecated.meta

@ -1,5 +0,0 @@
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85
Assets/Fungus/Narrative/Deprecated/AddOption.cs

@ -1,85 +0,0 @@
using UnityEngine;
using UnityEngine.Serialization;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Deprecated",
"Add Option",
"Obsolete: This command will be removed in a future update. Please use the Option command instead.",
-1)]
[AddComponentMenu("")]
public class AddOption : SetVariable
{
[Tooltip("Option text to display when presenting the option to the player")]
public string optionText;
[FormerlySerializedAs("targetSequence")]
[Tooltip("Block to execute when the player selects this option")]
public Block targetBlock;
[Tooltip("Hide this option once it has been selected so that it won't appear again even if executed again")]
public bool hideOnSelected;
protected bool wasSelected;
public override void OnEnter()
{
if (hideOnSelected && wasSelected)
{
Continue();
return;
}
Choose.Option option = new Choose.Option();
option.optionText = optionText; // Note: Variable substitution happens in the Choose command (as late as possible)
option.targetBlock = targetBlock;
option.action = () => {
wasSelected = true;
DoSetOperation(); // Set variable (if one is specified)
};
Choose.options.Add(option);
Continue();
}
public override string GetSummary()
{
string summaryText = optionText;
if (targetBlock == null)
{
summaryText += " ( <Continue> )";
}
else
{
summaryText += " (" + targetBlock.blockName + ")";
}
return summaryText;
}
public override void GetConnectedBlocks(ref List<Block> connectedBlocks)
{
if (targetBlock != null)
{
connectedBlocks.Add(targetBlock);
}
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
public override void OnReset()
{
wasSelected = false;
}
}
}

8
Assets/Fungus/Narrative/Deprecated/AddOption.cs.meta

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Assets/Fungus/Narrative/Deprecated/Arrow.png.meta

@ -1,48 +0,0 @@
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202
Assets/Fungus/Narrative/Deprecated/Choose.cs

@ -1,202 +0,0 @@
using UnityEngine;
using UnityEngine.Serialization;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Deprecated",
"Choose",
"Obsolete: This command will be removed in a future update. Please use the Menu command instead.",
-1)]
[AddComponentMenu("")]
public class Choose : Command
{
public class Option
{
public string optionText;
[FormerlySerializedAs("targetSequence")]
public Block targetBlock;
public Action action;
}
static public List<Option> options = new List<Option>();
[Tooltip("Story text to display to prompt player to choose an option")]
[TextArea(5,10)]
public string chooseText;
[Tooltip("Speaking character to use when prompting the player to choose an option")]
public Character character;
[Tooltip("Choose Dialog object to use to display the player options")]
public ChooseDialog chooseDialog;
[Tooltip("Portrait that represents speaking character")]
public Sprite portrait;
[Tooltip("Voiceover audio to play when prompting the player to choose an option")]
public AudioClip voiceOverClip;
[Tooltip("Time limit for player to choose an option. Set to 0 for no time limit.")]
public float timeoutDuration;
protected bool showBasicGUI;
public override void OnEnter()
{
showBasicGUI = false;
if (chooseDialog == null)
{
if (chooseDialog == null)
{
// Try to get any ChooseDialog in the scene
chooseDialog = GameObject.FindObjectOfType<ChooseDialog>();
}
if (chooseDialog == null)
{
showBasicGUI = true;
return;
}
}
if (options.Count == 0)
{
Continue();
}
else
{
Flowchart flowchart = GetFlowchart();
chooseDialog.ShowDialog(true);
chooseDialog.SetCharacter(character, flowchart);
chooseDialog.SetCharacterImage(portrait);
List<ChooseDialog.Option> dialogOptions = new List<ChooseDialog.Option>();
foreach (Option option in options)
{
ChooseDialog.Option dialogOption = new ChooseDialog.Option();
// Store these in local variables so they get closed over correctly by the delegate call
dialogOption.text = option.optionText;
dialogOption.text = flowchart.SubstituteVariables(dialogOption.text);
Block onSelectBlock = option.targetBlock;
Action optionAction = option.action;
dialogOption.onSelect = delegate {
if (optionAction != null)
{
optionAction();
}
chooseDialog.ShowDialog(false);
if (onSelectBlock == null)
{
Continue ();
}
else
{
Stop();
onSelectBlock.Execute();
}
};
dialogOptions.Add(dialogOption);
}
options.Clear();
if (voiceOverClip != null)
{
chooseDialog.PlayVoiceOver(voiceOverClip);
}
string subbedText = flowchart.SubstituteVariables(chooseText);
chooseDialog.Choose(subbedText, dialogOptions, timeoutDuration, delegate {
chooseDialog.ShowDialog(false);
Continue();
});
}
}
public override string GetSummary()
{
return "\"" + chooseText + "\"";
}
public override void GetConnectedBlocks (ref List<Block> connectedBlocks)
{
// Show connected blocks from preceding AddOption commands
if (isExecuting)
{
foreach (Option option in options)
{
if (option.targetBlock != null)
{
connectedBlocks.Add(option.targetBlock);
}
}
}
}
protected virtual void OnGUI()
{
if (!showBasicGUI)
{
return;
}
// Draw a basic GUI to use when no uGUI dialog has been set
// Does not support drawing character images
GUILayout.BeginHorizontal(GUILayout.Width(Screen.width));
GUILayout.FlexibleSpace();
GUILayout.BeginVertical(GUILayout.Height(Screen.height));
GUILayout.FlexibleSpace();
GUILayout.BeginVertical(new GUIStyle(GUI.skin.box));
if (character != null)
{
GUILayout.Label(character.nameText);
GUILayout.Space(10);
}
GUILayout.Label(chooseText);
foreach (Option option in options)
{
if (GUILayout.Button(option.optionText))
{
options.Clear();
showBasicGUI = false;
Stop();
if (option.targetBlock != null)
{
option.targetBlock.Execute();
}
}
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
public override Color GetButtonColor()
{
return new Color32(184, 210, 235, 255);
}
}
}

8
Assets/Fungus/Narrative/Deprecated/Choose.cs.meta

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157
Assets/Fungus/Narrative/Deprecated/ChooseDialog.cs

@ -1,157 +0,0 @@
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;
}
}
}

8
Assets/Fungus/Narrative/Deprecated/ChooseDialog.cs.meta

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5
Assets/Fungus/Narrative/Deprecated/Editor.meta

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49
Assets/Fungus/Narrative/Deprecated/Editor/AddOptionEditor.cs

@ -1,49 +0,0 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Rotorz.ReorderableList;
namespace Fungus
{
[CustomEditor (typeof(AddOption))]
public class AddOptionEditor : SetVariableEditor
{
protected SerializedProperty optionTextProp;
protected SerializedProperty hideOnSelectedProp;
protected SerializedProperty targetBlockProp;
protected override void OnEnable()
{
base.OnEnable();
optionTextProp = serializedObject.FindProperty("optionText");
hideOnSelectedProp = serializedObject.FindProperty("hideOnSelected");
targetBlockProp = serializedObject.FindProperty("targetBlock");
}
public override void DrawCommandGUI()
{
serializedObject.Update();
AddOption t = target as AddOption;
EditorGUILayout.PropertyField(optionTextProp, new GUIContent("Option Text", "Text to display on the option button."));
BlockEditor.BlockField(targetBlockProp,
new GUIContent("Target Block", "Block to execute when this option is selected by the player."),
new GUIContent("<Continue>"),
t.GetFlowchart());
serializedObject.ApplyModifiedProperties();
base.DrawCommandGUI();
serializedObject.Update();
EditorGUILayout.PropertyField(hideOnSelectedProp, new GUIContent("Hide On Selected", "Hide this option forever once the player has selected it."));
serializedObject.ApplyModifiedProperties();
}
}
}

8
Assets/Fungus/Narrative/Deprecated/Editor/AddOptionEditor.cs.meta

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110
Assets/Fungus/Narrative/Deprecated/Editor/ChooseEditor.cs

@ -1,110 +0,0 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Rotorz.ReorderableList;
namespace Fungus
{
[CustomEditor (typeof(Choose))]
public class ChooseEditor : CommandEditor
{
static public bool showTagHelp;
protected SerializedProperty chooseTextProp;
protected SerializedProperty characterProp;
protected SerializedProperty chooseDialogProp;
protected SerializedProperty portraitProp;
protected SerializedProperty voiceOverClipProp;
protected SerializedProperty timeoutDurationProp;
protected virtual void OnEnable()
{
chooseTextProp = serializedObject.FindProperty("chooseText");
characterProp = serializedObject.FindProperty("character");
portraitProp = serializedObject.FindProperty("portrait");
chooseDialogProp = serializedObject.FindProperty("chooseDialog");
voiceOverClipProp = serializedObject.FindProperty("voiceOverClip");
timeoutDurationProp = serializedObject.FindProperty("timeoutDuration");
}
public override void DrawCommandGUI()
{
serializedObject.Update();
Choose t = target as Choose;
CommandEditor.ObjectField<Character>(characterProp,
new GUIContent("Character", "Character to display in dialog"),
new GUIContent("<None>"),
Character.activeCharacters);
CommandEditor.ObjectField<ChooseDialog>(chooseDialogProp,
new GUIContent("Choose Dialog", "Choose Dialog object to use to display the multiple player choices"),
new GUIContent("<Default>"),
ChooseDialog.activeDialogs);
bool showPortraits = false;
// Only show portrait selection if...
if (t.character != null && // Character is selected
t.character.portraits != null && // Character has a portraits field
t.character.portraits.Count > 0 ) // Selected Character has at least 1 portrait
{
showPortraits = true;
}
if (showPortraits)
{
CommandEditor.ObjectField<Sprite>(portraitProp,
new GUIContent("Portrait", "Portrait representing speaking character"),
new GUIContent("<None>"),
t.character.portraits);
}
else
{
t.portrait = null;
}
EditorGUILayout.PropertyField(chooseTextProp);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(new GUIContent("Tag Help", "Show help info for tags"), new GUIStyle(EditorStyles.miniButton)))
{
showTagHelp = !showTagHelp;
}
EditorGUILayout.EndHorizontal();
if (showTagHelp)
{
SayEditor.DrawTagHelpLabel();
}
EditorGUILayout.Separator();
EditorGUILayout.PropertyField(voiceOverClipProp, new GUIContent("Voice Over Clip", "Voice over audio to play when the choose text is displayed"));
EditorGUILayout.PropertyField(timeoutDurationProp, new GUIContent("Timeout Duration", "Time limit for player to make a choice. Set to 0 for no limit."));
/*
if (showPortraits && t.portrait != null)
{
Texture2D characterTexture = t.portrait.texture;
float aspect = (float)characterTexture.width / (float)characterTexture.height;
Rect previewRect = GUILayoutUtility.GetAspectRect(aspect, GUILayout.Width(100), GUILayout.ExpandWidth(true));
CharacterEditor characterEditor = Editor.CreateEditor(t.character) as CharacterEditor;
characterEditor.DrawPreview(previewRect, characterTexture);
DestroyImmediate(characterEditor);
}
*/
serializedObject.ApplyModifiedProperties();
}
}
}

8
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2
Assets/FungusExamples/Variables/Variables.unity

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