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@ -37,12 +37,28 @@ namespace Fungus
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protected virtual void Awake() |
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{ |
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// Give each child command a reference back to its parent sequence |
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int index = 0; |
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foreach (Command command in commandList) |
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{ |
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command.parentSequence = this; |
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command.commandIndex = index++; |
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} |
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} |
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#if UNITY_EDITOR |
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// The user can modify the command list order while playing in the editor, |
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// so we keep the command indices updated every frame. There's no need to |
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// do this in player builds so we compile this bit out for those builds. |
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void Update() |
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{ |
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int index = 0; |
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foreach (Command command in commandList) |
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{ |
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command.commandIndex = index++; |
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} |
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} |
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#endif |
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public virtual FungusScript GetFungusScript() |
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{ |
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FungusScript fungusScript = GetComponent<FungusScript>(); |
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@ -97,27 +113,27 @@ namespace Fungus
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FungusScript fungusScript = GetFungusScript(); |
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activeCommand = null; |
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Command nextCommand = null; |
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executingIconTimer = 0.5f; |
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bool executeNext = (currentCommand == null); |
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foreach (Command command in commandList) |
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int commandIndex = 0; |
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if (currentCommand != null) |
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{ |
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if (command == currentCommand) |
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{ |
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executeNext = true; |
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commandIndex = currentCommand.commandIndex + 1; |
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} |
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else if (executeNext) |
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{ |
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if (command.enabled && command.GetType() != typeof(Comment)) |
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while (commandIndex < commandList.Count && |
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(!commandList[commandIndex].enabled || commandList[commandIndex].GetType() == typeof(Comment))) |
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{ |
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nextCommand = command; |
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break; |
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} |
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commandIndex = commandList[commandIndex].commandIndex + 1; |
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} |
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Command nextCommand = null; |
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if (commandIndex < commandList.Count) |
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{ |
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nextCommand = commandList[commandIndex]; |
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} |
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activeCommand = null; |
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executingIconTimer = 0.5f; |
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if (nextCommand == null) |
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{ |
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Stop(); |
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