Replaced Choose, Option commands with new Menu command - Menu command displays Menu dialog immediately and then continues - Menu dialog is a simple list of buttons Say dialog can now display and continue (via Wait For Input property) - This allows you to display Say text and show a multiple choice menu at the same time There is now only one type of standard Say dialog - Text box automatically adjusts if no character image is displayed Added SetSayDialog and SetMenuDialog commands to explicitly switch between custom dialog objects. Added a MenuTimer command to display the timeout slider - Calls a target sequence if the timer expiresmaster
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userData: |
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|
using UnityEditor; |
||||||
|
using UnityEngine; |
||||||
|
using System; |
||||||
|
using System.Collections; |
||||||
|
using System.Collections.Generic; |
||||||
|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
|
||||||
|
[CustomEditor (typeof(Fungus.Menu))] |
||||||
|
public class MenuEditor : CommandEditor |
||||||
|
{ |
||||||
|
protected SerializedProperty textProp; |
||||||
|
protected SerializedProperty targetSequenceProp; |
||||||
|
protected SerializedProperty hideIfVisitedProp; |
||||||
|
|
||||||
|
protected virtual void OnEnable() |
||||||
|
{ |
||||||
|
textProp = serializedObject.FindProperty("text"); |
||||||
|
targetSequenceProp = serializedObject.FindProperty("targetSequence"); |
||||||
|
hideIfVisitedProp = serializedObject.FindProperty("hideIfVisited"); |
||||||
|
} |
||||||
|
|
||||||
|
public override void DrawCommandGUI() |
||||||
|
{ |
||||||
|
FungusScript fungusScript = FungusScriptWindow.GetFungusScript(); |
||||||
|
if (fungusScript == null) |
||||||
|
{ |
||||||
|
return; |
||||||
|
} |
||||||
|
|
||||||
|
serializedObject.Update(); |
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(textProp); |
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|
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||||||
|
SequenceEditor.SequenceField(targetSequenceProp, |
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|
new GUIContent("Target Sequence", "Sequence to call when option is selected"), |
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|
new GUIContent("<None>"), |
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|
fungusScript); |
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|
|
||||||
|
EditorGUILayout.PropertyField(hideIfVisitedProp); |
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|
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||||||
|
serializedObject.ApplyModifiedProperties(); |
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|
} |
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|
} |
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|
|
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|
} |
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userData: |
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|
using UnityEditor; |
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|
using UnityEngine; |
||||||
|
using System; |
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|
using System.Collections; |
||||||
|
using System.Collections.Generic; |
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|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
[CustomEditor (typeof(MenuTimer))] |
||||||
|
public class MenuTimerEditor : CommandEditor |
||||||
|
{ |
||||||
|
protected SerializedProperty durationProp; |
||||||
|
protected SerializedProperty targetSequenceProp; |
||||||
|
|
||||||
|
protected virtual void OnEnable() |
||||||
|
{ |
||||||
|
durationProp = serializedObject.FindProperty("duration"); |
||||||
|
targetSequenceProp = serializedObject.FindProperty("targetSequence"); |
||||||
|
} |
||||||
|
|
||||||
|
public override void DrawCommandGUI() |
||||||
|
{ |
||||||
|
FungusScript fungusScript = FungusScriptWindow.GetFungusScript(); |
||||||
|
if (fungusScript == null) |
||||||
|
{ |
||||||
|
return; |
||||||
|
} |
||||||
|
|
||||||
|
serializedObject.Update(); |
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(durationProp); |
||||||
|
|
||||||
|
SequenceEditor.SequenceField(targetSequenceProp, |
||||||
|
new GUIContent("Target Sequence", "Sequence to call when timer expires"), |
||||||
|
new GUIContent("<None>"), |
||||||
|
fungusScript); |
||||||
|
|
||||||
|
serializedObject.ApplyModifiedProperties(); |
||||||
|
} |
||||||
|
} |
||||||
|
} |
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Copyright (c) <dates>, <Copyright Holder> (<URL|email>), |
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with Reserved Font Name <Reserved Font Name>. |
||||||
|
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>), |
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|
with Reserved Font Name <additional Reserved Font Name>. |
||||||
|
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>). |
||||||
|
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1. |
||||||
|
This license is copied below, and is also available with a FAQ at: |
||||||
|
http://scripts.sil.org/OFL |
||||||
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|
||||||
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|
||||||
|
----------------------------------------------------------- |
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 |
||||||
|
----------------------------------------------------------- |
||||||
|
|
||||||
|
PREAMBLE |
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide |
||||||
|
development of collaborative font projects, to support the font creation |
||||||
|
efforts of academic and linguistic communities, and to provide a free and |
||||||
|
open framework in which fonts may be shared and improved in partnership |
||||||
|
with others. |
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and |
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|
redistributed freely as long as they are not sold by themselves. The |
||||||
|
fonts, including any derivative works, can be bundled, embedded, |
||||||
|
redistributed and/or sold with any software provided that any reserved |
||||||
|
names are not used by derivative works. The fonts and derivatives, |
||||||
|
however, cannot be released under any other type of license. The |
||||||
|
requirement for fonts to remain under this license does not apply |
||||||
|
to any document created using the fonts or their derivatives. |
||||||
|
|
||||||
|
DEFINITIONS |
||||||
|
"Font Software" refers to the set of files released by the Copyright |
||||||
|
Holder(s) under this license and clearly marked as such. This may |
||||||
|
include source files, build scripts and documentation. |
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the |
||||||
|
copyright statement(s). |
||||||
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|
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|
"Original Version" refers to the collection of Font Software components as |
||||||
|
distributed by the Copyright Holder(s). |
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting, |
||||||
|
or substituting -- in part or in whole -- any of the components of the |
||||||
|
Original Version, by changing formats or by porting the Font Software to a |
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new environment. |
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|
||||||
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"Author" refers to any designer, engineer, programmer, technical |
||||||
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writer or other person who contributed to the Font Software. |
||||||
|
|
||||||
|
PERMISSION & CONDITIONS |
||||||
|
Permission is hereby granted, free of charge, to any person obtaining |
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify, |
||||||
|
redistribute, and sell modified and unmodified copies of the Font |
||||||
|
Software, subject to the following conditions: |
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components, |
||||||
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in Original or Modified Versions, may be sold by itself. |
||||||
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|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled, |
||||||
|
redistributed and/or sold with any software, provided that each copy |
||||||
|
contains the above copyright notice and this license. These can be |
||||||
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included either as stand-alone text files, human-readable headers or |
||||||
|
in the appropriate machine-readable metadata fields within text or |
||||||
|
binary files as long as those fields can be easily viewed by the user. |
||||||
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|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font |
||||||
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Name(s) unless explicit written permission is granted by the corresponding |
||||||
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Copyright Holder. This restriction only applies to the primary font name as |
||||||
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presented to the users. |
||||||
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|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font |
||||||
|
Software shall not be used to promote, endorse or advertise any |
||||||
|
Modified Version, except to acknowledge the contribution(s) of the |
||||||
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Copyright Holder(s) and the Author(s) or with their explicit written |
||||||
|
permission. |
||||||
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|
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|
5) The Font Software, modified or unmodified, in part or in whole, |
||||||
|
must be distributed entirely under this license, and must not be |
||||||
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distributed under any other license. The requirement for fonts to |
||||||
|
remain under this license does not apply to any document created |
||||||
|
using the Font Software. |
||||||
|
|
||||||
|
TERMINATION |
||||||
|
This license becomes null and void if any of the above conditions are |
||||||
|
not met. |
||||||
|
|
||||||
|
DISCLAIMER |
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF |
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT |
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE |
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, |
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL |
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM |
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE. |
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||||||
|
m_LocalPosition: {x: 0, y: 0, z: 0} |
||||||
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m_LocalScale: {x: 0, y: 0, z: 0} |
||||||
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m_Children: |
||||||
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- {fileID: 22488900} |
||||||
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m_Father: {fileID: 0} |
||||||
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||||||
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||||||
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m_AnchoredPosition: {x: 0, y: 0} |
||||||
|
m_SizeDelta: {x: 0, y: 0} |
||||||
|
m_Pivot: {x: 0, y: 0} |
||||||
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||||||
|
CanvasGroup: |
||||||
|
m_ObjectHideFlags: 1 |
||||||
|
m_PrefabParentObject: {fileID: 0} |
||||||
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||||||
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||||||
|
m_Alpha: 1 |
||||||
|
m_Interactable: 1 |
||||||
|
m_BlocksRaycasts: 1 |
||||||
|
m_IgnoreParentGroups: 0 |
||||||
|
--- !u!225 &22588896 |
||||||
|
CanvasGroup: |
||||||
|
m_ObjectHideFlags: 1 |
||||||
|
m_PrefabParentObject: {fileID: 0} |
||||||
|
m_PrefabInternal: {fileID: 100100000} |
||||||
|
m_GameObject: {fileID: 188902} |
||||||
|
m_Enabled: 1 |
||||||
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m_Alpha: 1 |
||||||
|
m_Interactable: 1 |
||||||
|
m_BlocksRaycasts: 1 |
||||||
|
m_IgnoreParentGroups: 0 |
||||||
|
--- !u!1001 &100100000 |
||||||
|
Prefab: |
||||||
|
m_ObjectHideFlags: 1 |
||||||
|
serializedVersion: 2 |
||||||
|
m_Modification: |
||||||
|
m_TransformParent: {fileID: 0} |
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|
m_Modifications: [] |
||||||
|
m_RemovedComponents: [] |
||||||
|
m_ParentPrefab: {fileID: 0} |
||||||
|
m_RootGameObject: {fileID: 188902} |
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|
m_IsPrefabParent: 1 |
||||||
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m_IsExploded: 1 |
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|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 8a005a9e0713f4cc1b5ad29fb07657d3 |
||||||
|
NativeFormatImporter: |
||||||
|
userData: |
@ -0,0 +1,112 @@ |
|||||||
|
using UnityEngine; |
||||||
|
using UnityEngine.EventSystems; |
||||||
|
using System; |
||||||
|
using System.Collections; |
||||||
|
using System.Collections.Generic; |
||||||
|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
[CommandInfo("Dialog", |
||||||
|
"Menu", |
||||||
|
"Displays a multiple choice menu")] |
||||||
|
[AddComponentMenu("")] |
||||||
|
public class Menu : Command |
||||||
|
{ |
||||||
|
|
||||||
|
// Menu displays a menu button which will execute the target sequence when clicked |
||||||
|
// Menu Timeout executes a sequence if the timeout expires |
||||||
|
// The 'Hide If Visited' option checks the execution count of the target sequence |
||||||
|
// Hide Say dialog when finished? Let Say command handle that |
||||||
|
|
||||||
|
// Can wrap in an If statement if you need a conditional option |
||||||
|
|
||||||
|
public string text = "Option"; |
||||||
|
public Sequence targetSequence; |
||||||
|
public bool hideIfVisited; |
||||||
|
|
||||||
|
protected static bool eventSystemPresent; |
||||||
|
|
||||||
|
public override void OnEnter() |
||||||
|
{ |
||||||
|
CheckEventSystem(); |
||||||
|
|
||||||
|
MenuDialog menuDialog = SetMenuDialog.GetActiveMenuDialog(); |
||||||
|
|
||||||
|
if (menuDialog != null) |
||||||
|
{ |
||||||
|
menuDialog.gameObject.SetActive(true); |
||||||
|
|
||||||
|
if (hideIfVisited && |
||||||
|
targetSequence != null && |
||||||
|
targetSequence.GetExecutionCount() > 0) |
||||||
|
{ |
||||||
|
// Don't show this option |
||||||
|
} |
||||||
|
else |
||||||
|
{ |
||||||
|
menuDialog.AddOption(text, targetSequence); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
Continue(); |
||||||
|
} |
||||||
|
|
||||||
|
// There must be an Event System in the scene for Menu input to work. |
||||||
|
// This function will automatically instantiate one if none exists. |
||||||
|
protected virtual void CheckEventSystem() |
||||||
|
{ |
||||||
|
if (eventSystemPresent) |
||||||
|
{ |
||||||
|
return; |
||||||
|
} |
||||||
|
|
||||||
|
EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>(); |
||||||
|
if (eventSystem == null) |
||||||
|
{ |
||||||
|
// Auto spawn an Event System from the prefab |
||||||
|
GameObject go = Resources.Load<GameObject>("FungusEventSystem"); |
||||||
|
if (go != null) |
||||||
|
{ |
||||||
|
GameObject spawnedGO = Instantiate(go) as GameObject; |
||||||
|
spawnedGO.name = "EventSystem"; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
eventSystemPresent = true; |
||||||
|
} |
||||||
|
|
||||||
|
public override void GetConnectedSequences(ref List<Sequence> connectedSequences) |
||||||
|
{ |
||||||
|
if (targetSequence != null) |
||||||
|
{ |
||||||
|
connectedSequences.Add(targetSequence); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public override string GetSummary() |
||||||
|
{ |
||||||
|
if (targetSequence == null) |
||||||
|
{ |
||||||
|
return "Error: No target sequence selected"; |
||||||
|
} |
||||||
|
|
||||||
|
if (text == "") |
||||||
|
{ |
||||||
|
return "Error: No button text selected"; |
||||||
|
} |
||||||
|
|
||||||
|
return text + " : " + targetSequence.sequenceName; |
||||||
|
} |
||||||
|
|
||||||
|
public override Color GetButtonColor() |
||||||
|
{ |
||||||
|
return new Color32(184, 210, 235, 255); |
||||||
|
} |
||||||
|
|
||||||
|
public override bool RunSlowInEditor() |
||||||
|
{ |
||||||
|
return false; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
} |
@ -0,0 +1,8 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: 841589fc622bc494aa5405f416fa1301 |
||||||
|
MonoImporter: |
||||||
|
serializedVersion: 2 |
||||||
|
defaultReferences: [] |
||||||
|
executionOrder: 0 |
||||||
|
icon: {instanceID: 0} |
||||||
|
userData: |
@ -0,0 +1,59 @@ |
|||||||
|
using UnityEngine; |
||||||
|
using UnityEngine.EventSystems; |
||||||
|
using System; |
||||||
|
using System.Collections; |
||||||
|
using System.Collections.Generic; |
||||||
|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
[CommandInfo("Dialog", |
||||||
|
"Menu Timer", |
||||||
|
"Displays a timer bar and executes a target sequence if the player fails to select a menu option in time.")] |
||||||
|
[AddComponentMenu("")] |
||||||
|
public class MenuTimer : Command |
||||||
|
{ |
||||||
|
public float duration; |
||||||
|
public Sequence targetSequence; |
||||||
|
|
||||||
|
public override void OnEnter() |
||||||
|
{ |
||||||
|
MenuDialog menuDialog = SetMenuDialog.GetActiveMenuDialog(); |
||||||
|
if (menuDialog != null && |
||||||
|
targetSequence != null) |
||||||
|
{ |
||||||
|
menuDialog.ShowTimer(duration, targetSequence); |
||||||
|
} |
||||||
|
|
||||||
|
Continue(); |
||||||
|
} |
||||||
|
|
||||||
|
public override void GetConnectedSequences(ref List<Sequence> connectedSequences) |
||||||
|
{ |
||||||
|
if (targetSequence != null) |
||||||
|
{ |
||||||
|
connectedSequences.Add(targetSequence); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public override string GetSummary() |
||||||
|
{ |
||||||
|
if (targetSequence == null) |
||||||
|
{ |
||||||
|
return "Error: No target sequence selected"; |
||||||
|
} |
||||||
|
|
||||||
|
return targetSequence.sequenceName; |
||||||
|
} |
||||||
|
|
||||||
|
public override Color GetButtonColor() |
||||||
|
{ |
||||||
|
return new Color32(184, 210, 235, 255); |
||||||
|
} |
||||||
|
|
||||||
|
public override bool RunSlowInEditor() |
||||||
|
{ |
||||||
|
return false; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
} |
@ -0,0 +1,8 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: ab54728d981544842843ba6609b9a80a |
||||||
|
MonoImporter: |
||||||
|
serializedVersion: 2 |
||||||
|
defaultReferences: [] |
||||||
|
executionOrder: 0 |
||||||
|
icon: {instanceID: 0} |
||||||
|
userData: |
@ -0,0 +1,69 @@ |
|||||||
|
using UnityEngine; |
||||||
|
using System; |
||||||
|
using System.Collections; |
||||||
|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
[CommandInfo("Dialog", |
||||||
|
"Set Menu Dialog", |
||||||
|
"Sets a custom menu dialog to use when displaying multiple choice menus")] |
||||||
|
[AddComponentMenu("")] |
||||||
|
public class SetMenuDialog : Command |
||||||
|
{ |
||||||
|
public static MenuDialog activeMenuDialog; |
||||||
|
|
||||||
|
public MenuDialog menuDialog; |
||||||
|
|
||||||
|
public static MenuDialog GetActiveMenuDialog() |
||||||
|
{ |
||||||
|
if (activeMenuDialog == null) |
||||||
|
{ |
||||||
|
activeMenuDialog = GameObject.FindObjectOfType<MenuDialog>(); |
||||||
|
} |
||||||
|
|
||||||
|
if (activeMenuDialog == null) |
||||||
|
{ |
||||||
|
// Auto spawn a menu object from the prefab |
||||||
|
GameObject go = Resources.Load<GameObject>("FungusMenuDialog"); |
||||||
|
if (go != null) |
||||||
|
{ |
||||||
|
GameObject spawnedGO = Instantiate(go) as GameObject; |
||||||
|
spawnedGO.name = "MenuDialog"; |
||||||
|
spawnedGO.SetActive(false); |
||||||
|
activeMenuDialog = spawnedGO.GetComponent<MenuDialog>(); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
return activeMenuDialog; |
||||||
|
} |
||||||
|
|
||||||
|
public override void OnEnter() |
||||||
|
{ |
||||||
|
if (menuDialog != null) |
||||||
|
{ |
||||||
|
activeMenuDialog = menuDialog; |
||||||
|
} |
||||||
|
|
||||||
|
// Populate the static cached dialog |
||||||
|
GetActiveMenuDialog(); |
||||||
|
|
||||||
|
Continue(); |
||||||
|
} |
||||||
|
|
||||||
|
public override string GetSummary() |
||||||
|
{ |
||||||
|
if (menuDialog == null) |
||||||
|
{ |
||||||
|
return "Error: No menu dialog selected"; |
||||||
|
} |
||||||
|
|
||||||
|
return menuDialog.name; |
||||||
|
} |
||||||
|
|
||||||
|
public override Color GetButtonColor() |
||||||
|
{ |
||||||
|
return new Color32(170, 204, 169, 255); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
} |
@ -0,0 +1,8 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: b097b9790a8a1456a86bc4d322b487db |
||||||
|
MonoImporter: |
||||||
|
serializedVersion: 2 |
||||||
|
defaultReferences: [] |
||||||
|
executionOrder: 0 |
||||||
|
icon: {instanceID: 0} |
||||||
|
userData: |
@ -0,0 +1,69 @@ |
|||||||
|
using UnityEngine; |
||||||
|
using System; |
||||||
|
using System.Collections; |
||||||
|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
[CommandInfo("Dialog", |
||||||
|
"Set Say Dialog", |
||||||
|
"Sets a custom say dialog to use when displaying story text")] |
||||||
|
[AddComponentMenu("")] |
||||||
|
public class SetSayDialog : Command |
||||||
|
{ |
||||||
|
public static SayDialog activeDialog; |
||||||
|
|
||||||
|
public SayDialog sayDialog; |
||||||
|
|
||||||
|
public static SayDialog GetActiveSayDialog() |
||||||
|
{ |
||||||
|
if (activeDialog == null) |
||||||
|
{ |
||||||
|
activeDialog = GameObject.FindObjectOfType<SayDialog>(); |
||||||
|
} |
||||||
|
|
||||||
|
if (activeDialog == null) |
||||||
|
{ |
||||||
|
// Auto spawn a say dialog from the prefab |
||||||
|
GameObject go = Resources.Load<GameObject>("FungusSayDialog"); |
||||||
|
if (go != null) |
||||||
|
{ |
||||||
|
GameObject spawnedGO = Instantiate(go) as GameObject; |
||||||
|
spawnedGO.name = "SayDialog"; |
||||||
|
spawnedGO.SetActive(false); |
||||||
|
activeDialog = spawnedGO.GetComponent<SayDialog>(); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
return activeDialog; |
||||||
|
} |
||||||
|
|
||||||
|
public override void OnEnter() |
||||||
|
{ |
||||||
|
if (sayDialog != null) |
||||||
|
{ |
||||||
|
activeDialog = sayDialog; |
||||||
|
} |
||||||
|
|
||||||
|
// Populate the static cached dialog |
||||||
|
GetActiveSayDialog(); |
||||||
|
|
||||||
|
Continue(); |
||||||
|
} |
||||||
|
|
||||||
|
public override string GetSummary() |
||||||
|
{ |
||||||
|
if (sayDialog == null) |
||||||
|
{ |
||||||
|
return "Error: No say dialog selected"; |
||||||
|
} |
||||||
|
|
||||||
|
return sayDialog.name; |
||||||
|
} |
||||||
|
|
||||||
|
public override Color GetButtonColor() |
||||||
|
{ |
||||||
|
return new Color32(184, 210, 235, 255); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
} |
@ -0,0 +1,8 @@ |
|||||||
|
fileFormatVersion: 2 |
||||||
|
guid: d65d551a201c94bc79950076ff3eaf2e |
||||||
|
MonoImporter: |
||||||
|
serializedVersion: 2 |
||||||
|
defaultReferences: [] |
||||||
|
executionOrder: 0 |
||||||
|
icon: {instanceID: 0} |
||||||
|
userData: |
@ -0,0 +1,152 @@ |
|||||||
|
using UnityEngine; |
||||||
|
using UnityEngine.UI; |
||||||
|
using UnityEngine.Events; |
||||||
|
using System; |
||||||
|
using System.Collections; |
||||||
|
using System.Collections.Generic; |
||||||
|
|
||||||
|
namespace Fungus |
||||||
|
{ |
||||||
|
|
||||||
|
public class MenuDialog : MonoBehaviour |
||||||
|
{ |
||||||
|
protected Button[] cachedButtons; |
||||||
|
protected Slider cachedSlider; |
||||||
|
|
||||||
|
public virtual void Awake() |
||||||
|
{ |
||||||
|
Button[] optionButtons = GetComponentsInChildren<Button>(); |
||||||
|
cachedButtons = optionButtons; |
||||||
|
|
||||||
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
||||||
|
cachedSlider = timeoutSlider; |
||||||
|
|
||||||
|
Clear(); |
||||||
|
} |
||||||
|
|
||||||
|
public virtual void OnEnable() |
||||||
|
{ |
||||||
|
// The canvas may fail to update if the menu dialog is enabled in the first game frame. |
||||||
|
// To fix this we just need to force a canvas update when the object is enabled. |
||||||
|
Canvas.ForceUpdateCanvases(); |
||||||
|
} |
||||||
|
|
||||||
|
protected virtual void Clear() |
||||||
|
{ |
||||||
|
StopAllCoroutines(); |
||||||
|
|
||||||
|
Button[] optionButtons = GetComponentsInChildren<Button>(); |
||||||
|
foreach (UnityEngine.UI.Button button in optionButtons) |
||||||
|
{ |
||||||
|
button.onClick.RemoveAllListeners(); |
||||||
|
} |
||||||
|
|
||||||
|
foreach (UnityEngine.UI.Button button in optionButtons) |
||||||
|
{ |
||||||
|
if (button != null) |
||||||
|
{ |
||||||
|
button.gameObject.SetActive(false); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
||||||
|
if (timeoutSlider != null) |
||||||
|
{ |
||||||
|
timeoutSlider.gameObject.SetActive(false); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
public virtual bool AddOption(string text, Sequence targetSequence) |
||||||
|
{ |
||||||
|
gameObject.SetActive(true); |
||||||
|
|
||||||
|
bool addedOption = false; |
||||||
|
foreach (Button button in cachedButtons) |
||||||
|
{ |
||||||
|
if (!button.gameObject.activeSelf) |
||||||
|
{ |
||||||
|
button.gameObject.SetActive(true); |
||||||
|
|
||||||
|
Text textComponent = button.GetComponentInChildren<Text>(); |
||||||
|
if (textComponent != null) |
||||||
|
{ |
||||||
|
textComponent.text = text; |
||||||
|
} |
||||||
|
|
||||||
|
Sequence sequence = targetSequence; |
||||||
|
|
||||||
|
button.onClick.AddListener(delegate { |
||||||
|
|
||||||
|
StopAllCoroutines(); // Stop timeout |
||||||
|
Clear(); |
||||||
|
gameObject.SetActive(false); |
||||||
|
|
||||||
|
// Hide the active Say dialog in case it's still being displayed |
||||||
|
SayDialog activeSayDialog = SetSayDialog.GetActiveSayDialog(); |
||||||
|
if (activeSayDialog != null) |
||||||
|
{ |
||||||
|
activeSayDialog.ShowDialog(false); |
||||||
|
} |
||||||
|
|
||||||
|
if (sequence != null) |
||||||
|
{ |
||||||
|
#if UNITY_EDITOR |
||||||
|
// Select the new target sequence in the Fungus Script window |
||||||
|
FungusScript fungusScript = sequence.GetFungusScript(); |
||||||
|
fungusScript.selectedSequence = sequence; |
||||||
|
#endif |
||||||
|
|
||||||
|
sequence.ExecuteCommand(0); |
||||||
|
} |
||||||
|
}); |
||||||
|
|
||||||
|
addedOption = true; |
||||||
|
break; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
return addedOption; |
||||||
|
} |
||||||
|
|
||||||
|
public virtual void ShowTimer(float duration, Sequence targetSequence) |
||||||
|
{ |
||||||
|
gameObject.SetActive(true); |
||||||
|
|
||||||
|
if (cachedSlider != null) |
||||||
|
{ |
||||||
|
cachedSlider.gameObject.SetActive(true); |
||||||
|
StopAllCoroutines(); |
||||||
|
StartCoroutine(WaitForTimeout(duration, targetSequence)); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Sequence targetSequence) |
||||||
|
{ |
||||||
|
float elapsedTime = 0; |
||||||
|
|
||||||
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
||||||
|
|
||||||
|
while (elapsedTime < timeoutDuration) |
||||||
|
{ |
||||||
|
if (timeoutSlider != null) |
||||||
|
{ |
||||||
|
float t = 1f - elapsedTime / timeoutDuration; |
||||||
|
timeoutSlider.value = t; |
||||||
|
} |
||||||
|
|
||||||
|
elapsedTime += Time.deltaTime; |
||||||
|
|
||||||
|
yield return null; |
||||||
|
} |
||||||
|
|
||||||
|
Clear(); |
||||||
|
gameObject.SetActive(false); |
||||||
|
|
||||||
|
if (targetSequence != null) |
||||||
|
{ |
||||||
|
targetSequence.ExecuteCommand(0); |
||||||
|
} |
||||||
|
} |
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|
} |
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|
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