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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|
||||
using UnityEditor; |
||||
using UnityEngine; |
||||
using System; |
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
|
||||
namespace Fungus |
||||
{ |
||||
|
||||
[CustomEditor (typeof(Fungus.Menu))] |
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public class MenuEditor : CommandEditor |
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{ |
||||
protected SerializedProperty textProp; |
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protected SerializedProperty targetSequenceProp; |
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protected SerializedProperty hideIfVisitedProp; |
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|
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protected virtual void OnEnable() |
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{ |
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textProp = serializedObject.FindProperty("text"); |
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targetSequenceProp = serializedObject.FindProperty("targetSequence"); |
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hideIfVisitedProp = serializedObject.FindProperty("hideIfVisited"); |
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} |
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|
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public override void DrawCommandGUI() |
||||
{ |
||||
FungusScript fungusScript = FungusScriptWindow.GetFungusScript(); |
||||
if (fungusScript == null) |
||||
{ |
||||
return; |
||||
} |
||||
|
||||
serializedObject.Update(); |
||||
|
||||
EditorGUILayout.PropertyField(textProp); |
||||
|
||||
SequenceEditor.SequenceField(targetSequenceProp, |
||||
new GUIContent("Target Sequence", "Sequence to call when option is selected"), |
||||
new GUIContent("<None>"), |
||||
fungusScript); |
||||
|
||||
EditorGUILayout.PropertyField(hideIfVisitedProp); |
||||
|
||||
serializedObject.ApplyModifiedProperties(); |
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} |
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} |
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|
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} |
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defaultReferences: [] |
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|
||||
using UnityEditor; |
||||
using UnityEngine; |
||||
using System; |
||||
using System.Collections; |
||||
using System.Collections.Generic; |
||||
|
||||
namespace Fungus |
||||
{ |
||||
[CustomEditor (typeof(MenuTimer))] |
||||
public class MenuTimerEditor : CommandEditor |
||||
{ |
||||
protected SerializedProperty durationProp; |
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protected SerializedProperty targetSequenceProp; |
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|
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protected virtual void OnEnable() |
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{ |
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durationProp = serializedObject.FindProperty("duration"); |
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targetSequenceProp = serializedObject.FindProperty("targetSequence"); |
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} |
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|
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public override void DrawCommandGUI() |
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{ |
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FungusScript fungusScript = FungusScriptWindow.GetFungusScript(); |
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if (fungusScript == null) |
||||
{ |
||||
return; |
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} |
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|
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serializedObject.Update(); |
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|
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EditorGUILayout.PropertyField(durationProp); |
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|
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SequenceEditor.SequenceField(targetSequenceProp, |
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new GUIContent("Target Sequence", "Sequence to call when timer expires"), |
||||
new GUIContent("<None>"), |
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fungusScript); |
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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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Copyright (c) <dates>, <Copyright Holder> (<URL|email>), |
||||
with Reserved Font Name <Reserved Font Name>. |
||||
Copyright (c) <dates>, <additional Copyright Holder> (<URL|email>), |
||||
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 |
||||
|
||||
|
||||
----------------------------------------------------------- |
||||
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 |
||||
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). |
||||
|
||||
"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 |
||||
new environment. |
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical |
||||
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, |
||||
in Original or Modified Versions, may be sold by itself. |
||||
|
||||
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 |
||||
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. |
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font |
||||
Name(s) unless explicit written permission is granted by the corresponding |
||||
Copyright Holder. This restriction only applies to the primary font name as |
||||
presented to the users. |
||||
|
||||
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 |
||||
Copyright Holder(s) and the Author(s) or with their explicit written |
||||
permission. |
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole, |
||||
must be distributed entirely under this license, and must not be |
||||
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, |
||||
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 |
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OTHER DEALINGS IN THE FONT SOFTWARE. |
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@ -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(); |
||||
} |
||||
|
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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); |
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|
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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>(); |
||||
|
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while (elapsedTime < timeoutDuration) |
||||
{ |
||||
if (timeoutSlider != null) |
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{ |
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float t = 1f - elapsedTime / timeoutDuration; |
||||
timeoutSlider.value = t; |
||||
} |
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|
||||
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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} |
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|
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