diff --git a/Assets/Fungus/Scripts/Commands/Menu.cs b/Assets/Fungus/Scripts/Commands/Menu.cs
index 458fd195..a64578dc 100644
--- a/Assets/Fungus/Scripts/Commands/Menu.cs
+++ b/Assets/Fungus/Scripts/Commands/Menu.cs
@@ -35,6 +35,9 @@ namespace Fungus
[Tooltip("A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.")]
[SerializeField] protected MenuDialog setMenuDialog;
+ [Tooltip("If true, this option will be passed to the Menu Dialogue but marked as hidden, this can be used to hide options while maintaining a Menu Shuffle.")]
+ [SerializeField] protected BooleanData hideThisOption = new BooleanData(false);
+
#region Public members
public MenuDialog SetMenuDialog { get { return setMenuDialog; } set { setMenuDialog = value; } }
@@ -47,11 +50,9 @@ namespace Fungus
MenuDialog.ActiveMenuDialog = setMenuDialog;
}
- bool hideOption = (hideIfVisited && targetBlock != null && targetBlock.GetExecutionCount() > 0);
+ bool hideOption = (hideIfVisited && targetBlock != null && targetBlock.GetExecutionCount() > 0) || hideThisOption.Value;
- if (!hideOption)
- {
- var menuDialog = MenuDialog.GetMenuDialog();
+ var menuDialog = MenuDialog.GetMenuDialog();
if (menuDialog != null)
{
menuDialog.SetActive(true);
@@ -59,10 +60,9 @@ namespace Fungus
var flowchart = GetFlowchart();
string displayText = flowchart.SubstituteVariables(text);
- menuDialog.AddOption(displayText, interactable, targetBlock);
+ menuDialog.AddOption(displayText, interactable, hideOption, targetBlock);
}
- }
-
+
Continue();
}
diff --git a/Assets/Fungus/Scripts/Commands/MenuShuffle.cs b/Assets/Fungus/Scripts/Commands/MenuShuffle.cs
new file mode 100644
index 00000000..fcaf0082
--- /dev/null
+++ b/Assets/Fungus/Scripts/Commands/MenuShuffle.cs
@@ -0,0 +1,59 @@
+// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
+// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
+
+using UnityEngine;
+using UnityEngine.Serialization;
+using System.Collections.Generic;
+
+namespace Fungus
+{
+ ///
+ /// Shuffle the order of the items in a Fungus Menu
+ ///
+ [CommandInfo("Narrative",
+ "Menu Shuffle",
+ "Shuffle the order of the items in a Fungus Menu")]
+ [AddComponentMenu("")]
+ [ExecuteInEditMode]
+ public class MenuShuffle : Command
+ {
+ public enum Mode
+ {
+ Every,
+ Once
+ }
+ [SerializeField]
+ [Tooltip("Determines if the order is shuffled everytime this command is it (Every) or if it is consistent when returned to but random (Once)")]
+ protected Mode shuffleMode = Mode.Once;
+
+ private int seed = -1;
+
+ public override void OnEnter()
+ {
+ var menuDialog = MenuDialog.GetMenuDialog();
+
+ //if we shuffle every time or we haven't shuffled yet
+ if(shuffleMode == Mode.Every || seed == -1)
+ {
+ seed = Random.Range(0,1000000);
+ }
+
+ if (menuDialog != null)
+ {
+ menuDialog.Shuffle(new System.Random(seed));
+ }
+
+ Continue();
+ }
+
+ public override string GetSummary()
+ {
+ return shuffleMode.ToString();
+ }
+
+ public override Color GetButtonColor()
+ {
+ return new Color32(184, 210, 235, 255);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Fungus/Scripts/Commands/MenuShuffle.cs.meta b/Assets/Fungus/Scripts/Commands/MenuShuffle.cs.meta
new file mode 100644
index 00000000..7e4ba734
--- /dev/null
+++ b/Assets/Fungus/Scripts/Commands/MenuShuffle.cs.meta
@@ -0,0 +1,8 @@
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+guid: 4d88125c88dab4a44851835e94ff4d90
+MonoImporter:
+ serializedVersion: 2
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+ userData:
diff --git a/Assets/Fungus/Scripts/Components/MenuDialog.cs b/Assets/Fungus/Scripts/Components/MenuDialog.cs
index 44d76085..9462276c 100644
--- a/Assets/Fungus/Scripts/Components/MenuDialog.cs
+++ b/Assets/Fungus/Scripts/Components/MenuDialog.cs
@@ -21,6 +21,67 @@ namespace Fungus
protected Button[] cachedButtons;
protected Slider cachedSlider;
+ private int nextOptionIndex;
+
+ #region Public members
+
+ ///
+ /// Currently active Menu Dialog used to display Menu options
+ ///
+ public static MenuDialog ActiveMenuDialog { get; set; }
+
+ ///
+ /// A cached list of button objects in the menu dialog.
+ ///
+ /// The cached buttons.
+ public virtual Button[] CachedButtons { get { return cachedButtons; } }
+
+ ///
+ /// A cached slider object used for the timer in the menu dialog.
+ ///
+ /// The cached slider.
+ public virtual Slider CachedSlider { get { return cachedSlider; } }
+
+ ///
+ /// Sets the active state of the Menu Dialog gameobject.
+ ///
+ public virtual void SetActive(bool state)
+ {
+ gameObject.SetActive(state);
+ }
+
+
+
+ ///
+ /// Returns a menu dialog by searching for one in the scene or creating one if none exists.
+ ///
+ public static MenuDialog GetMenuDialog()
+ {
+ if (ActiveMenuDialog == null)
+ {
+ // Use first Menu Dialog found in the scene (if any)
+ var md = GameObject.FindObjectOfType();
+ if (md != null)
+ {
+ ActiveMenuDialog = md;
+ }
+
+ if (ActiveMenuDialog == null)
+ {
+ // Auto spawn a menu dialog object from the prefab
+ GameObject prefab = Resources.Load("Prefabs/MenuDialog");
+ if (prefab != null)
+ {
+ GameObject go = Instantiate(prefab) as GameObject;
+ go.SetActive(false);
+ go.name = "MenuDialog";
+ ActiveMenuDialog = go.GetComponent();
+ }
+ }
+ }
+
+ return ActiveMenuDialog;
+ }
protected virtual void Awake()
{
@@ -66,9 +127,9 @@ namespace Fungus
protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Block targetBlock)
{
float elapsedTime = 0;
-
- Slider timeoutSlider = GetComponentInChildren();
-
+
+ Slider timeoutSlider = CachedSlider;
+
while (elapsedTime < timeoutDuration)
{
if (timeoutSlider != null)
@@ -76,12 +137,12 @@ namespace Fungus
float t = 1f - elapsedTime / timeoutDuration;
timeoutSlider.value = t;
}
-
+
elapsedTime += Time.deltaTime;
-
+
yield return null;
}
-
+
Clear();
gameObject.SetActive(false);
@@ -108,64 +169,6 @@ namespace Fungus
}
}
- #region Public members
-
- ///
- /// Currently active Menu Dialog used to display Menu options
- ///
- public static MenuDialog ActiveMenuDialog { get; set; }
-
- ///
- /// Returns a menu dialog by searching for one in the scene or creating one if none exists.
- ///
- public static MenuDialog GetMenuDialog()
- {
- if (ActiveMenuDialog == null)
- {
- // Use first Menu Dialog found in the scene (if any)
- var md = GameObject.FindObjectOfType();
- if (md != null)
- {
- ActiveMenuDialog = md;
- }
-
- if (ActiveMenuDialog == null)
- {
- // Auto spawn a menu dialog object from the prefab
- GameObject prefab = Resources.Load("Prefabs/MenuDialog");
- if (prefab != null)
- {
- GameObject go = Instantiate(prefab) as GameObject;
- go.SetActive(false);
- go.name = "MenuDialog";
- ActiveMenuDialog = go.GetComponent();
- }
- }
- }
-
- return ActiveMenuDialog;
- }
-
- ///
- /// A cached list of button objects in the menu dialog.
- ///
- /// The cached buttons.
- public virtual Button[] CachedButtons { get { return cachedButtons; } }
-
- ///
- /// A cached slider object used for the timer in the menu dialog.
- ///
- /// The cached slider.
- public virtual Slider CachedSlider { get { return cachedSlider; } }
-
- ///
- /// Sets the active state of the Menu Dialog gameobject.
- ///
- public virtual void SetActive(bool state)
- {
- gameObject.SetActive(state);
- }
-
///
/// Clear all displayed options in the Menu Dialog.
///
@@ -173,7 +176,9 @@ namespace Fungus
{
StopAllCoroutines();
- var optionButtons = GetComponentsInChildren();
+ nextOptionIndex = 0;
+
+ var optionButtons = CachedButtons;
for (int i = 0; i < optionButtons.Length; i++)
{
var button = optionButtons[i];
@@ -185,11 +190,12 @@ namespace Fungus
var button = optionButtons[i];
if (button != null)
{
+ button.transform.SetSiblingIndex(i);
button.gameObject.SetActive(false);
}
}
- Slider timeoutSlider = GetComponentInChildren();
+ Slider timeoutSlider = CachedSlider;
if (timeoutSlider != null)
{
timeoutSlider.gameObject.SetActive(false);
@@ -215,53 +221,33 @@ namespace Fungus
/// true , if the option was added successfully.
/// The option text to display on the button.
/// If false, the option is displayed but is not selectable.
+ /// If true, the option is not displayed but the menu knows that option can or did exist
/// Block to execute when the option is selected.
- public virtual bool AddOption(string text, bool interactable, Block targetBlock)
+ public virtual bool AddOption(string text, bool interactable, bool hideOption, Block targetBlock)
{
- bool addedOption = false;
- for (int i = 0; i < cachedButtons.Length; i++)
+ var block = targetBlock;
+ UnityEngine.Events.UnityAction action = delegate
{
- var button = cachedButtons[i];
- if (!button.gameObject.activeSelf)
+ EventSystem.current.SetSelectedGameObject(null);
+ StopAllCoroutines();
+ // Stop timeout
+ Clear();
+ HideSayDialog();
+ if (block != null)
{
- button.gameObject.SetActive(true);
- button.interactable = interactable;
- if (interactable && autoSelectFirstButton && !cachedButtons.Select(x => x.gameObject).Contains(EventSystem.current.currentSelectedGameObject))
- {
- EventSystem.current.SetSelectedGameObject(button.gameObject);
- }
- Text textComponent = button.GetComponentInChildren();
- if (textComponent != null)
- {
- textComponent.text = text;
- }
- var block = targetBlock;
- button.onClick.AddListener(delegate
- {
- EventSystem.current.SetSelectedGameObject(null);
- StopAllCoroutines();
- // Stop timeout
- Clear();
- HideSayDialog();
- if (block != null)
- {
- var flowchart = block.GetFlowchart();
- #if UNITY_EDITOR
- // Select the new target block in the Flowchart window
- flowchart.SelectedBlock = block;
- #endif
- gameObject.SetActive(false);
- // Use a coroutine to call the block on the next frame
- // Have to use the Flowchart gameobject as the MenuDialog is now inactive
- flowchart.StartCoroutine(CallBlock(block));
- }
- });
- addedOption = true;
- break;
+ var flowchart = block.GetFlowchart();
+#if UNITY_EDITOR
+ // Select the new target block in the Flowchart window
+ flowchart.SelectedBlock = block;
+#endif
+ gameObject.SetActive(false);
+ // Use a coroutine to call the block on the next frame
+ // Have to use the Flowchart gameobject as the MenuDialog is now inactive
+ flowchart.StartCoroutine(CallBlock(block));
}
- }
+ };
- return addedOption;
+ return AddOption(text, interactable, hideOption, action);
}
///
@@ -276,39 +262,60 @@ namespace Fungus
gameObject.SetActive(true);
}
- bool addedOption = false;
- for (int i = 0; i < CachedButtons.Length; i++)
+ // Copy to local variables
+ LuaEnvironment env = luaEnv;
+ Closure call = callBack;
+ UnityEngine.Events.UnityAction action = delegate
{
- var button = CachedButtons[i];
- if (!button.gameObject.activeSelf)
- {
- button.gameObject.SetActive(true);
- button.interactable = interactable;
- var textComponent = button.GetComponentInChildren();
- if (textComponent != null)
- {
- textComponent.text = text;
- }
+ StopAllCoroutines();
+ // Stop timeout
+ Clear();
+ HideSayDialog();
+ // Use a coroutine to call the callback on the next frame
+ StartCoroutine(CallLuaClosure(env, call));
+ };
- // Copy to local variables
- LuaEnvironment env = luaEnv;
- Closure call = callBack;
- button.onClick.AddListener(delegate
- {
- StopAllCoroutines();
- // Stop timeout
- Clear();
- HideSayDialog();
- // Use a coroutine to call the callback on the next frame
- StartCoroutine(CallLuaClosure(env, call));
- });
-
- addedOption = true;
- break;
- }
+ return AddOption(text, interactable, false, action);
+ }
+
+ ///
+ /// Adds the option to the list of displayed options. Calls a Block when selected.
+ /// Will cause the Menu dialog to become visible if it is not already visible.
+ ///
+ /// true , if the option was added successfully.
+ /// The option text to display on the button.
+ /// If false, the option is displayed but is not selectable.
+ /// If true, the option is not displayed but the menu knows that option can or did exist
+ /// Action attached to the button on the menu item
+ private bool AddOption(string text, bool interactable, bool hideOption, UnityEngine.Events.UnityAction action)
+ {
+ if (nextOptionIndex >= CachedButtons.Length)
+ return false;
+
+ var button = cachedButtons[nextOptionIndex];
+
+ //move forward for next call
+ nextOptionIndex++;
+
+ //don't need to set anything on it
+ if (hideOption)
+ return true;
+
+ button.gameObject.SetActive(true);
+ button.interactable = interactable;
+ if (interactable && autoSelectFirstButton && !cachedButtons.Select(x => x.gameObject).Contains(EventSystem.current.currentSelectedGameObject))
+ {
+ EventSystem.current.SetSelectedGameObject(button.gameObject);
}
+ Text textComponent = button.GetComponentInChildren();
+ if (textComponent != null)
+ {
+ textComponent.text = text;
+ }
+ button.onClick.AddListener(action);
+
- return addedOption;
+ return true;
}
///
@@ -342,7 +349,7 @@ namespace Fungus
StopAllCoroutines();
float elapsedTime = 0;
- Slider timeoutSlider = GetComponentInChildren();
+ Slider timeoutSlider = CachedSlider;
while (elapsedTime < duration)
{
@@ -394,6 +401,17 @@ namespace Fungus
}
}
+ ///
+ /// Shuffle the parent order of the cached buttons, allows for randomising button order, buttons are auto reordered when cleared
+ ///
+ public void Shuffle(System.Random r)
+ {
+ for (int i = 0; i < CachedButtons.Length; i++)
+ {
+ CachedButtons[i].transform.SetSiblingIndex(r.Next(CachedButtons.Length));
+ }
+ }
+
#endregion
}
}
diff --git a/Assets/Fungus/Scripts/Editor/MenuEditor.cs b/Assets/Fungus/Scripts/Editor/MenuEditor.cs
index c25ff420..be94ce28 100644
--- a/Assets/Fungus/Scripts/Editor/MenuEditor.cs
+++ b/Assets/Fungus/Scripts/Editor/MenuEditor.cs
@@ -15,6 +15,7 @@ namespace Fungus.EditorUtils
protected SerializedProperty hideIfVisitedProp;
protected SerializedProperty interactableProp;
protected SerializedProperty setMenuDialogProp;
+ protected SerializedProperty hideThisOptionProp;
protected virtual void OnEnable()
{
@@ -27,6 +28,7 @@ namespace Fungus.EditorUtils
hideIfVisitedProp = serializedObject.FindProperty("hideIfVisited");
interactableProp = serializedObject.FindProperty("interactable");
setMenuDialogProp = serializedObject.FindProperty("setMenuDialog");
+ hideThisOptionProp = serializedObject.FindProperty("hideThisOption");
}
public override void DrawCommandGUI()
@@ -51,7 +53,8 @@ namespace Fungus.EditorUtils
EditorGUILayout.PropertyField(hideIfVisitedProp);
EditorGUILayout.PropertyField(interactableProp);
EditorGUILayout.PropertyField(setMenuDialogProp);
-
+ EditorGUILayout.PropertyField(hideThisOptionProp);
+
serializedObject.ApplyModifiedProperties();
}
}
diff --git a/Assets/FungusExamples/MenuShuffle.meta b/Assets/FungusExamples/MenuShuffle.meta
new file mode 100644
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@@ -0,0 +1,9 @@
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diff --git a/Assets/FungusExamples/MenuShuffle/MenuShuffle.unity b/Assets/FungusExamples/MenuShuffle/MenuShuffle.unity
new file mode 100644
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+++ b/Assets/FungusExamples/MenuShuffle/MenuShuffle.unity
@@ -0,0 +1,2046 @@
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diff --git a/Assets/FungusExamples/MenuShuffle/MenuShuffle.unity.meta b/Assets/FungusExamples/MenuShuffle/MenuShuffle.unity.meta
new file mode 100644
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diff --git a/Docs/command_ref/narrative_commands.md b/Docs/command_ref/narrative_commands.md
index e713c0a6..ae5c002f 100644
--- a/Docs/command_ref/narrative_commands.md
+++ b/Docs/command_ref/narrative_commands.md
@@ -41,6 +41,17 @@ Target Block | Fungus.Block | Block to execute when this option is selected
Hide If Visited | System.Boolean | Hide this option if the target block has been executed previously
Interactable | Fungus.BooleanData | If false, the menu option will be displayed but will not be selectable
Set Menu Dialog | Fungus.MenuDialog | A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.
+hideThisOption | Fungus.BooleanData | If true, this option will be passed to the Menu Dialogue but marked as hidden, this can be used to hide options while maintaining a Menu Shuffle.
+
+# Menu Shuffle # {#MenuShuffle}
+Shuffle the order of the items in a Fungus Menu
+
+Defined in Fungus.MenuShuffle
+
+Property | Type | Description
+ --- | --- | ---
+shuffleMode | System.Enum | Determines if the order is shuffled everytime this command is it (Every) or if it is consistent when returned to but random (Once)
+
# Menu Timer # {#MenuTimer}
Displays a timer bar and executes a target block if the player fails to select a menu option in time.