Browse Source

Merging PR #490

master
Christopher 9 years ago
parent
commit
a0b11e074b
  1. 1
      Assets/Fungus/Narrative/Resources/Stage.prefab
  2. 26
      Assets/Fungus/Narrative/Scripts/Character.cs
  3. 2
      Assets/Fungus/Narrative/Scripts/Commands/ControlStage.cs
  4. 390
      Assets/Fungus/Narrative/Scripts/Commands/Portrait.cs
  5. 730
      Assets/Fungus/Narrative/Scripts/PortraitController.cs
  6. 12
      Assets/Fungus/Narrative/Scripts/PortraitController.cs.meta
  7. 13
      Assets/Fungus/Narrative/Scripts/SayDialog.cs
  8. 27
      Assets/Fungus/Narrative/Scripts/Stage.cs
  9. 12
      Assets/Fungus/Thirdparty/FungusLua/Scripts/Editor/LuaBindingsEditor.cs
  10. 3
      Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaBindings.cs
  11. 736
      Assets/FungusExamples/FungusLua/Narrative/PortaitControlExample.unity
  12. 8
      Assets/FungusExamples/FungusLua/Narrative/PortaitControlExample.unity.meta
  13. 689
      Assets/Tests/Lua/FungusTests.unity
  14. 118
      Assets/Tests/Narrative/NarrativeTests.unity

1
Assets/Fungus/Narrative/Resources/Stage.prefab

@ -376,7 +376,6 @@ Canvas:
m_ReceivesEvents: 1
m_OverrideSorting: 0
m_OverridePixelPerfect: 0
m_SortingBucketNormalizedSize: 0
m_SortingLayerID: 0
m_SortingOrder: 0
m_TargetDisplay: 0

26
Assets/Fungus/Narrative/Scripts/Character.cs

@ -54,6 +54,32 @@ namespace Fungus
nameText = standardText;
}
/// <summary>
/// Looks for a portrait by name on a character
/// If none is found, give a warning and return a blank sprite
/// </summary>
/// <param name="portrait_string"></param>
/// <returns>Character portrait sprite</returns>
public virtual Sprite GetPortrait(string portrait_string)
{
if (portrait_string == null)
{
Debug.LogWarning("No portrait specifed for character " + name);
//Would be nice to have a <picture missing> sprite show up instead
return new Sprite();
}
foreach (Sprite portrait in portraits)
{
if ( String.Compare(portrait.name, portrait_string, true) == 0)
{
return portrait;
}
}
Debug.LogWarning("No portrait \"" + portrait_string + "\" found for character \"" + name + "\"");
return new Sprite();
}
public virtual string GetDescription()
{
return description;

2
Assets/Fungus/Narrative/Scripts/Commands/ControlStage.cs

@ -148,7 +148,7 @@ namespace Fungus
stage.dimPortraits = false;
foreach (Character character in stage.charactersOnStage)
{
Portrait.SetDimmed(character, stage, false);
stage.SetDimmed(character, false);
}
}

390
Assets/Fungus/Narrative/Scripts/Commands/Portrait.cs

@ -7,39 +7,6 @@ using System.Collections.Generic;
namespace Fungus
{
public struct PortraitState
{
public bool onScreen;
public bool dimmed;
public DisplayType display;
public Sprite portrait;
public RectTransform position;
public FacingDirection facing;
public Image portraitImage;
}
public enum DisplayType
{
None,
Show,
Hide,
Replace,
MoveToFront
}
public enum FacingDirection
{
None,
Left,
Right
}
public enum PositionOffset
{
None,
OffsetLeft,
OffsetRight
}
[CommandInfo("Narrative",
"Portrait",
@ -91,32 +58,8 @@ namespace Fungus
[Tooltip("Wait until the tween has finished before executing the next command")]
public bool waitUntilFinished = false;
// Timer for waitUntilFinished functionality
protected float waitTimer;
public override void OnEnter()
{
// If no display specified, do nothing
if (IsDisplayNone(display))
{
Continue();
return;
}
// If no character specified, do nothing
if (character == null)
{
Continue();
return;
}
// If Replace and no replaced character specified, do nothing
if (display == DisplayType.Replace && replacedCharacter == null)
{
Continue();
return;
}
// Selected "use default Portrait Stage"
if (stage == null)
{
@ -128,331 +71,36 @@ namespace Fungus
Continue();
return;
}
}
// Early out if hiding a character that's already hidden
if (display == DisplayType.Hide &&
!character.state.onScreen)
{
Continue();
return;
}
// Use default settings
if (useDefaultSettings)
{
fadeDuration = stage.fadeDuration;
moveDuration = stage.moveDuration;
shiftOffset = stage.shiftOffset;
}
if (character.state.portraitImage == null)
{
CreatePortraitObject(character, stage);
}
// if no previous portrait, use default portrait
if (character.state.portrait == null)
{
character.state.portrait = character.profileSprite;
}
// Selected "use previous portrait"
if (portrait == null)
{
portrait = character.state.portrait;
}
// if no previous position, use default position
if (character.state.position == null)
{
character.state.position = stage.defaultPosition.rectTransform;
}
// Selected "use previous position"
if (toPosition == null)
{
toPosition = character.state.position;
}
if (replacedCharacter != null)
{
// if no previous position, use default position
if (replacedCharacter.state.position == null)
{
replacedCharacter.state.position = stage.defaultPosition.rectTransform;
}
}
// If swapping, use replaced character's position
if (display == DisplayType.Replace)
{
toPosition = replacedCharacter.state.position;
}
// Selected "use previous position"
if (fromPosition == null)
{
fromPosition = character.state.position;
}
// if portrait not moving, use from position is same as to position
if (!move)
{
fromPosition = toPosition;
}
if (display == DisplayType.Hide)
{
fromPosition = character.state.position;
}
// if no previous facing direction, use default facing direction
if (character.state.facing == FacingDirection.None)
{
character.state.facing = character.portraitsFace;
}
// Selected "use previous facing direction"
if (facing == FacingDirection.None)
{
facing = character.state.facing;
}
switch(display)
{
case (DisplayType.Show):
Show(character, fromPosition, toPosition);
character.state.onScreen = true;
if (!stage.charactersOnStage.Contains(character))
{
stage.charactersOnStage.Add(character);
}
break;
case (DisplayType.Hide):
Hide(character, fromPosition, toPosition);
character.state.onScreen = false;
stage.charactersOnStage.Remove(character);
break;
case (DisplayType.Replace):
Show(character, fromPosition, toPosition);
Hide(replacedCharacter, replacedCharacter.state.position, replacedCharacter.state.position);
character.state.onScreen = true;
replacedCharacter.state.onScreen = false;
stage.charactersOnStage.Add(character);
stage.charactersOnStage.Remove(replacedCharacter);
break;
case (DisplayType.MoveToFront):
MoveToFront(character);
break;
}
if (display == DisplayType.Replace)
{
character.state.display = DisplayType.Show;
replacedCharacter.state.display = DisplayType.Hide;
}
else
{
character.state.display = display;
}
character.state.portrait = portrait;
character.state.facing = facing;
character.state.position = toPosition;
waitTimer = 0f;
if (!waitUntilFinished)
{
Continue();
}
else
{
StartCoroutine(WaitUntilFinished(fadeDuration));
}
}
protected virtual IEnumerator WaitUntilFinished(float duration)
{
// Wait until the timer has expired
// Any method can modify this timer variable to delay continuing.
waitTimer = duration;
while (waitTimer > 0f)
// If no display specified, do nothing
if (IsDisplayNone(display))
{
waitTimer -= Time.deltaTime;
yield return null;
}
Continue();
}
protected virtual void CreatePortraitObject(Character character, Stage stage)
{
// Create a new portrait object
GameObject portraitObj = new GameObject(character.name,
typeof(RectTransform),
typeof(CanvasRenderer),
typeof(Image));
// Set it to be a child of the stage
portraitObj.transform.SetParent(stage.portraitCanvas.transform, true);
// Configure the portrait image
Image portraitImage = portraitObj.GetComponent<Image>();
portraitImage.preserveAspect = true;
portraitImage.sprite = character.profileSprite;
portraitImage.color = new Color(1f, 1f, 1f, 0f);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade in character image (first time)
LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.fadeEaseType);
// Tell character about portrait image
character.state.portraitImage = portraitImage;
}
protected void SetupPortrait(Character character, RectTransform fromPosition)
{
SetRectTransform(character.state.portraitImage.rectTransform, fromPosition);
if (character.state.facing != character.portraitsFace)
{
character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
if (facing != character.portraitsFace)
{
character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
}
public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform)
{
oldRectTransform.eulerAngles = newRectTransform.eulerAngles;
oldRectTransform.position = newRectTransform.position;
oldRectTransform.rotation = newRectTransform.rotation;
oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition;
oldRectTransform.sizeDelta = newRectTransform.sizeDelta;
oldRectTransform.anchorMax = newRectTransform.anchorMax;
oldRectTransform.anchorMin = newRectTransform.anchorMin;
oldRectTransform.pivot = newRectTransform.pivot;
oldRectTransform.localScale = newRectTransform.localScale;
}
protected void Show(Character character, RectTransform fromPosition, RectTransform toPosition)
{
if (shiftIntoPlace)
{
fromPosition = Instantiate(toPosition) as RectTransform;
if (offset == PositionOffset.OffsetLeft)
{
fromPosition.anchoredPosition = new Vector2(fromPosition.anchoredPosition.x - Mathf.Abs(shiftOffset.x), fromPosition.anchoredPosition.y - Mathf.Abs(shiftOffset.y));
}
else if (offset == PositionOffset.OffsetRight)
{
fromPosition.anchoredPosition = new Vector2(fromPosition.anchoredPosition.x + Mathf.Abs(shiftOffset.x), fromPosition.anchoredPosition.y + Mathf.Abs(shiftOffset.y));
}
else
{
fromPosition.anchoredPosition = new Vector2(fromPosition.anchoredPosition.x, fromPosition.anchoredPosition.y);
}
}
SetupPortrait(character, fromPosition);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade out a duplicate of the existing portrait image
if (character.state.portraitImage != null)
{
GameObject tempGO = GameObject.Instantiate(character.state.portraitImage.gameObject);
tempGO.transform.SetParent(character.state.portraitImage.transform, false);
tempGO.transform.localPosition = Vector3.zero;
tempGO.transform.localScale = character.state.position.localScale;
Image tempImage = tempGO.GetComponent<Image>();
tempImage.sprite = character.state.portraitImage.sprite;
tempImage.preserveAspect = true;
tempImage.color = character.state.portraitImage.color;
LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType).setOnComplete(() => {
Destroy(tempGO);
});
}
// Fade in the new sprite image
character.state.portraitImage.sprite = portrait;
character.state.portraitImage.color = new Color(1f, 1f, 1f, 0f);
LeanTween.alpha(character.state.portraitImage.rectTransform, 1f, duration).setEase(stage.fadeEaseType);
DoMoveTween(character, fromPosition, toPosition);
}
protected void Hide(Character character, RectTransform fromPosition, RectTransform toPosition)
{
if (character.state.display == DisplayType.None)
{
return;
}
SetupPortrait(character, fromPosition);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
LeanTween.alpha(character.state.portraitImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType);
DoMoveTween(character, fromPosition, toPosition);
}
protected void MoveToFront(Character character)
{
character.state.portraitImage.transform.SetSiblingIndex(character.state.portraitImage.transform.parent.childCount);
}
protected void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition)
{
// LeanTween doesn't handle 0 duration properly
float duration = (moveDuration > 0f) ? moveDuration : float.Epsilon;
// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
LeanTween.move(character.state.portraitImage.gameObject, toPosition.position, duration).setEase(stage.fadeEaseType);
if (waitUntilFinished)
{
waitTimer = duration;
}
}
public static void SetDimmed(Character character, Stage stage, bool dimmedState)
{
if (character.state.dimmed == dimmedState)
{
return;
}
character.state.dimmed = dimmedState;
PortraitOptions options = new PortraitOptions();
Color targetColor = dimmedState ? new Color(0.5f, 0.5f, 0.5f, 1f) : Color.white;
options.character = character;
options.replacedCharacter = replacedCharacter;
options.portrait = portrait;
options.display = display;
options.offset = offset;
options.fromPosition = fromPosition;
options.toPosition = toPosition;
options.facing = facing;
options.useDefaultSettings = useDefaultSettings;
options.fadeDuration = fadeDuration;
options.moveDuration = moveDuration;
options.shiftOffset = shiftOffset;
options.move = move;
options.shiftIntoPlace = shiftIntoPlace;
options.waitUntilFinished = waitUntilFinished;
// LeanTween doesn't handle 0 duration properly
float duration = (stage.fadeDuration > 0f) ? stage.fadeDuration : float.Epsilon;
stage.RunPortraitCommand(options, Continue);
LeanTween.color(character.state.portraitImage.rectTransform, targetColor, duration).setEase(stage.fadeEaseType);
}
public override string GetSummary()

730
Assets/Fungus/Narrative/Scripts/PortraitController.cs

@ -0,0 +1,730 @@
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using MoonSharp.Interpreter;
namespace Fungus
{
public struct PortraitOptions
{
public Character character;
public Character replacedCharacter;
public Sprite portrait;
public DisplayType display;
public PositionOffset offset;
public RectTransform fromPosition;
public RectTransform toPosition;
public FacingDirection facing;
public bool useDefaultSettings;
public float fadeDuration;
public float moveDuration;
public Vector2 shiftOffset;
public bool move; //sets to position to be the same as from
public bool shiftIntoPlace;
public bool waitUntilFinished;
public Action onComplete;
/// <summary>
/// Contains all options to run a portrait command.
/// </summary>
/// <param name="useDefaultSettings">Will use stage default times for animation and fade</param>
public PortraitOptions(bool useDefaultSettings = true)
{
// Defaults usually assigned on constructing a struct
character = null;
replacedCharacter = null;
portrait = null;
display = DisplayType.None;
offset = PositionOffset.None;
fromPosition = null;
toPosition = null;
facing = FacingDirection.None;
shiftOffset = new Vector2(0, 0);
move = false;
shiftIntoPlace = false;
waitUntilFinished = false;
onComplete = null;
// Special values that can be overriden
fadeDuration = 0.5f;
moveDuration = 1f;
this.useDefaultSettings = useDefaultSettings;
}
public override string ToString()
{
return base.ToString();
}
}
public struct PortraitState
{
public bool onScreen;
public bool dimmed;
public DisplayType display;
public Sprite portrait;
public RectTransform position;
public FacingDirection facing;
public Image portraitImage;
}
public enum DisplayType
{
None,
Show,
Hide,
Replace,
MoveToFront
}
public enum FacingDirection
{
None,
Left,
Right
}
public enum PositionOffset
{
None,
OffsetLeft,
OffsetRight
}
/// <summary>
/// Controls the Portrait sprites on stage
/// </summary>
public class PortraitController : MonoBehaviour
{
// Timer for waitUntilFinished functionality
protected float waitTimer;
protected Stage stage;
void Awake()
{
stage = GetComponentInParent<Stage>();
}
/// <summary>
/// Using all portrait options available, run any portrait command.
/// </summary>
/// <param name="options">Portrait Options</param>
/// <param name="onComplete">The function that will run once the portrait command finishes</param>
public void RunPortraitCommand(PortraitOptions options, Action onComplete)
{
waitTimer = 0f;
// If no character specified, do nothing
if (options.character == null)
{
onComplete();
return;
}
// If Replace and no replaced character specified, do nothing
if (options.display == DisplayType.Replace && options.replacedCharacter == null)
{
onComplete();
return;
}
// Early out if hiding a character that's already hidden
if (options.display == DisplayType.Hide &&
!options.character.state.onScreen)
{
onComplete();
return;
}
options = CleanPortraitOptions(options);
options.onComplete = onComplete;
switch (options.display)
{
case (DisplayType.Show):
Show(options);
break;
case (DisplayType.Hide):
Hide(options);
break;
case (DisplayType.Replace):
Show(options);
Hide(options.replacedCharacter, options.replacedCharacter.state.position.name);
break;
case (DisplayType.MoveToFront):
MoveToFront(options);
break;
}
}
private void FinishCommand(PortraitOptions options)
{
if (options.onComplete != null)
{
if (!options.waitUntilFinished)
{
options.onComplete();
}
else
{
StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete));
}
}
else
{
StartCoroutine(WaitUntilFinished(options.fadeDuration));
}
}
/// <summary>
/// Makes sure all options are set correctly so it won't break whatever command it's sent to
/// </summary>
/// <param name="options"></param>
/// <returns></returns>
private PortraitOptions CleanPortraitOptions(PortraitOptions options)
{
// Use default stage settings
if (options.useDefaultSettings)
{
options.fadeDuration = stage.fadeDuration;
options.moveDuration = stage.moveDuration;
options.shiftOffset = stage.shiftOffset;
}
// if no previous portrait, use default portrait
if (options.character.state.portrait == null)
{
options.character.state.portrait = options.character.profileSprite;
}
// Selected "use previous portrait"
if (options.portrait == null)
{
options.portrait = options.character.state.portrait;
}
// if no previous position, use default position
if (options.character.state.position == null)
{
options.character.state.position = stage.defaultPosition.rectTransform;
}
// Selected "use previous position"
if (options.toPosition == null)
{
options.toPosition = options.character.state.position;
}
if (options.replacedCharacter != null)
{
// if no previous position, use default position
if (options.replacedCharacter.state.position == null)
{
options.replacedCharacter.state.position = stage.defaultPosition.rectTransform;
}
}
// If swapping, use replaced character's position
if (options.display == DisplayType.Replace)
{
options.toPosition = options.replacedCharacter.state.position;
}
// Selected "use previous position"
if (options.fromPosition == null)
{
options.fromPosition = options.character.state.position;
}
// if portrait not moving, use from position is same as to position
if (!options.move)
{
options.fromPosition = options.toPosition;
}
if (options.display == DisplayType.Hide)
{
options.fromPosition = options.character.state.position;
}
// if no previous facing direction, use default facing direction
if (options.character.state.facing == FacingDirection.None)
{
options.character.state.facing = options.character.portraitsFace;
}
// Selected "use previous facing direction"
if (options.facing == FacingDirection.None)
{
options.facing = options.character.state.facing;
}
if (options.character.state.portraitImage == null)
{
CreatePortraitObject(options.character, options.fadeDuration);
}
return options;
}
/// <summary>
/// Creates and sets the portrait image for a character
/// </summary>
/// <param name="character"></param>
/// <param name="fadeDuration"></param>
private void CreatePortraitObject(Character character, float fadeDuration)
{
// Create a new portrait object
GameObject portraitObj = new GameObject(character.name,
typeof(RectTransform),
typeof(CanvasRenderer),
typeof(Image));
// Set it to be a child of the stage
portraitObj.transform.SetParent(stage.portraitCanvas.transform, true);
// Configure the portrait image
Image portraitImage = portraitObj.GetComponent<Image>();
portraitImage.preserveAspect = true;
portraitImage.sprite = character.profileSprite;
portraitImage.color = new Color(1f, 1f, 1f, 0f);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade in character image (first time)
LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.fadeEaseType);
// Tell character about portrait image
character.state.portraitImage = portraitImage;
}
private IEnumerator WaitUntilFinished(float duration, Action onComplete = null)
{
// Wait until the timer has expired
// Any method can modify this timer variable to delay continuing.
waitTimer = duration;
while (waitTimer > 0f)
{
waitTimer -= Time.deltaTime;
yield return null;
}
if (onComplete != null)
{
onComplete();
}
}
private void SetupPortrait(PortraitOptions options)
{
SetRectTransform(options.character.state.portraitImage.rectTransform, options.fromPosition);
if (options.character.state.facing != options.character.portraitsFace)
{
options.character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
options.character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
if (options.facing != options.character.portraitsFace)
{
options.character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
options.character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
}
public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform)
{
oldRectTransform.eulerAngles = newRectTransform.eulerAngles;
oldRectTransform.position = newRectTransform.position;
oldRectTransform.rotation = newRectTransform.rotation;
oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition;
oldRectTransform.sizeDelta = newRectTransform.sizeDelta;
oldRectTransform.anchorMax = newRectTransform.anchorMax;
oldRectTransform.anchorMin = newRectTransform.anchorMin;
oldRectTransform.pivot = newRectTransform.pivot;
oldRectTransform.localScale = newRectTransform.localScale;
}
/// <summary>
/// Moves Character in front of other characters on stage
/// </summary>
/// <param name="character"></param>
public void MoveToFront(Character character)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
MoveToFront(CleanPortraitOptions(options));
}
public void MoveToFront(PortraitOptions options)
{
options.character.state.portraitImage.transform.SetSiblingIndex(options.character.state.portraitImage.transform.parent.childCount);
options.character.state.display = DisplayType.MoveToFront;
FinishCommand(options);
}
public void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.fromPosition = fromPosition;
options.toPosition = toPosition;
options.moveDuration = moveDuration;
options.waitUntilFinished = waitUntilFinished;
DoMoveTween(CleanPortraitOptions(options));
}
public void DoMoveTween(PortraitOptions options)
{
// LeanTween doesn't handle 0 duration properly
float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;
// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
LeanTween.move(options.character.state.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.fadeEaseType);
if (options.waitUntilFinished)
{
waitTimer = duration;
}
}
/// <summary>
/// Shows character at a named position in the stage
/// </summary>
/// <param name="character"></param>
/// <param name="position">Named position on stage</param>
public void Show(Character character, string position)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.fromPosition = options.toPosition = stage.GetPosition(position);
Show(CleanPortraitOptions(options));
}
/// <summary>
/// Shows character moving from a position to a position
/// </summary>
/// <param name="character"></param>
/// <param name="portrait"></param>
/// <param name="fromPosition">Where the character will appear</param>
/// <param name="toPosition">Where the character will move to</param>
public void Show(Character character, string portrait, string fromPosition, string toPosition)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.portrait = character.GetPortrait(portrait);
options.fromPosition = stage.GetPosition(fromPosition);
options.toPosition = stage.GetPosition(toPosition);
options.move = true;
Show(CleanPortraitOptions(options));
}
/// <summary>
/// From lua, you can pass an options table with named arguments
/// example:
/// stage.show{character=jill, portrait="happy", fromPosition="right", toPosition="left"}
/// Any option available in the PortraitOptions is available from Lua
/// </summary>
/// <param name="optionsTable">Moonsharp Table</param>
public void Show(Table optionsTable)
{
Show(CleanPortraitOptions(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage)));
}
/// <summary>
/// Show portrait with the supplied portrait options
/// </summary>
/// <param name="options"></param>
public void Show(PortraitOptions options)
{
if (options.shiftIntoPlace)
{
options.fromPosition = Instantiate(options.toPosition) as RectTransform;
if (options.offset == PositionOffset.OffsetLeft)
{
options.fromPosition.anchoredPosition =
new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
}
else if (options.offset == PositionOffset.OffsetRight)
{
options.fromPosition.anchoredPosition =
new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
}
else
{
options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
}
}
SetupPortrait(options);
// LeanTween doesn't handle 0 duration properly
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
// Fade out a duplicate of the existing portrait image
if (options.character.state.portraitImage != null)
{
GameObject tempGO = GameObject.Instantiate(options.character.state.portraitImage.gameObject);
tempGO.transform.SetParent(options.character.state.portraitImage.transform, false);
tempGO.transform.localPosition = Vector3.zero;
tempGO.transform.localScale = options.character.state.position.localScale;
Image tempImage = tempGO.GetComponent<Image>();
tempImage.sprite = options.character.state.portraitImage.sprite;
tempImage.preserveAspect = true;
tempImage.color = options.character.state.portraitImage.color;
LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType).setOnComplete(() => {
Destroy(tempGO);
});
}
// Fade in the new sprite image
options.character.state.portraitImage.sprite = options.portrait;
options.character.state.portraitImage.color = new Color(1f, 1f, 1f, 0f);
LeanTween.alpha(options.character.state.portraitImage.rectTransform, 1f, duration).setEase(stage.fadeEaseType);
DoMoveTween(options);
FinishCommand(options);
if (!stage.charactersOnStage.Contains(options.character))
{
stage.charactersOnStage.Add(options.character);
}
// Update character state after showing
options.character.state.onScreen = true;
options.character.state.display = DisplayType.Show;
options.character.state.portrait = options.portrait;
options.character.state.facing = options.facing;
options.character.state.position = options.toPosition;
}
/// <summary>
/// Simple show command that shows the character with an available named portrait
/// </summary>
/// <param name="character">Character to show</param>
/// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param>
public void ShowPortrait(Character character, string portrait)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.portrait = character.GetPortrait(portrait);
if (character.state.position == null)
{
options.toPosition = options.fromPosition = stage.GetPosition("middle");
}
else
{
options.fromPosition = options.toPosition = character.state.position;
}
Show(CleanPortraitOptions(options));
}
/// <summary>
/// Simple character hide command
/// </summary>
/// <param name="character">Character to hide</param>
public void Hide(Character character)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
Hide(CleanPortraitOptions(options));
}
/// <summary>
/// Move the character to a position then hide it
/// </summary>
/// <param name="character"></param>
/// <param name="toPosition">Where the character will disapear to</param>
public void Hide(Character character, string toPosition)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.toPosition = stage.GetPosition(toPosition);
options.move = true;
Hide(CleanPortraitOptions(options));
}
/// <summary>
/// From lua, you can pass an options table with named arguments
/// example:
/// stage.hide{character=jill, toPosition="left"}
/// Any option available in the PortraitOptions is available from Lua
/// </summary>
/// <param name="optionsTable">Moonsharp Table</param>
public void Hide(Table optionsTable)
{
Hide(CleanPortraitOptions(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage)));
}
/// <summary>
/// Hide portrait with provided options
/// </summary>
/// <param name="options"></param>
public void Hide(PortraitOptions options)
{
if (options.character.state.display == DisplayType.None)
{
return;
}
SetupPortrait(options);
// LeanTween doesn't handle 0 duration properly
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
LeanTween.alpha(options.character.state.portraitImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType);
DoMoveTween(options);
stage.charactersOnStage.Remove(options.character);
//update character state after hiding
options.character.state.onScreen = false;
options.character.state.portrait = options.portrait;
options.character.state.facing = options.facing;
options.character.state.position = options.toPosition;
options.character.state.display = DisplayType.Hide;
FinishCommand(options);
}
public void SetDimmed(Character character, bool dimmedState)
{
if (character.state.dimmed == dimmedState)
{
return;
}
character.state.dimmed = dimmedState;
Color targetColor = dimmedState ? new Color(0.5f, 0.5f, 0.5f, 1f) : Color.white;
// LeanTween doesn't handle 0 duration properly
float duration = (stage.fadeDuration > 0f) ? stage.fadeDuration : float.Epsilon;
LeanTween.color(character.state.portraitImage.rectTransform, targetColor, duration).setEase(stage.fadeEaseType);
}
}
/// <summary>
/// Util functions that I wanted to keep the main class clean of
/// </summary>
public class PortraitUtil {
/// <summary>
/// Convert a Moonsharp table to portrait options
/// If the table returns a null for any of the parameters, it should keep the defaults
/// </summary>
/// <param name="table">Moonsharp Table</param>
/// <param name="stage">Stage</param>
/// <returns></returns>
public static PortraitOptions ConvertTableToPortraitOptions(Table table, Stage stage)
{
PortraitOptions options = new PortraitOptions(true);
// If the table supplies a nil, keep the default
options.character = table.Get("character").ToObject<Character>()
?? options.character;
options.replacedCharacter = table.Get("replacedCharacter").ToObject<Character>()
?? options.replacedCharacter;
if (!table.Get("portrait").IsNil())
{
options.portrait = options.character.GetPortrait(table.Get("portrait").CastToString());
}
if (!table.Get("display").IsNil())
{
options.display = table.Get("display").ToObject<DisplayType>();
}
if (!table.Get("offset").IsNil())
{
options.offset = table.Get("offset").ToObject<PositionOffset>();
}
if (!table.Get("fromPosition").IsNil())
{
options.fromPosition = stage.GetPosition(table.Get("fromPosition").CastToString());
}
if (!table.Get("toPosition").IsNil())
{
options.toPosition = stage.GetPosition(table.Get("toPosition").CastToString());
}
if (!table.Get("facing").IsNil())
{
options.facing = table.Get("facing").ToObject<FacingDirection>();
}
if (!table.Get("useDefaultSettings").IsNil())
{
options.useDefaultSettings = table.Get("useDefaultSettings").CastToBool();
}
if (!table.Get("fadeDuration").IsNil())
{
options.fadeDuration = table.Get("fadeDuration").ToObject<float>();
}
if (!table.Get("moveDuration").IsNil())
{
options.moveDuration = table.Get("moveDuration").ToObject<float>();
}
if (!table.Get("move").IsNil())
{
options.move = table.Get("move").CastToBool();
}
else if (options.fromPosition != options.toPosition)
{
options.move = true;
}
if (!table.Get("shiftIntoPlace").IsNil())
{
options.shiftIntoPlace = table.Get("shiftIntoPlace").CastToBool();
}
//TODO: Make the next lua command wait when this options is true
if (!table.Get("waitUntilFinished").IsNil())
{
options.waitUntilFinished = table.Get("waitUntilFinished").CastToBool();
}
return options;
}
}
}

12
Assets/Fungus/Narrative/Scripts/PortraitController.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: cc7c4e379c0d3bb4eb7537ad653ea7f6
timeCreated: 1465412488
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:

13
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -261,21 +261,22 @@ namespace Fungus
speakingCharacter = character;
// Dim portraits of non-speaking characters
foreach (Stage s in Stage.activeStages)
foreach (Stage stage in Stage.activeStages)
{
if (s.dimPortraits)
if (stage.dimPortraits)
{
foreach (Character c in s.charactersOnStage)
foreach (Character c in stage.charactersOnStage)
{
if (prevSpeakingCharacter != speakingCharacter)
{
if (c != speakingCharacter)
{
Portrait.SetDimmed(c, s, true);
stage.SetDimmed(c, true);
}
else
{
Portrait.SetDimmed(c, s, false);
stage.SetDimmed(c, false);
}
}
}
@ -387,7 +388,7 @@ namespace Fungus
{
LeanTween.cancel(c.state.portraitImage.gameObject, true);
Portrait.SetRectTransform(c.state.portraitImage.rectTransform, c.state.position);
PortraitController.SetRectTransform(c.state.portraitImage.rectTransform, c.state.position);
if (c.state.dimmed == true)
{
c.state.portraitImage.color = new Color(0.5f, 0.5f, 0.5f, 1f);

27
Assets/Fungus/Narrative/Scripts/Stage.cs

@ -9,7 +9,7 @@ namespace Fungus
{
[ExecuteInEditMode]
public class Stage : MonoBehaviour
public class Stage : PortraitController
{
public Canvas portraitCanvas;
public bool dimPortraits;
@ -47,6 +47,31 @@ namespace Fungus
portraitCanvas.gameObject.SetActive(true);
}
}
/// <summary>
/// Searches the stage's named positions
/// If none matches the string provided, give a warning and return a new RectTransform
/// </summary>
/// <param name="position_string">Position name to search for</param>
/// <returns></returns>
public RectTransform GetPosition(String position_string)
{
if (position_string == null)
{
Debug.LogWarning("Missing stage position.");
return new RectTransform();
}
foreach (RectTransform position in positions)
{
if ( String.Compare(position.name, position_string, true) == 0 )
{
return position;
}
}
Debug.LogWarning("Unidentified stage position: " + position_string);
return new RectTransform();
}
}
}

12
Assets/Fungus/Thirdparty/FungusLua/Scripts/Editor/LuaBindingsEditor.cs vendored

@ -21,6 +21,7 @@ namespace Fungus
protected SerializedProperty tableNameProp;
protected SerializedProperty registerTypesProp;
protected SerializedProperty boundObjectsProp;
protected SerializedProperty showInheritedProp;
protected string bindingHelpItem = "";
protected string bindingHelpDetail = "";
@ -32,6 +33,7 @@ namespace Fungus
tableNameProp = serializedObject.FindProperty("tableName");
registerTypesProp = serializedObject.FindProperty("registerTypes");
boundObjectsProp = serializedObject.FindProperty("boundObjects");
showInheritedProp = serializedObject.FindProperty("showInherited");
CreateBoundObjectsList();
}
@ -213,8 +215,14 @@ namespace Fungus
continue;
}
BindingFlags flags = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public;
if (!showInheritedProp.boolValue)
{
flags |= BindingFlags.DeclaredOnly;
}
// Show info for fields and properties
MemberInfo[] memberInfos = inspectObject.GetType().GetMembers(BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.DeclaredOnly);
MemberInfo[] memberInfos = inspectObject.GetType().GetMembers(flags);
foreach (MemberInfo memberInfo in memberInfos)
{
if (memberInfo.MemberType != MemberTypes.Field &&
@ -315,6 +323,8 @@ namespace Fungus
EditorGUILayout.EndHorizontal();
EditorGUILayout.PropertyField(showInheritedProp);
// Show help info for currently selected item
if (bindingHelpItem != "")
{

3
Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaBindings.cs vendored

@ -63,6 +63,9 @@ namespace Fungus
[Tooltip("The list of Unity objects to be bound to make them accessible in Lua script.")]
public List<BoundObject> boundObjects = new List<BoundObject>();
[Tooltip("Show inherited public members.")]
public bool showInherited;
/// <summary>
/// Always ensure there is at least one row in the bound objects list.
/// </summary>

736
Assets/FungusExamples/FungusLua/Narrative/PortaitControlExample.unity

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luaScript: '-- Shows how to use stage.show with positional arguments
-- This method is less verbose but also easier to get wrong!
stage.show(watson, "left")
setcharacter(watson)
say "Sherlock....."
stage.show(sherlock, "angry", "offscreen right", "right")
setcharacter(sherlock)
say "{i}what?{/i}"
setcharacter(watson)
say "You don''t understand how I feel! I''m leaving!"
stage.hide(watson, "offscreen left")
stage.showPortrait(sherlock, "bored")
setcharacter(sherlock)
say "Look at me~! I''m Watson~! I''m grumpy all the tii~me."
stage.hide(sherlock, "offscreen right")
stage.show(watson, "confident", "offscreen left", "left")
setcharacter(watson)
say "I showed him!"
stage.hide(watson)'
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luaScript: '-- Shows how to use stage.show with named arguments
stage.show{character=watson, fromPosition="offscreen right", toPosition="right"}
stage.show{character=sherlock, portrait="angry"}
wait(1)
stage.show{character=sherlock, portrait="bored"}
wait(1)
stage.hide{character=sherlock}
wait(1)
stage.hide{character=watson}
wait(1)'
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@ -15579,10 +15572,10 @@ RectTransform:
- {fileID: 1325423831}
m_Father: {fileID: 760607770}
m_RootOrder: 6
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 650, y: -655}
m_SizeDelta: {x: 1300, y: 50}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1711682873
MonoBehaviour:
@ -17899,10 +17892,10 @@ RectTransform:
- {fileID: 1077696039}
m_Father: {fileID: 760607770}
m_RootOrder: 0
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 650, y: -50}
m_SizeDelta: {x: 1300, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1959629232
MonoBehaviour:
@ -18685,7 +18678,7 @@ RectTransform:
m_Father: {fileID: 1325423831}
m_RootOrder: 0
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 10, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
@ -18985,8 +18978,9 @@ MonoBehaviour:
y: -340
width: 1114
height: 859
selectedBlock: {fileID: 0}
selectedCommands: []
selectedBlock: {fileID: 2043226673}
selectedCommands:
- {fileID: 2043226677}
variables: []
description:
stepPause: 0
@ -19010,8 +19004,8 @@ MonoBehaviour:
itemId: 1
errorMessage:
indentLevel: 0
stage: {fileID: 0}
display: 1
stage: {fileID: 0}
character: {fileID: 1065579872}
replacedCharacter: {fileID: 0}
portrait: {fileID: 21300000, guid: 820bab66bb5a044ec961ba8ee3b045cc, type: 3}
@ -19083,8 +19077,8 @@ MonoBehaviour:
itemId: 2
errorMessage:
indentLevel: 0
stage: {fileID: 0}
display: 1
stage: {fileID: 0}
character: {fileID: 1065579872}
replacedCharacter: {fileID: 0}
portrait: {fileID: 21300000, guid: 5b776e5296df54952a07a367943f5c7c, type: 3}
@ -19131,9 +19125,9 @@ MonoBehaviour:
itemId: 5
errorMessage:
indentLevel: 0
stage: {fileID: 0}
display: 1
character: {fileID: 1065579872}
stage: {fileID: 0}
character: {fileID: 0}
replacedCharacter: {fileID: 0}
portrait: {fileID: 21300000, guid: 820bab66bb5a044ec961ba8ee3b045cc, type: 3}
offset: 0

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