Browse Source

Refactored Flowchart to use IFlowchart interface

master
Christopher 9 years ago
parent
commit
cdeab7b3a4
  1. 2
      Assets/Fungus/Flowchart/Scripts/Block.cs
  2. 426
      Assets/Fungus/Flowchart/Scripts/Flowchart.cs
  3. 289
      Assets/Fungus/Flowchart/Scripts/IFlowchart.cs
  4. 12
      Assets/Fungus/Flowchart/Scripts/IFlowchart.cs.meta
  5. 15
      Assets/Fungus/Flowchart/Scripts/IUpdateable.cs
  6. 12
      Assets/Fungus/Flowchart/Scripts/IUpdateable.cs.meta

2
Assets/Fungus/Flowchart/Scripts/Block.cs

@ -210,7 +210,7 @@ namespace Fungus
ICommand command = commandList[i];
activeCommand = command;
if (flowchart.gameObject.activeInHierarchy)
if (flowchart.IsActive())
{
// Auto select a command in some situations
if ((flowchart.SelectedCommands.Count == 0 && i == 0) ||

426
Assets/Fungus/Flowchart/Scripts/Flowchart.cs

@ -12,22 +12,12 @@ using System.Text.RegularExpressions;
namespace Fungus
{
/// <summary>
/// Interface for Flowchart components which can be updated when the
/// scene loads in the editor. This is used to maintain backwards
/// compatibility with earlier versions of Fungus.
/// </summary>
interface IUpdateable
{
void UpdateToVersion(int oldVersion, int newVersion);
}
/// <summary>
/// Visual scripting controller for the Flowchart programming language.
/// Flowchart objects may be edited visually using the Flowchart editor window.
/// </summary>
[ExecuteInEditMode]
public class Flowchart : MonoBehaviour, ISubstitutionHandler
public class Flowchart : MonoBehaviour, IFlowchart, ISubstitutionHandler
{
/// <summary>
/// The current version of the Flowchart. Used for updating components.
@ -39,184 +29,91 @@ namespace Fungus
/// </summary>
public const string DEFAULT_BLOCK_NAME = "New Block";
/// <summary>
/// Variable to track flowchart's version so components can update to new versions.
/// </summary>
[HideInInspector]
[SerializeField] protected int version = 0; // Default to 0 to always trigger an update for older versions of Fungus.
public int Version { set { version = value; } }
/// <summary>
/// Scroll position of Flowchart editor window.
/// </summary>
[HideInInspector]
[SerializeField] protected Vector2 scrollPos;
public virtual Vector2 ScrollPos { get { return scrollPos; } set { scrollPos = value; } }
/// <summary>
/// Scroll position of Flowchart variables window.
/// </summary>
[HideInInspector]
[SerializeField] protected Vector2 variablesScrollPos;
public virtual Vector2 VariablesScrollPos { get { return variablesScrollPos; } set { variablesScrollPos = value; } }
/// <summary>
/// Show the variables pane.
/// </summary>
[HideInInspector]
[SerializeField] protected bool variablesExpanded = true;
public virtual bool VariablesExpanded { get { return variablesExpanded; } set { variablesExpanded = value; } }
/// <summary>
/// Height of command block view in inspector.
/// </summary>
[HideInInspector]
[SerializeField] protected float blockViewHeight = 400;
public virtual float BlockViewHeight { get { return blockViewHeight; } set { blockViewHeight = value; } }
/// <summary>
/// Zoom level of Flowchart editor window.
/// </summary>
[HideInInspector]
[SerializeField] protected float zoom = 1f;
public virtual float Zoom { get { return zoom; } set { zoom = value; } }
/// <summary>
/// Scrollable area for Flowchart editor window.
/// </summary>
[HideInInspector]
[SerializeField] protected Rect scrollViewRect;
public virtual Rect ScrollViewRect { get { return scrollViewRect; } set { scrollViewRect = value; } }
/// <summary>
/// Currently selected block in the Flowchart editor.
/// </summary>
[HideInInspector]
[FormerlySerializedAs("selectedSequence")]
[SerializeField] protected Block selectedBlock;
public virtual IBlock SelectedBlock { get { return selectedBlock; } set { selectedBlock = (Block)value; } }
/// <summary>
/// Currently selected command in the Flowchart editor.
/// </summary>
[HideInInspector]
[SerializeField] protected List<Command> selectedCommands = new List<Command>();
public virtual List<Command> SelectedCommands { get { return selectedCommands; } }
/// <summary>
/// The list of variables that can be accessed by the Flowchart.
/// </summary>
[HideInInspector]
[SerializeField] protected List<Variable> variables = new List<Variable>();
public virtual List<Variable> Variables { get { return variables; } }
/// <summary>
/// Description text displayed in the Flowchart editor window
/// </summary>
[TextArea(3, 5)]
[Tooltip("Description text displayed in the Flowchart editor window")]
[SerializeField] protected string description = "";
public virtual string Description { get { return description; } }
/// <summary>
/// Slow down execution in the editor to make it easier to visualise program flow.
/// </summary>
[Range(0f, 5f)]
[Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")]
[SerializeField] protected float stepPause = 0f;
public virtual float StepPause { get { return stepPause; } }
/// <summary>
/// Use command color when displaying the command list in the inspector.
/// </summary>
[Tooltip("Use command color when displaying the command list in the Fungus Editor window")]
[SerializeField] protected bool colorCommands = true;
public virtual bool ColorCommands { get { return colorCommands; } }
/// <summary>
/// Hides the Flowchart block and command components in the inspector.
/// Deselect to inspect the block and command components that make up the Flowchart.
/// </summary>
[Tooltip("Hides the Flowchart block and command components in the inspector. Deselect to inspect the block and command components that make up the Flowchart.")]
[SerializeField] protected bool hideComponents = true;
/// <summary>
/// Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.
/// </summary>
[Tooltip("Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.")]
[SerializeField] protected bool saveSelection = true;
public virtual bool SaveSelection { get { return saveSelection; } }
/// <summary>
/// Unique identifier for identifying this flowchart in localized string keys.
/// </summary>
[Tooltip("Unique identifier for this flowchart in localized string keys. If no id is specified then the name of the Flowchart object will be used.")]
[SerializeField] protected string localizationId = "";
public virtual string LocalizationId { get { return localizationId; } }
/// <summary>
/// Display line numbers in the command list in the Block inspector.
/// </summary>
[Tooltip("Display line numbers in the command list in the Block inspector.")]
[SerializeField] protected bool showLineNumbers = false;
public virtual bool ShowLineNumbers { get { return showLineNumbers; } }
/// <summary>
/// List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.
/// </summary>
[Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")]
[SerializeField] protected List<string> hideCommands = new List<string>();
/// <summary>
/// Lua Environment to be used by default for all Execute Lua commands in this Flowchart.
/// </summary>
[Tooltip("Lua Environment to be used by default for all Execute Lua commands in this Flowchart")]
[SerializeField] protected LuaEnvironment luaEnvironment;
public virtual ILuaEnvironment LuaEnv { get { return luaEnvironment; } }
/// <summary>
/// The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.
/// </summary>
[Tooltip("The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.")]
[SerializeField] protected string luaBindingName = "flowchart";
public virtual string LuaBindingName { get { return luaBindingName; } }
/// <summary>
/// Position in the center of all blocks in the flowchart.
/// </summary>
public virtual Vector2 CenterPosition { set; get; }
/// <summary>
/// Cached list of flowchart objects in the scene for fast lookup.
/// </summary>
public static List<Flowchart> cachedFlowcharts = new List<Flowchart>();
protected static bool eventSystemPresent;
protected StringSubstituter stringSubstituer;
/// <summary>
/// Returns the next id to assign to a new flowchart item.
/// Item ids increase monotically so they are guaranteed to
/// be unique within a Flowchart.
/// Sends a message to all Flowchart objects in the current scene.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
public int NextItemId()
public static void BroadcastFungusMessage(string messageName)
{
int maxId = -1;
IBlock[] blocks = GetComponents<IBlock>();
foreach (IBlock block in blocks)
{
maxId = Math.Max(maxId, block.ItemId);
}
var commands = GetComponents<ICommand>();
foreach (var command in commands)
MessageReceived[] eventHandlers = UnityEngine.Object.FindObjectsOfType<MessageReceived>();
foreach (MessageReceived eventHandler in eventHandlers)
{
maxId = Math.Max(maxId, command.ItemId);
eventHandler.OnSendFungusMessage(messageName);
}
return maxId + 1;
}
protected static bool eventSystemPresent;
protected StringSubstituter stringSubstituer;
#if UNITY_5_4_OR_NEWER
protected virtual void Awake()
{
@ -266,7 +163,7 @@ namespace Fungus
eventSystemPresent = true;
}
public virtual void OnEnable()
protected virtual void OnEnable()
{
if (!cachedFlowcharts.Contains(this))
{
@ -299,7 +196,7 @@ namespace Fungus
version = CURRENT_VERSION;
}
public virtual void OnDisable()
protected virtual void OnDisable()
{
cachedFlowcharts.Remove(this);
}
@ -395,9 +292,68 @@ namespace Fungus
return block;
}
/// <summary>
/// Create a new block node which you can then add commands to.
/// </summary>
#region IFlowchart implementation
public virtual Vector2 ScrollPos { get { return scrollPos; } set { scrollPos = value; } }
public virtual Vector2 VariablesScrollPos { get { return variablesScrollPos; } set { variablesScrollPos = value; } }
public virtual bool VariablesExpanded { get { return variablesExpanded; } set { variablesExpanded = value; } }
public virtual float BlockViewHeight { get { return blockViewHeight; } set { blockViewHeight = value; } }
public virtual float Zoom { get { return zoom; } set { zoom = value; } }
public virtual Rect ScrollViewRect { get { return scrollViewRect; } set { scrollViewRect = value; } }
public virtual IBlock SelectedBlock { get { return selectedBlock; } set { selectedBlock = (Block)value; } }
public virtual List<Command> SelectedCommands { get { return selectedCommands; } }
public virtual List<Variable> Variables { get { return variables; } }
public virtual string Description { get { return description; } }
public virtual float StepPause { get { return stepPause; } }
public virtual bool ColorCommands { get { return colorCommands; } }
public virtual bool SaveSelection { get { return saveSelection; } }
public virtual string LocalizationId { get { return localizationId; } }
public virtual bool ShowLineNumbers { get { return showLineNumbers; } }
public virtual ILuaEnvironment LuaEnv { get { return luaEnvironment; } }
public virtual string LuaBindingName { get { return luaBindingName; } }
public virtual Vector2 CenterPosition { set; get; }
public int Version { set { version = value; } }
public bool IsActive()
{
return gameObject.activeInHierarchy;
}
public int NextItemId()
{
int maxId = -1;
IBlock[] blocks = GetComponents<IBlock>();
foreach (IBlock block in blocks)
{
maxId = Math.Max(maxId, block.ItemId);
}
var commands = GetComponents<ICommand>();
foreach (var command in commands)
{
maxId = Math.Max(maxId, command.ItemId);
}
return maxId + 1;
}
public virtual Block CreateBlock(Vector2 position)
{
Block b = CreateBlockComponent(gameObject);
@ -408,9 +364,6 @@ namespace Fungus
return b;
}
/// <summary>
/// Returns the named Block in the flowchart, or null if not found.
/// </summary>
public virtual IBlock FindBlock(string blockName)
{
IBlock [] blocks = GetComponents<IBlock>();
@ -421,13 +374,10 @@ namespace Fungus
return block;
}
}
return null;
}
/// <summary>
/// Execute a child block in the Flowchart.
/// You can use this method in a UI event. e.g. to handle a button click.
public virtual void ExecuteBlock(string blockName)
{
IBlock block = null;
@ -452,12 +402,6 @@ namespace Fungus
}
}
/// <summary>
/// Execute a child block in the flowchart.
/// The block must be in an idle state to be executed.
/// This version provides extra options to control how the block is executed.
/// Returns true if the Block started execution.
/// </summary>
public virtual bool ExecuteBlock(IBlock block, int commandIndex = 0, Action onComplete = null)
{
if (block == null)
@ -484,9 +428,6 @@ namespace Fungus
return true;
}
/// <summary>
/// Stop all executing Blocks in this Flowchart.
/// </summary>
public virtual void StopAllBlocks()
{
IBlock [] blocks = GetComponents<IBlock>();
@ -499,10 +440,6 @@ namespace Fungus
}
}
/// <summary>
/// Sends a message to this Flowchart only.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
public virtual void SendFungusMessage(string messageName)
{
MessageReceived[] eventHandlers = GetComponents<MessageReceived>();
@ -512,22 +449,6 @@ namespace Fungus
}
}
/// <summary>
/// Sends a message to all Flowchart objects in the current scene.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
public static void BroadcastFungusMessage(string messageName)
{
MessageReceived[] eventHandlers = UnityEngine.Object.FindObjectsOfType<MessageReceived>();
foreach (MessageReceived eventHandler in eventHandlers)
{
eventHandler.OnSendFungusMessage(messageName);
}
}
/// <summary>
/// Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
/// </summary>
public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null)
{
int suffix = 0;
@ -566,7 +487,7 @@ namespace Fungus
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
@ -574,14 +495,11 @@ namespace Fungus
}
}
/// <summary>
/// Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart.
/// </summary>
public virtual string GetUniqueBlockKey(string originalKey, IBlock ignoreBlock = null)
{
int suffix = 0;
string baseKey = originalKey.Trim();
// No empty keys allowed
if (baseKey.Length == 0)
{
@ -601,7 +519,7 @@ namespace Fungus
{
continue;
}
if (block.BlockName.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
@ -609,7 +527,7 @@ namespace Fungus
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
@ -617,22 +535,19 @@ namespace Fungus
}
}
/// <summary>
/// Returns a new Label key that is guaranteed not to clash with any existing Label in the Block.
/// </summary>
public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel)
{
int suffix = 0;
string baseKey = originalKey.Trim();
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "New Label";
}
IBlock block = ignoreLabel.ParentBlock;
string key = baseKey;
while (true)
{
@ -645,7 +560,7 @@ namespace Fungus
{
continue;
}
if (label.Key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
@ -653,21 +568,14 @@ namespace Fungus
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You will need to cast the returned variable to the correct sub-type.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable;
/// boolVar.Value = false;
/// </summary>
public Variable GetVariable(string key)
{
foreach (Variable variable in variables)
@ -681,12 +589,6 @@ namespace Fungus
return null;
}
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool");
/// boolVar.Value = false;
/// </summary>
public T GetVariable<T>(string key) where T : Variable
{
foreach (Variable variable in variables)
@ -701,10 +603,6 @@ namespace Fungus
return null;
}
/// <summary>
/// Register a new variable with the Flowchart at runtime.
/// The variable should be added as a component on the Flowchart game object.
/// </summary>
public void SetVariable<T>(string key, T newvariable) where T : Variable
{
foreach (Variable v in variables)
@ -723,9 +621,6 @@ namespace Fungus
Debug.LogWarning("Variable " + key + " not found.");
}
/// <summary>
/// Gets a list of all variables with public scope in this Flowchart.
/// </summary>
public virtual List<Variable> GetPublicVariables()
{
List<Variable> publicVariables = new List<Variable>();
@ -740,10 +635,6 @@ namespace Fungus
return publicVariables;
}
/// <summary>
/// Gets the value of a boolean variable.
/// Returns false if the variable key does not exist.
/// </summary>
public virtual bool GetBooleanVariable(string key)
{
BooleanVariable variable = GetVariable<BooleanVariable>(key);
@ -758,10 +649,6 @@ namespace Fungus
}
}
/// <summary>
/// Sets the value of a boolean variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetBooleanVariable(string key, bool value)
{
BooleanVariable variable = GetVariable<BooleanVariable>(key);
@ -771,10 +658,6 @@ namespace Fungus
}
}
/// <summary>
/// Gets the value of an integer variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
public virtual int GetIntegerVariable(string key)
{
IntegerVariable variable = GetVariable<IntegerVariable>(key);
@ -789,10 +672,6 @@ namespace Fungus
}
}
/// <summary>
/// Sets the value of an integer variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetIntegerVariable(string key, int value)
{
IntegerVariable variable = GetVariable<IntegerVariable>(key);
@ -802,10 +681,6 @@ namespace Fungus
}
}
/// <summary>
/// Gets the value of a float variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
public virtual float GetFloatVariable(string key)
{
FloatVariable variable = GetVariable<FloatVariable>(key);
@ -820,10 +695,6 @@ namespace Fungus
}
}
/// <summary>
/// Sets the value of a float variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetFloatVariable(string key, float value)
{
FloatVariable variable = GetVariable<FloatVariable>(key);
@ -833,10 +704,6 @@ namespace Fungus
}
}
/// <summary>
/// Gets the value of a string variable.
/// Returns the empty string if the variable key does not exist.
/// </summary>
public virtual string GetStringVariable(string key)
{
StringVariable variable = GetVariable<StringVariable>(key);
@ -851,10 +718,6 @@ namespace Fungus
}
}
/// <summary>
/// Sets the value of a string variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetStringVariable(string key, string value)
{
StringVariable variable = GetVariable<StringVariable>(key);
@ -864,9 +727,6 @@ namespace Fungus
}
}
/// <summary>
/// Set the block objects to be hidden or visible depending on the hideComponents property.
/// </summary>
public virtual void UpdateHideFlags()
{
if (hideComponents)
@ -910,17 +770,11 @@ namespace Fungus
}
/// <summary>
/// Clears the list of selected commands.
/// </summary>
public virtual void ClearSelectedCommands()
{
selectedCommands.Clear();
}
/// <summary>
/// Adds a command to the list of selected commands.
/// </summary>
public virtual void AddSelectedCommand(ICommand command)
{
if (!selectedCommands.Contains((Command)command))
@ -929,9 +783,6 @@ namespace Fungus
}
}
/// <summary>
/// Reset the commands and variables in the Flowchart.
/// </summary>
public virtual void Reset(bool resetCommands, bool resetVariables)
{
if (resetCommands)
@ -952,9 +803,6 @@ namespace Fungus
}
}
/// <summary>
/// Override this in a Flowchart subclass to filter which commands are shown in the Add Command list.
/// </summary>
public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo)
{
foreach (string key in hideCommands)
@ -970,9 +818,6 @@ namespace Fungus
return true;
}
/// <summary>
/// Returns true if there are any executing blocks in this Flowchart.
/// </summary>
public virtual bool HasExecutingBlocks()
{
IBlock[] blocks = GetComponents<IBlock>();
@ -986,9 +831,6 @@ namespace Fungus
return false;
}
/// <summary>
/// Returns a list of all executing blocks in this Flowchart.
/// </summary>
public virtual List<IBlock> GetExecutingBlocks()
{
List<IBlock> executingBlocks = new List<IBlock>();
@ -1005,51 +847,6 @@ namespace Fungus
return executingBlocks;
}
/// <summary>
/// Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart.
/// To perform full variable substitution with all substitution handlers in the scene, you should
/// use the SubstituteVariables() method instead.
/// </summary>
[MoonSharp.Interpreter.MoonSharpHidden]
public virtual bool SubstituteStrings(StringBuilder input)
{
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
bool modified = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input.ToString());
foreach (Match match in results)
{
string key = match.Value.Substring(2, match.Value.Length - 3);
// Look for any matching public variables in this Flowchart
foreach (Variable variable in variables)
{
if (variable == null)
continue;
if (variable.Scope == VariableScope.Public &&
variable.Key == key)
{
string value = variable.ToString();
input.Replace(match.Value, value);
modified = true;
}
}
}
return modified;
}
/// <summary>
/// Substitute variables in the input text with the format {$VarName}
/// This will first match with private variables in this Flowchart, and then
/// with public variables in all Flowcharts in the scene (and any component
/// in the scene that implements StringSubstituter.ISubstitutionHandler).
/// </summary>
public virtual string SubstituteVariables(string input)
{
if (stringSubstituer == null)
@ -1062,7 +859,7 @@ namespace Fungus
StringBuilder sb = stringSubstituer._StringBuilder;
sb.Length = 0;
sb.Append(input);
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
@ -1102,5 +899,50 @@ namespace Fungus
return input;
}
}
#endregion
#region IStringSubstituter implementation
/// <summary>
/// Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart.
/// To perform full variable substitution with all substitution handlers in the scene, you should
/// use the SubstituteVariables() method instead.
/// </summary>
[MoonSharp.Interpreter.MoonSharpHidden]
public virtual bool SubstituteStrings(StringBuilder input)
{
// Instantiate the regular expression object.
Regex r = new Regex("{\\$.*?}");
bool modified = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input.ToString());
foreach (Match match in results)
{
string key = match.Value.Substring(2, match.Value.Length - 3);
// Look for any matching public variables in this Flowchart
foreach (Variable variable in variables)
{
if (variable == null)
continue;
if (variable.Scope == VariableScope.Public &&
variable.Key == key)
{
string value = variable.ToString();
input.Replace(match.Value, value);
modified = true;
}
}
}
return modified;
}
#endregion
}
}

289
Assets/Fungus/Flowchart/Scripts/IFlowchart.cs

@ -0,0 +1,289 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
/// <summary>
/// Visual scripting controller for the Flowchart programming language.
/// Flowchart objects may be edited visually using the Flowchart editor window.
/// </summary>
public interface IFlowchart
{
/// <summary>
/// Scroll position of Flowchart editor window.
/// </summary>
Vector2 ScrollPos { get; set; }
/// <summary>
/// Scroll position of Flowchart variables window.
/// </summary>
Vector2 VariablesScrollPos { get; set; }
/// <summary>
/// Show the variables pane.
/// </summary>
bool VariablesExpanded { get; set; }
/// <summary>
/// Height of command block view in inspector.
/// </summary>
float BlockViewHeight { get; set; }
/// <summary>
/// Zoom level of Flowchart editor window.
/// </summary>
float Zoom { get; set; }
/// <summary>
/// Scrollable area for Flowchart editor window.
/// </summary>
Rect ScrollViewRect { get; set; }
/// <summary>
/// Currently selected block in the Flowchart editor.
/// </summary>
IBlock SelectedBlock { get; set; }
/// <summary>
/// Currently selected command in the Flowchart editor.
/// </summary>
List<Command> SelectedCommands { get; }
/// <summary>
/// The list of variables that can be accessed by the Flowchart.
/// </summary>
List<Variable> Variables { get; }
/// <summary>
/// Description text displayed in the Flowchart editor window
/// </summary>
string Description { get; }
/// <summary>
/// Slow down execution in the editor to make it easier to visualise program flow.
/// </summary>
float StepPause { get; }
/// <summary>
/// Use command color when displaying the command list in the inspector.
/// </summary>
bool ColorCommands { get; }
/// <summary>
/// Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.
/// </summary>
bool SaveSelection { get; }
/// <summary>
/// Unique identifier for identifying this flowchart in localized string keys.
/// </summary>
string LocalizationId { get; }
/// <summary>
/// Display line numbers in the command list in the Block inspector.
/// </summary>
bool ShowLineNumbers { get; }
/// <summary>
/// Lua Environment to be used by default for all Execute Lua commands in this Flowchart.
/// </summary>
ILuaEnvironment LuaEnv { get; }
/// <summary>
/// The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.
/// </summary>
string LuaBindingName { get; }
/// <summary>
/// Position in the center of all blocks in the flowchart.
/// </summary>
Vector2 CenterPosition { set; get; }
/// <summary>
/// Variable to track flowchart's version so components can update to new versions.
/// </summary>
int Version { set; }
/// <summary>
/// Returns the next id to assign to a new flowchart item.
/// Item ids increase monotically so they are guaranteed to
/// be unique within a Flowchart.
/// </summary>
int NextItemId();
/// <summary>
/// Returns true if the Flowchart gameobject is active.
/// </summary>
/// <returns><c>true</c> if this instance is active; otherwise, <c>false</c>.</returns>
bool IsActive();
/// <summary>
/// Create a new block node which you can then add commands to.
/// </summary>
Block CreateBlock(Vector2 position);
/// <summary>
/// Returns the named Block in the flowchart, or null if not found.
/// </summary>
IBlock FindBlock(string blockName);
/// <summary>
/// Execute a child block in the Flowchart.
/// You can use this method in a UI event. e.g. to handle a button click.
void ExecuteBlock(string blockName);
/// <summary>
/// Execute a child block in the flowchart.
/// The block must be in an idle state to be executed.
/// This version provides extra options to control how the block is executed.
/// Returns true if the Block started execution.
/// </summary>
bool ExecuteBlock(IBlock block, int commandIndex = 0, System.Action onComplete = null);
/// <summary>
/// Stop all executing Blocks in this Flowchart.
/// </summary>
void StopAllBlocks();
/// <summary>
/// Sends a message to this Flowchart only.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
void SendFungusMessage(string messageName);
/// <summary>
/// Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
/// </summary>
string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null);
/// <summary>
/// Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart.
/// </summary>
string GetUniqueBlockKey(string originalKey, IBlock ignoreBlock = null);
/// <summary>
/// Returns a new Label key that is guaranteed not to clash with any existing Label in the Block.
/// </summary>
string GetUniqueLabelKey(string originalKey, Label ignoreLabel);
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You will need to cast the returned variable to the correct sub-type.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable;
/// boolVar.Value = false;
/// </summary>
Variable GetVariable(string key);
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool");
/// boolVar.Value = false;
/// </summary>
T GetVariable<T>(string key) where T : Variable;
/// <summary>
/// Register a new variable with the Flowchart at runtime.
/// The variable should be added as a component on the Flowchart game object.
/// </summary>
void SetVariable<T>(string key, T newvariable) where T : Variable;
/// <summary>
/// Gets a list of all variables with public scope in this Flowchart.
/// </summary>
List<Variable> GetPublicVariables();
/// <summary>
/// Gets the value of a boolean variable.
/// Returns false if the variable key does not exist.
/// </summary>
bool GetBooleanVariable(string key);
/// <summary>
/// Sets the value of a boolean variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetBooleanVariable(string key, bool value);
/// <summary>
/// Gets the value of an integer variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
int GetIntegerVariable(string key);
/// <summary>
/// Sets the value of an integer variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetIntegerVariable(string key, int value);
/// <summary>
/// Gets the value of a float variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
float GetFloatVariable(string key);
/// <summary>
/// Sets the value of a float variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetFloatVariable(string key, float value);
/// <summary>
/// Gets the value of a string variable.
/// Returns the empty string if the variable key does not exist.
/// </summary>
string GetStringVariable(string key);
/// <summary>
/// Sets the value of a string variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetStringVariable(string key, string value);
/// <summary>
/// Set the block objects to be hidden or visible depending on the hideComponents property.
/// </summary>
void UpdateHideFlags();
/// <summary>
/// Clears the list of selected commands.
/// </summary>
void ClearSelectedCommands();
/// <summary>
/// Adds a command to the list of selected commands.
/// </summary>
void AddSelectedCommand(ICommand command);
/// <summary>
/// Reset the commands and variables in the Flowchart.
/// </summary>
void Reset(bool resetCommands, bool resetVariables);
/// <summary>
/// Override this in a Flowchart subclass to filter which commands are shown in the Add Command list.
/// </summary>
bool IsCommandSupported(CommandInfoAttribute commandInfo);
/// <summary>
/// Returns true if there are any executing blocks in this Flowchart.
/// </summary>
bool HasExecutingBlocks();
/// <summary>
/// Returns a list of all executing blocks in this Flowchart.
/// </summary>
List<IBlock> GetExecutingBlocks();
/// <summary>
/// Substitute variables in the input text with the format {$VarName}
/// This will first match with private variables in this Flowchart, and then
/// with public variables in all Flowcharts in the scene (and any component
/// in the scene that implements StringSubstituter.ISubstitutionHandler).
/// </summary>
string SubstituteVariables(string input);
}
}

12
Assets/Fungus/Flowchart/Scripts/IFlowchart.cs.meta

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15
Assets/Fungus/Flowchart/Scripts/IUpdateable.cs

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using UnityEngine;
using System.Collections;
namespace Fungus
{
/// <summary>
/// Interface for Flowchart components which can be updated when the
/// scene loads in the editor. This is used to maintain backwards
/// compatibility with earlier versions of Fungus.
/// </summary>
interface IUpdateable
{
void UpdateToVersion(int oldVersion, int newVersion);
}
}

12
Assets/Fungus/Flowchart/Scripts/IUpdateable.cs.meta

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