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Deleted legacy scripts

master
chrisgregan 11 years ago
parent
commit
e2cdc0fa6f
  1. 5
      Assets/Fungus/Legacy.meta
  2. 5
      Assets/Fungus/Legacy/Prefabs.meta
  3. BIN
      Assets/Fungus/Legacy/Prefabs/Game.prefab
  4. 4
      Assets/Fungus/Legacy/Prefabs/Game.prefab.meta
  5. 5
      Assets/Fungus/Legacy/Scripts.meta
  6. 153
      Assets/Fungus/Legacy/Scripts/Button.cs
  7. 8
      Assets/Fungus/Legacy/Scripts/Button.cs.meta
  8. 110
      Assets/Fungus/Legacy/Scripts/GUIButton.cs
  9. 8
      Assets/Fungus/Legacy/Scripts/GUIButton.cs.meta
  10. 113
      Assets/Fungus/Legacy/Scripts/Game.cs
  11. 8
      Assets/Fungus/Legacy/Scripts/Game.cs.meta
  12. 878
      Assets/Fungus/Legacy/Scripts/LegacyDialog.cs
  13. 8
      Assets/Fungus/Legacy/Scripts/LegacyDialog.cs.meta

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Assets/Fungus/Legacy/Prefabs/Game.prefab

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Assets/Fungus/Legacy/Scripts.meta

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153
Assets/Fungus/Legacy/Scripts/Button.cs

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using UnityEngine;
using System;
using System.Collections;
using Fungus.Script;
namespace Fungus
{
/**
* Button click handler class for making sprites clickable.
* When the user taps on the sprite, an Action delegate method is called
*/
[RequireComponent (typeof (SpriteRenderer))]
public class Button : MonoBehaviour
{
/**
* Delegate method to call when the player clicks the button.
*/
public Action buttonAction;
/**
* Automatically hides the button when displaying story text/options or waiting.
*/
[Tooltip("Automatically hides the button when displaying story text/options or waiting.")]
public bool autoHide = true;
/**
* Automatically hides the button when the named boolean variable is set using SetBoolean()
*/
[Tooltip("Automatically hides the button when the named boolean variable is set using the SetBoolean() command.")]
public string hideOnBoolean;
/**
* Sound effect to play when button is clicked.
*/
[Tooltip("Sound effect to play when button is clicked.")]
public AudioClip clickSound;
float targetAlpha;
bool showButton;
/**
* Set visibility of a button object and set the delegate method to call when clicked.
* If the object does not already have a Collider2D component, then a BoxCollider2D is added.
* @param _visible Setting this to true makes the button visible, unless overridden by property settings
* @param _buttonAction An Action delegate method to call when the player clicks on the button
*/
public void Show(bool _visible, Action _buttonAction)
{
SpriteRenderer spriteRenderer = renderer as SpriteRenderer;
if (spriteRenderer == null)
{
Debug.LogError("Sprite renderer must not be null");
return;
}
// Add a BoxCollider2d if none currently exists
if (collider2D == null)
{
gameObject.AddComponent<BoxCollider2D>();
}
showButton = _visible;
buttonAction = _buttonAction;
if (_visible)
{
targetAlpha = 1f;
}
else
{
targetAlpha = 0f;
}
UpdateTargetAlpha();
}
public void SetAlpha(float alpha)
{
SpriteRenderer spriteRenderer = renderer as SpriteRenderer;
Color color = spriteRenderer.color;
color.a = alpha;
spriteRenderer.color = color;
}
void UpdateTargetAlpha()
{
// Automatically display button when game is in idle state (not displaying story text/options or waiting)
if (autoHide)
{
if (showButton &&
Game.GetInstance().GetShowAutoButtons())
{
targetAlpha = 1f;
}
else
{
targetAlpha = 0f;
}
}
// Hide the button if the specified boolean variable is true
if (hideOnBoolean.Length > 0 &&
GlobalVariables.GetBoolean(hideOnBoolean))
{
targetAlpha = 0f;
}
}
void Update()
{
UpdateTargetAlpha();
SpriteRenderer spriteRenderer = renderer as SpriteRenderer;
float fadeSpeed = (1f / Game.GetInstance().buttonFadeDuration);
float alpha = Mathf.MoveTowards(spriteRenderer.color.a, targetAlpha, Time.deltaTime * fadeSpeed);;
// Set alpha for this sprite and any child sprites
SpriteRenderer[] children = spriteRenderer.gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer child in children)
{
Color color = child.color;
color.a = alpha;
child.color = color;
}
}
void OnMouseUpAsButton()
{
SpriteRenderer spriteRenderer = renderer as SpriteRenderer;
// Ignore button press if sprite is not fully visible or
// if the game is not in an idle state
if (spriteRenderer.color.a != 1f ||
!Game.GetInstance().GetShowAutoButtons())
{
return;
}
// Click sound effect
if (clickSound != null)
{
AudioSource.PlayClipAtPoint(clickSound, Vector3.zero);
}
/*
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.CallCommandMethod(buttonAction);
*/
}
}
}

8
Assets/Fungus/Legacy/Scripts/Button.cs.meta

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110
Assets/Fungus/Legacy/Scripts/GUIButton.cs

@ -1,110 +0,0 @@
using UnityEngine;
using System.Collections;
namespace Fungus
{
/**
* Draws a GUI button at a consistent size regardless of screen resolution.
* The button can be positioned anywhere on the screen using normalized screen coords.
* Vertical and horizontal padding can be applied to offset the button away from the screen edge.
* Several options are available for handling the player click action.
*/
public class GUIButton : MonoBehaviour
{
/// Button texture to draw on the screen.
[Tooltip("Button texture to draw on the screen.")]
public Texture2D texture;
/// Button size as a fraction of screen height [0..1].
[Range(0, 1)]
[Tooltip("Button size as a fraction of screen height [0..1].")]
public float verticalScale = 0.2f;
/// Texture position on screen in localized screen coords [0..1]
[Tooltip("Texture position on screen in localized screen coords [0..1]")]
public Vector2 screenPosition;
/// Space between edge of screen and texture (in pixels).
[Tooltip("Space between edge of screen and texture (in pixels).")]
public Vector2 padding;
/// Supported actions to perform when player clicks the button.
public enum ClickAction
{
/// Perform no action, useful when you just want to display a sprite in screen space.
None,
/// Open the URL specified in actionParameter in the browser
OpenURL,
/// Call a method specified by actionParameter on all Room objects in the scene.
SendMessage
};
/// Action to perform when player clicks the button.
[Tooltip("Action to perform when player clicks the button.")]
public ClickAction clickAction;
/// Parameter associated with the click action.
[Tooltip("Parameter associated with the click action.")]
public string actionParameter;
void OnGUI()
{
if (texture == null)
{
return;
}
// Calc initial center point
float x = screenPosition.x * Screen.width;
float y = screenPosition.y * Screen.height;
// Height is calculated as a fraction of screen height for resolution independent sizing.
// Width is then calculated so as to maintain the original aspect ratio of the texture.
float height = Screen.height * verticalScale;
float width = texture.width * (height / texture.height);
// Calc initial rect for rendering texture
float x1 = x - width / 2f;
float y1 = y - height / 2f;
float x2 = x + width / 2f;
float y2 = y + height / 2f;
// Adjust rect to fit on screen, and apply vertical & horizontal padding
if (x1 < padding.x)
{
x1 = padding.x;
x2 = x1 + width;
}
if (x2 > Screen.width - padding.x)
{
x2 = Screen.width - padding.x;
x1 = x2 - width;
}
if (y1 < padding.y)
{
y1 = padding.y;
y2 = y1 + height;
}
if (y2 > Screen.height - padding.y)
{
y2 = Screen.height - padding.y;
y1 = y2 - height;
}
// Draw the texture
Rect textureRect = new Rect(x1, y1, x2 - x1, y2 - y1);
if (GUI.Button(textureRect, texture, new GUIStyle()))
{
switch (clickAction)
{
case ClickAction.OpenURL:
Application.OpenURL(actionParameter);
break;
case ClickAction.SendMessage:
// TODO: Execute a sequence
break;
}
}
}
}
}

8
Assets/Fungus/Legacy/Scripts/GUIButton.cs.meta

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113
Assets/Fungus/Legacy/Scripts/Game.cs

@ -1,113 +0,0 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
using Fungus.Script;
/**
* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games.
*/
namespace Fungus
{
/**
* Manages global game state and movement between rooms.
*/
[RequireComponent(typeof(LegacyDialog))]
public class Game : MonoBehaviour
{
/**
* Fade transition time when hiding/showing buttons.
*/
[Range(0,5)]
[Tooltip("Fade transition time when hiding/showing buttons.")]
public float buttonFadeDuration = 0.25f;
/**
* Time to elapse before buttons hide automatically.
*/
[Range(0, 60)]
[Tooltip("Time to elapse before buttons hide automatically.")]
public float autoHideButtonDuration = 5f;
/**
* Currently active Dialog object used to display character text and menus.
*/
[Tooltip("Currently active Dialog object used to display character text and menus.")]
public LegacyDialog dialog;
float autoHideButtonTimer;
static Game instance;
/**
* Returns the singleton instance for the Game class
*/
public static Game GetInstance()
{
if (!instance)
{
instance = GameObject.FindObjectOfType(typeof(Game)) as Game;
if (!instance)
{
Debug.LogError("There must be one active Game object in your scene.");
}
}
return instance;
}
public virtual void Start()
{
// Auto-hide buttons should be visible at start of game
autoHideButtonTimer = autoHideButtonDuration;
}
public virtual void Update()
{
autoHideButtonTimer -= Time.deltaTime;
autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f);
if (Input.GetMouseButtonDown(0))
{
autoHideButtonTimer = autoHideButtonDuration;
}
}
public IDialog GetDialog()
{
if (dialog != null)
{
return dialog as IDialog;
}
return null;
}
/**
* Returns true if the game should display 'auto hide' buttons.
* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress.
*/
public bool GetShowAutoButtons()
{
CameraController cameraController = CameraController.GetInstance();
if (cameraController.waiting)
{
return false;
}
IDialog dialog = GetDialog();
if (dialog == null ||
dialog.GetDialogMode() == DialogMode.Idle)
{
return (autoHideButtonTimer > 0f);
}
return false;
}
}
}

8
Assets/Fungus/Legacy/Scripts/Game.cs.meta

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878
Assets/Fungus/Legacy/Scripts/LegacyDialog.cs

@ -1,878 +0,0 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
/**
* Permitted states for Dialogs.
*/
public enum DialogMode
{
/// Dialog has no pending content to display so is not shown.
Idle,
/// Dialog is currently writing out content.
Writing,
/// Dialog has finished writing out content and is waiting for player input.
Waiting
}
/**
* Interface for Dialog implementations.
* This allows us to introduce new types of Dialog in future.
*/
public interface IDialog
{
/**
* Returns the current state of the Dialog.
*/
DialogMode GetDialogMode();
/**
* Display a line of story text.
* If any options have previously been added using AddOption(), these will be displayed and the
* user must choose an option to continue. The sayAction parameter is ignored
* @param sayText The line of story text to be displayed.
* @param sayAction Delegate method to call when the player taps to continue.
*/
void Say(string sayText, Action sayAction);
/**
* Clear the current list of options previously added using AddOption().
*/
void ClearOptions();
/**
* Add an option to the list of options to be displayed on the next call to Say().
* @param optionText Text to display on the button for the option.
* @param optionAction Delegate method to call when the option button is pressed.
*/
void AddOption(string optionText, Action optionAction);
/**
* Sets a time limit for the player to choose between multiple options.
* If the player fails to make a choice in time then the timeoutAction delegate method is called.
* This setting only applies to the next Say() command and will be reset afterwards.
* @timeoutDuration Length of time for the player to choose an option.
* @timeoutAction Delegate method to call when player fails to choose an option.
*/
void SetTimeout(float timeoutDuration, Action timeoutAction);
}
[ExecuteInEditMode]
public class LegacyDialog : MonoBehaviour, IDialog
{
/**
* Padding values for each side of the dialog.
* Values are in normalized screen coords [0..1]
*/
[Serializable]
public class Layout
{
/**
* Push the left dialog edge away from the left side of the screen.
*/
[Tooltip("Push the left dialog edge away from the left side of the screen.")]
public bool leftSpace = false;
/**
* Push the top dialog edge away from the top side of the screen.
*/
[Tooltip("Push the top dialog edge away from the top side of the screen.")]
public bool topSpace = true;
/**
* Push the right dialog edge away from the right side of the screen.
*/
[Tooltip("Push the right dialog edge away from the right side of the screen.")]
public bool rightSpace = false;
/**
* Push the bottom dialog edge away from the bottom side of the screen.
*/
[Tooltip("Push the bottom dialog edge away from the bottom side of the screen.")]
public bool bottomSpace = false;
/**
* Minimum dimensions of the dialog in normalized screen coordinates [0..1].
* The dialog may expand beyond these dimensions to fit content.
*/
[Tooltip("Minimum dimensions of the dialog in normalized screen coordinates [0..1].")]
public Vector2 size = new Vector2(1f, 0.25f);
/**
* Offset the dialog relative to the top left corner of the screen.
* Coordinates are in normalized screen coordinates [0..1]
*/
[Tooltip("Offset the dialog relative to the top left corner of the screen.")]
public Vector2 offset;
}
/**
* Layout values used to control size and position of the dialog.
*/
[Tooltip("Layout values used to control size and position of the dialog.")]
public Layout layout;
/**
* Defines the dialog display properties of a game character.
*/
[System.Serializable]
public class Character
{
/**
* Side of screen to display character image.
*/
public enum ImageSide
{
/// Display image on the left side of the dialog.
Left,
/// Display image on the right side of the dialog.
Right
}
/**
* Identifier for this character for use with the SetCharacter() command.
*/
[Tooltip("Identifier for this character for use with the SetCharacter() command.")]
public string characterID;
/**
* Name text to display for the character on the dialog.
* If empty then the name field is not displayed.
*/
[Tooltip("Name text to display for the character on the dialog.")]
public string name;
/**
* The color of the name text label.
* This always overrides any color value specified in the NameStyle property.
*/
[Tooltip("The color of the name text label.")]
public Color nameColor;
/**
* Image to display for the character.
* If no image is specified then no character image will be displayed.
*/
[Tooltip("Image to display for the character.")]
public Texture2D image;
/**
* Side of dialog where character image will be displayed.
*/
[Tooltip("Side of dialog where character image will be displayed.")]
public ImageSide imageSide;
}
/**
* List of game characters that can be displayed using this dialog.
*/
[Tooltip("List of game characters that can be displayed using this dialog.")]
public Character[] characters;
/**
* Active character to use when displaying dialog (set using the SetCharacter() command).
*/
[Tooltip("Active character to use when displaying dialog.")]
public int activeCharacter;
/**
* Writing speed for say text in characters per second.
*/
[Range(0, 1000)]
[Tooltip("Writing speed for say text in characters per second.")]
public int writingSpeed = 100;
/**
* Sound to play while text is being written in the dialog.
*/
[Tooltip("Sound to play while text is being written in the dialog.")]
public AudioClip writingSound;
/**
* Loop the writing sound as long as text is being written.
*/
[Tooltip("Loop the writing sound while text is being written.")]
public bool loopWritingSound = true;
/**
* Sound effect to play when the player taps to continue.
*/
[Tooltip("Sound effect to play when the player taps to continue.")]
public AudioClip continueSound;
/**
* Icon to display under the story text when waiting for player to tap to continue.
*/
[Tooltip("Icon to display under the story text when waiting for player to tap to continue.")]
public Texture2D continueIcon;
/**
* Number of buttons to display in the same row when showing multiple options.
*/
[Range(0, 10)]
[Tooltip("Number of buttons to display in the same row when showing multiple options.")]
public int buttonsPerRow = 2;
/**
* Minimum width of each button as a fraction of the screen width [0..1].
* This is useful to create a column of buttons with matching width.
*/
[Range(0, 1)]
[Tooltip("Minimum width of each button as a fraction of the screen width [0..1].")]
public float minButtonWidth = 0;
/**
* Padding values for each side of the character image.
*/
[System.Serializable]
public class ImagePadding
{
/**
* Padding to apply to left side of image as a fraction of screen height [-2..2].
*/
[Range(-2,2)]
[Tooltip("Padding to apply to left side of image as a fraction of screen height [-2..2].")]
public float left;
/**
* Padding to apply to right side of image as a fraction of screen height [-2..2].
*/
[Range(-2,2)]
[Tooltip("Padding to apply to right side of image as a fraction of screen height [-2..2].")]
public float right;
/**
* Padding to apply to top side of image as a fraction of screen height [-1..1].
*/
[Range(-1,1)]
[Tooltip("Padding to apply to top side of image as a fraction of screen height [-1..1].")]
public float top;
/**
* Padding to apply to bottom side of image as a fraction of screen height [-1..1].
*/
[Range(-1,1)]
[Tooltip("Padding to apply to bottom side of image as a fraction of screen height [-1..1].")]
public float bottom;
}
/**
* Padding offset to apply around the character image.
*/
[Tooltip("Padding offset to apply around the character image.")]
public ImagePadding imagePadding;
/**
* Scale of character image, specified as a fraction of current screen height [0..1].
*/
[Range(0, 1)]
[Tooltip("Scale of character image, specified as a fraction of current screen height [0..1].")]
public float imageScale = 0.25f;
/**
* Animation frames for multiple choice time indicator.
*/
[Tooltip("Animation frames for multiple choice time indicator.")]
public Texture2D[] timerAnimation;
/**
* Scale of timer image, specified as a fraction of current screen height [0..1].
*/
[Range(0, 1)]
[Tooltip("Scale of timer image, specified as a fraction of current screen height [0..1].")]
public float timerScale = 0.2f;
/**
* Sound effect to play when time indicator advances.
*/
[Tooltip("Sound effect to play when time indicator advances.")]
public AudioClip timerSound;
/**
* Style for dialog box background.
*/
[Tooltip("Style for dialog box background.")]
public GUIStyle boxStyle;
/**
* Style for name text.
*/
[Tooltip("Style for name text.")]
public GUIStyle nameTextStyle;
/**
* Style for say text.
*/
[Tooltip("Style for say text.")]
public GUIStyle sayTextStyle;
/**
* Style for option buttons
*/
[Tooltip("Style for option buttons.")]
public GUIStyle buttonStyle;
DialogMode dialogMode;
public DialogMode GetDialogMode()
{
return dialogMode;
}
class Option
{
public string optionText;
public Action optionAction;
public Option(string _optionText, Action _optionAction)
{
optionText = _optionText;
optionAction = _optionAction;
}
}
List<Option> options = new List<Option>();
float timeoutDuration;
Action timeoutAction;
float timeoutTimer;
int timeoutAnimationIndex;
string sayText = "";
string previousSayText = "";
string displayedSayText = "";
Action deferredAction;
Action continueAction;
float continueTimer;
bool instantCompleteText;
bool fullscreen;
// Cache scaled GUIStyle objects so we're not creating lots of new objects every frame
GUIStyle cachedBoxStyle;
GUIStyle cachedNameTextStyle;
GUIStyle cachedSayTextStyle;
GUIStyle cachedButtonStyle;
void Start()
{
if (!Application.isPlaying)
{
return;
}
CacheScaledStyles();
fullscreen = Screen.fullScreen;
}
void Update()
{
writingSpeed = Math.Max(writingSpeed, 0);
buttonsPerRow = Math.Max(buttonsPerRow, 1);
minButtonWidth = Mathf.Max(minButtonWidth, 0);
imageScale = Mathf.Max(imageScale, 0);
timerScale = Mathf.Max(timerScale, 0);
layout.size.x = Mathf.Clamp01(layout.size.x);
layout.size.y = Mathf.Clamp01(layout.size.y);
layout.offset.x = Mathf.Clamp01(layout.offset.x);
layout.offset.y = Mathf.Clamp01(layout.offset.y);
if (!Application.isPlaying)
{
return;
}
if (continueTimer > 0)
{
continueTimer -= Time.deltaTime;
continueTimer = Mathf.Max(continueTimer, 0f);
}
if (sayText.Length == 0)
{
dialogMode = DialogMode.Idle;
}
// Check if the sayText field has been modified directly.
// If that has happened, then write the text with no Action
if (sayText != previousSayText &&
sayText.Length > 0)
{
StopAllCoroutines();
Say(sayText, null);
}
if (timeoutTimer > 0)
{
timeoutTimer -= Time.deltaTime;
timeoutTimer = Mathf.Max(timeoutTimer, 0f);
}
// Update cached GUIStyles when running in editor or when switching to/from fullscreen
if (Application.isEditor ||
fullscreen != Screen.fullScreen)
{
CacheScaledStyles();
fullscreen = Screen.fullScreen;
}
}
void CacheScaledStyles()
{
cachedBoxStyle = ScaleFontSize(boxStyle);
cachedNameTextStyle = ScaleFontSize(nameTextStyle);
cachedSayTextStyle = ScaleFontSize(sayTextStyle);
cachedButtonStyle = ScaleFontSize(buttonStyle);
}
public void Say(string _sayText, Action sayAction)
{
string copyText = _sayText;
// Hack: Handle Say(""); by writing a single space character.
if (copyText.Length == 0)
{
copyText = " ";
}
continueAction = sayAction;
previousSayText = copyText;
if (timeoutDuration > 0 &&
options.Count > 0)
{
// Activate timeout timer
timeoutTimer = timeoutDuration;
}
WriteSayText(copyText);
}
void WriteSayText(string _sayText)
{
// Disable quick continue for a short period to prevent accidental taps
continueTimer = 0.4f;
instantCompleteText = false;
sayText = _sayText;
if (_sayText.Contains("<"))
{
// Hack to avoid displaying partial color tag text - write instantly
displayedSayText = _sayText;
dialogMode = DialogMode.Waiting;
}
else
{
// Use a coroutine to write the story text out over time
StartCoroutine(WriteStoryInternal());
}
}
// Coroutine to write story text out over a period of time
IEnumerator WriteStoryInternal()
{
// Zero CPS means write instantly
if (writingSpeed == 0)
{
displayedSayText = sayText;
yield break;
}
GameObject typingAudio = null;
if (writingSound != null)
{
typingAudio = new GameObject("WritingSound");
typingAudio.AddComponent<AudioSource>();
typingAudio.audio.clip = writingSound;
typingAudio.audio.loop = loopWritingSound;
typingAudio.audio.Play();
}
dialogMode = DialogMode.Writing;
displayedSayText = "";
// Make one character visible at a time
float writeDelay = (1f / (float)writingSpeed);
float timeAccumulator = 0f;
int i = 0;
while (true)
{
if (instantCompleteText)
{
instantCompleteText = false;
displayedSayText = sayText;
break;
}
timeAccumulator += Time.deltaTime;
while (timeAccumulator > writeDelay)
{
i++;
timeAccumulator -= writeDelay;
}
if (i >= sayText.Length)
{
displayedSayText = sayText;
break;
}
else
{
string left = sayText.Substring(0, i + 1);
string right = sayText.Substring(i + 1);
displayedSayText = left;
displayedSayText += "<color=#FFFFFF00>";
displayedSayText += right;
displayedSayText += "</color>";
}
yield return null;
}
dialogMode = DialogMode.Waiting;
if (typingAudio != null)
{
Destroy(typingAudio);
}
}
GUIStyle ScaleFontSize(GUIStyle style)
{
GUIStyle styleCopy = new GUIStyle(style);
styleCopy.fontSize = Mathf.RoundToInt(styleCopy.fontSize * ((float)Screen.height / 768f));
return styleCopy;
}
public void ClearOptions()
{
options.Clear();
}
public void AddOption(string optionText, Action optionAction)
{
options.Add(new Option(optionText, optionAction));
}
public void SetTimeout(float _timeoutDuration, Action _timeoutAction)
{
timeoutDuration = _timeoutDuration;
timeoutAction = _timeoutAction;
}
public void SetCharacter(string characterID)
{
for (int i = 0; i < characters.Length; ++i)
{
if (characters[i].characterID == characterID)
{
activeCharacter = i;
return;
}
}
Debug.Log ("Failed to find character ID " + characterID);
}
public virtual void OnGUI()
{
if (!Application.isPlaying ||
dialogMode == DialogMode.Idle ||
characters.Length == 0 ||
activeCharacter >= characters.Length)
{
return;
}
Rect areaRect = new Rect(layout.offset.x * Screen.width, layout.offset.y * Screen.height, Screen.width, Screen.height);
Rect sideImageRect = new Rect();
Rect dialogRect = new Rect();
// The left and right padding values are also calculated based on Screen.height to give
// consistent padding regardless of the screen aspect ratio
RectOffset imagePaddingRect = new RectOffset(Mathf.RoundToInt(imagePadding.left * Screen.height),
Mathf.RoundToInt(imagePadding.right * Screen.height),
Mathf.RoundToInt(imagePadding.top * Screen.height),
Mathf.RoundToInt(imagePadding.bottom * Screen.height));
Character character = characters[activeCharacter];
GUILayout.BeginArea(areaRect);
{
if (layout.topSpace)
{
GUILayout.FlexibleSpace();
}
GUILayout.BeginHorizontal();
{
if (layout.leftSpace)
{
GUILayout.FlexibleSpace();
}
GUILayout.BeginHorizontal(cachedBoxStyle, GUILayout.MinWidth(Screen.width * layout.size.x), GUILayout.MinHeight(Screen.height * layout.size.y));
{
if (character.imageSide == Character.ImageSide.Left &&
character.image != null)
{
// Reserve a rect for the side image based on the current screen height and imageScale
float sideImageHeight = Screen.height * imageScale;
float sideImageWidth = (sideImageHeight / character.image.height) * character.image.width;
float w = sideImageWidth + imagePaddingRect.left + imagePaddingRect.right;
float h = sideImageHeight + imagePaddingRect.top + imagePaddingRect.bottom;
sideImageRect = GUILayoutUtility.GetRect(w, h, GUILayout.Width(w), GUILayout.Height(h));
}
else if (character.imageSide == Character.ImageSide.Right)
{
DrawTimer();
}
GUILayout.BeginVertical(GUILayout.ExpandWidth(false));
{
if (character.name.Length > 0)
{
cachedNameTextStyle.normal.textColor = character.nameColor;
GUILayout.Label(new GUIContent(character.name), cachedNameTextStyle);
}
GUILayout.FlexibleSpace();
GUILayout.Label(new GUIContent(displayedSayText), cachedSayTextStyle);
GUILayout.FlexibleSpace();
// Show buttons for player options, or the continue icon if there are no options
if (options.Count > 0)
{
GUILayout.BeginHorizontal();
{
GUILayout.BeginVertical();
{
int buttonCount = 0;
for (int i = 0; i < options.Count; ++i)
{
if (buttonCount == 0)
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
}
buttonCount++;
if (GUILayout.Button(options[i].optionText, cachedButtonStyle, GUILayout.MinWidth(Screen.width * minButtonWidth)))
{
AudioSource.PlayClipAtPoint(continueSound, new Vector3());
if (options[i].optionAction == null)
{
deferredAction = DoNullAction;
}
else
{
deferredAction = options[i].optionAction;
}
}
if (buttonCount == buttonsPerRow ||
i == options.Count - 1)
{
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
buttonCount = 0;
}
}
}
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
}
else if (continueIcon != null)
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
Rect continueButtonRect = GUILayoutUtility.GetRect(continueIcon.width,
continueIcon.height,
GUILayout.MaxWidth(continueIcon.width),
GUILayout.MaxHeight(continueIcon.height));
if (dialogMode == DialogMode.Waiting)
{
continueButtonRect.y += Mathf.Sin(Time.timeSinceLevelLoad * 15f) * (float)(continueIcon.height * 0.2f);
GUI.DrawTexture(continueButtonRect, continueIcon);
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
if (character.imageSide == Character.ImageSide.Right &&
character.image != null)
{
// Reserve a rect for the side image based on the current screen height and imageScale
float sideImageHeight = Screen.height * imageScale;
float sideImageWidth = (sideImageHeight / character.image.height) * character.image.width;
float w = sideImageWidth + imagePaddingRect.left + imagePaddingRect.right;
float h = sideImageHeight + imagePaddingRect.top + imagePaddingRect.bottom;
sideImageRect = GUILayoutUtility.GetRect(w, h, GUILayout.Width(w), GUILayout.Height(h));
}
else if (character.imageSide == Character.ImageSide.Left)
{
DrawTimer();
}
}
GUILayout.EndHorizontal();
// Get rect of dialog for testing mouse hit later on
dialogRect = GUILayoutUtility.GetLastRect();
if (layout.rightSpace)
{
GUILayout.FlexibleSpace();
}
}
GUILayout.EndHorizontal();
if (layout.bottomSpace)
{
GUILayout.FlexibleSpace();
}
}
GUILayout.EndArea();
if (character.image != null)
{
// Adjust side image rect based on aspect ratio of the image.
float sideImageHeight = character.image.height * ((sideImageRect.width - imagePaddingRect.left - imagePaddingRect.right) / character.image.width);
sideImageRect.yMax = sideImageRect.yMin + sideImageHeight + imagePaddingRect.bottom + imagePaddingRect.top;
sideImageRect = imagePaddingRect.Remove(sideImageRect);
// Adjust rect based on layout offset
sideImageRect.x += areaRect.x;
sideImageRect.y += areaRect.y;
// Draw side image
GUI.DrawTexture(sideImageRect, character.image);
}
bool clickedOnDialog = (Input.GetMouseButtonUp(0) && dialogRect.Contains(Event.current.mousePosition));
if (dialogMode == DialogMode.Writing)
{
if (clickedOnDialog || Input.GetKeyUp("space"))
{
instantCompleteText = true;
}
}
if (dialogMode == DialogMode.Waiting)
{
// Player can continue by clicking anywhere
if (options.Count == 0 &&
continueTimer == 0 &&
(clickedOnDialog || Input.GetKeyUp("space")))
{
if (continueSound != null)
{
AudioSource.PlayClipAtPoint(continueSound, new Vector3());
}
if (continueAction == null)
{
deferredAction = DoNullAction;
}
else
{
deferredAction = continueAction;
}
}
// Check if timeout timer has expired
if (options.Count > 0 &&
timeoutDuration > 0 &&
timeoutTimer == 0)
{
deferredAction = timeoutAction;
}
}
// Execute any deferred actions on the last call to OnGUI
if (Event.current.type == EventType.Repaint)
{
if (deferredAction != null)
{
Action tempAction = deferredAction;
displayedSayText = "";
sayText = "";
deferredAction = null;
dialogMode = DialogMode.Idle;
ClearOptions();
timeoutAction = null;
timeoutDuration = 0;
timeoutTimer = 0;
timeoutAnimationIndex = 0;
tempAction();
}
}
}
void DrawTimer()
{
if (timeoutTimer > 0 &&
timerAnimation.Length > 0)
{
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
float t = 1f - timeoutTimer / timeoutDuration;
int index = Mathf.RoundToInt(Mathf.Lerp(0, timerAnimation.Length - 1, t));
// Play a sound effect for each animation frame
if (timeoutAnimationIndex != index &&
timerSound != null)
{
AudioSource.PlayClipAtPoint(timerSound, Vector3.zero);
}
timeoutAnimationIndex = index;
float height = Screen.height * timerScale;
GUILayout.Box(timerAnimation[timeoutAnimationIndex], new GUIStyle(), GUILayout.Height(height));
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
}
void DoNullAction()
{}
}
}

8
Assets/Fungus/Legacy/Scripts/LegacyDialog.cs.meta

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guid: d5fe4de5a03e34488bb65c75039a328d
MonoImporter:
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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