using UnityEngine; using System; using System.Collections; using System.Collections.Generic; namespace Fungus { // Call a delegate method on execution. // This command can be used to schedule arbitrary script code. public class CallCommand : CommandQueue.Command { Action callAction; public CallCommand(Action _callAction) { if (_callAction == null) { Debug.LogError("Action must not be null."); return; } callAction = _callAction; } public override void Execute(CommandQueue commandQueue, Action onComplete) { if (callAction != null) { callAction(); } // Execute next command onComplete(); } } // Wait for a period of time public class WaitCommand : CommandQueue.Command { float duration; public WaitCommand(float _duration) { duration = _duration; } public override void Execute(CommandQueue commandQueue, Action onComplete) { commandQueue.StartCoroutine(WaitCoroutine(duration, onComplete)); } IEnumerator WaitCoroutine(float duration, Action onComplete) { yield return new WaitForSeconds(duration); if (onComplete != null) { onComplete(); } } } // Sets the currently active view immediately. // The main camera snaps to the active view. public class SetViewCommand : CommandQueue.Command { View view; public SetViewCommand(View _view) { if (_view == null) { Debug.LogError("View must not be null"); } view = _view; } public override void Execute(CommandQueue commandQueue, Action onComplete) { commandQueue.cameraController.SnapToView(view); Game.GetInstance().activeView = view; // Set the first page component found (if any) as the active page Page page = view.gameObject.GetComponentInChildren(); if (page != null) { Game.GetInstance().activePage = page; } if (onComplete != null) { onComplete(); } } } // Sets the currently active page for text rendering public class SetPageCommand : CommandQueue.Command { Page page; public SetPageCommand(Page _page) { page = _page; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().activePage = page; if (onComplete != null) { onComplete(); } } } // Sets the title text displayed at the top of the active page public class TitleCommand : CommandQueue.Command { string titleText; public TitleCommand(string _titleText) { titleText = _titleText; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Page page = Game.GetInstance().activePage; if (page == null) { Debug.LogError("Active page must not be null"); } else { page.SetTitle(titleText); } if (onComplete != null) { onComplete(); } } } // Writes story text to the currently active page. // A 'continue' button is displayed when the text has fully appeared. public class SayCommand : CommandQueue.Command { string storyText; public SayCommand(string _storyText) { storyText = _storyText; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Page page = Game.GetInstance().activePage; if (page == null) { Debug.LogError("Active page must not be null"); } else { page.Say(storyText, onComplete); } } } // Adds an option button to the current list of options. // Use the Choose command to display added options. public class AddOptionCommand : CommandQueue.Command { string optionText; Action optionAction; public AddOptionCommand(string _optionText, Action _optionAction) { optionText = _optionText; optionAction = _optionAction; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Page page = Game.GetInstance().activePage; if (page == null) { Debug.LogError("Active page must not be null"); } else { page.AddOption(optionText, optionAction); } if (onComplete != null) { onComplete(); } } } // Displays all previously added options. public class ChooseCommand : CommandQueue.Command { string chooseText; public ChooseCommand(string _chooseText) { chooseText = _chooseText; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Page page = Game.GetInstance().activePage; if (page == null) { Debug.LogError("Active page must not be null"); } else { page.Choose(chooseText); } // Choose always clears commandQueue, so no need to call onComplete() } } // Changes the active room to a different room public class MoveToRoomCommand : CommandQueue.Command { Room room; public MoveToRoomCommand(Room _room) { if (_room == null) { Debug.LogError("Room must not be null."); return; } room = _room; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().MoveToRoom(room); // MoveToRoom always resets the command queue so no need to call onComplete } } // Sets a global boolean flag value public class SetFlagCommand : CommandQueue.Command { string key; bool value; public SetFlagCommand(string _key, bool _value) { key = _key; value = _value; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().SetFlag(key, value); if (onComplete != null) { onComplete(); } } } // Sets a global integer counter value public class SetCounterCommand : CommandQueue.Command { string key; int value; public SetCounterCommand(string _key, int _value) { key = _key; value = _value; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().SetCounter(key, value); if (onComplete != null) { onComplete(); } } } // Sets a global inventory count value public class SetInventoryCommand : CommandQueue.Command { string key; int value; public SetInventoryCommand(string _key, int _value) { key = _key; value = _value; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().SetInventory(key, value); if (onComplete != null) { onComplete(); } } } // Fades a sprite to a given alpha value over a period of time public class FadeSpriteCommand : CommandQueue.Command { SpriteController spriteController; float targetAlpha; float fadeDuration; Vector2 slideOffset = Vector2.zero; public FadeSpriteCommand(SpriteController _spriteController, float _targetAlpha, float _fadeDuration, Vector2 _slideOffset) { if (_spriteController == null) { Debug.LogError("Sprite controller must not be null."); return; } spriteController = _spriteController; targetAlpha = _targetAlpha; fadeDuration = _fadeDuration; slideOffset = _slideOffset; } public override void Execute(CommandQueue commandQueue, Action onComplete) { spriteController.SlideFade(targetAlpha, fadeDuration, slideOffset); if (onComplete != null) { onComplete(); } } } // Sets an animator trigger to change the animation state for an animated sprite public class SetAnimatorTriggerCommand : CommandQueue.Command { Animator animator; string triggerName; public SetAnimatorTriggerCommand(Animator _animator, string _triggerName) { if (_animator == null) { Debug.LogError("Animator must not be null."); return; } animator = _animator; triggerName = _triggerName; } public override void Execute(CommandQueue commandQueue, Action onComplete) { animator.SetTrigger(triggerName); if (onComplete != null) { onComplete(); } } } // Pans the camera to a view over a period of time. public class PanToViewCommand : CommandQueue.Command { View view; float duration; public PanToViewCommand(View _view, float _duration) { if (_view == null) { Debug.LogError("View must not be null."); return; } view = _view; duration = _duration; } public override void Execute(CommandQueue commandQueue, Action onComplete) { commandQueue.cameraController.PanToView(view, duration, delegate { Game game = Game.GetInstance(); game.activeView = view; // Try to find a page that is a child of the active view. // If there are multiple child pages then it is the client's responsibility // to set the correct active page in the room script. Page defaultPage = view.gameObject.GetComponentInChildren(); if (defaultPage) { game.activePage = defaultPage; } if (onComplete != null) { onComplete(); } }); } } // Fades the camera to a view over a period of time. public class FadeToViewCommand : CommandQueue.Command { View view; float duration; public FadeToViewCommand(View _view, float _duration) { if (_view == null) { Debug.LogError("View must not be null."); return; } view = _view; duration = _duration; } public override void Execute(CommandQueue commandQueue, Action onComplete) { commandQueue.cameraController.FadeToView(view, duration, delegate { Game game = Game.GetInstance(); game.activeView = view; // Try to find a page that is a child of the active view. // If there are multiple child pages then it is the client's responsibility // to set the correct active page in the room script. Page defaultPage = view.gameObject.GetComponentInChildren(); if (defaultPage) { game.activePage = defaultPage; } if (onComplete != null) { onComplete(); } }); } } }