using UnityEngine; using System; using System.Collections; namespace Fungus { /** * Command classes have their own namespace to prevent them popping up in code completion. */ namespace Command { /** * Call a delegate method on execution. * This command can be used to schedule arbitrary script code. */ public class Call : CommandQueue.Command { Action callAction; public Call(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 Wait : CommandQueue.Command { float duration; public Wait(float _duration) { duration = _duration; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().waiting = true; commandQueue.StartCoroutine(WaitCoroutine(duration, onComplete)); } IEnumerator WaitCoroutine(float duration, Action onComplete) { yield return new WaitForSeconds(duration); if (onComplete != null) { Game.GetInstance().waiting = false; onComplete(); } } } /** * Wait for a player tap/click/key press */ public class WaitForInput : CommandQueue.Command { public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().waiting = true; commandQueue.StartCoroutine(WaitCoroutine(onComplete)); } IEnumerator WaitCoroutine(Action onComplete) { while (true) { if (Input.GetMouseButtonDown(0) || Input.anyKeyDown) { break; } yield return null; } if (onComplete != null) { Game.GetInstance().waiting = false; onComplete(); } } } /** * Changes the active room to a different room */ public class MoveToRoom : CommandQueue.Command { Room room; public MoveToRoom(Room _room) { if (_room == null) { Debug.LogError("Room must not be null."); return; } room = _room; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game game = Game.GetInstance(); game.waiting = true; // Fade out screen game.cameraController.Fade(0f, game.roomFadeDuration / 2f, delegate { game.activeRoom = room; // Notify room script that the Room is being entered // Calling private method on Room to hide implementation game.activeRoom.gameObject.SendMessage("Enter"); // Fade in screen game.cameraController.Fade(1f, game.roomFadeDuration / 2f, delegate { game.waiting = false; }); }); // MoveToRoom always resets the command queue so no need to call onComplete } } /** * Sets a globally accessible integer value */ public class SetValue : CommandQueue.Command { string key; int value; public SetValue(string _key, int _value) { key = _key; value = _value; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().SetGameValue(key, value); if (onComplete != null) { onComplete(); } } } /** * Sets a globally accessible string value */ public class SetString : CommandQueue.Command { string key; string value; public SetString(string _key, string _value) { key = _key; value = _value; } public override void Execute(CommandQueue commandQueue, Action onComplete) { Game.GetInstance().stringTable.SetString(key, value); if (onComplete != null) { onComplete(); } } } } }