using UnityEngine; using System; using System.Linq; using System.Collections; using System.Collections.Generic; namespace Fungus { /** * Visual scripting controller for the Fungus Script programming language. * FungusScript objects may be edited visually using the Fungus Script editor window. */ [AddComponentMenu("Fungus/Fungus Script")] public class FungusScript : MonoBehaviour { /** * Scroll position of Fungus Script editor window. */ [HideInInspector] public Vector2 scrollPos; /** * Scroll position of Fungus Script variables window. */ [HideInInspector] public Vector2 variablesScrollPos; [HideInInspector] public bool variablesExpanded = true; /** * Zoom level of Fungus Script editor window */ [HideInInspector] public float zoom = 1f; /** * Scrollable area for Fungus Script editor window. */ [HideInInspector] public Rect scrollViewRect; /** * Currently selected sequence in the Fungus Script editor. */ [HideInInspector] public Sequence selectedSequence; /** * Currently selected command in the Fungus Script editor. */ [HideInInspector] public List selectedCommands = new List(); /** * The list of variables that can be accessed by the Fungus Script. */ [HideInInspector] public List variables = new List(); [TextArea(3, 5)] [Tooltip("Description text displayed in the Fungus Script editor window")] public string description; /** * Minimum time for each command to execute when runSlowInEditor is enabled. */ [Range(0f, 5f)] [Tooltip("Minimum time that each command will take to execute when Run Slow In Editor is enabled")] public float runSlowDuration = 0.25f; /** * Use command color when displaying the command list in the Fungus Editor window. */ [Tooltip("Use command color when displaying the command list in the Fungus Editor window")] public bool colorCommands = true; /** * Hides the Fungus Script sequence and command components in the inspector. * Deselect to inspect the sequence and command components that make up the Fungus Script. */ [Tooltip("Hides the Fungus Script sequence and command components in the inspector")] public bool hideComponents = true; protected virtual Sequence CreateSequenceComponent(GameObject parent) { Sequence s = parent.AddComponent(); return s; } /** * Create a new sequence node which you can then add commands to. */ public virtual Sequence CreateSequence(Vector2 position) { Sequence s = CreateSequenceComponent(gameObject); s.nodeRect.x = position.x; s.nodeRect.y = position.y; return s; } /** * Start running another Fungus Script by executing a specific child sequence. * The sequence must be in an idle state to be executed. * Returns true if the Sequence started execution. */ public virtual bool ExecuteSequence(string sequenceName) { Sequence [] sequences = GetComponentsInChildren(); foreach (Sequence sequence in sequences) { if (sequence.sequenceName == sequenceName) { return ExecuteSequence(sequence); } } return false; } /** * Sends a message to this Fungus Script only. * Any sequence with a matching MessageReceived event handler will start executing. */ public virtual void SendFungusMessage(string messageName) { MessageReceived[] eventHandlers = GetComponentsInChildren(); foreach (MessageReceived eventHandler in eventHandlers) { eventHandler.OnSendFungusMessage(messageName); } } /** * Sends a message to all Fungus Script objects in the current scene. * Any sequence with a matching MessageReceived event handler will start executing. */ public static void BroadcastFungusMessage(string messageName) { MessageReceived[] eventHandlers = GameObject.FindObjectsOfType(); foreach (MessageReceived eventHandler in eventHandlers) { eventHandler.OnSendFungusMessage(messageName); } } /** * Start running another Fungus Script by executing a specific child sequence. * The sequence must be in an idle state to be executed. * Returns true if the Sequence started execution. */ public virtual bool ExecuteSequence(Sequence sequence) { // Sequence must be a child of the parent Fungus Script if (sequence == null || sequence.transform.parent != transform && sequence.transform != transform) { return false; } // Can't restart a running sequence, have to wait until it's idle again if (sequence.IsExecuting()) { return false; } // Execute the first command in the command list sequence.ExecuteNextCommand(); return true; } /** * Returns a new variable key that is guaranteed not to clash with any existing variable in the list. */ public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null) { int suffix = 0; string baseKey = originalKey; // Only letters and digits allowed char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray(); baseKey = new string(arr); // No leading digits allowed baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9'); // No empty keys allowed if (baseKey.Length == 0) { baseKey = "Var"; } string key = baseKey; while (true) { bool collision = false; foreach(Variable variable in variables) { if (variable == ignoreVariable || variable.key == null) { continue; } if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) { collision = true; suffix++; key = baseKey + suffix; } } if (!collision) { return key; } } } /** * Gets the value of a boolean variable. * Returns false if the variable key does not exist. */ public virtual bool GetBooleanVariable(string key) { foreach (Variable v in variables) { if (v.key == key) { BooleanVariable variable = v as BooleanVariable; if (variable != null) { return variable.Value; } } } Debug.LogWarning("Boolean variable " + key + " not found."); return false; } /** * Sets the value of a boolean variable. * The variable must already be added to the list of variables for this Fungus Script. */ public virtual void SetBooleanVariable(string key, bool value) { foreach (Variable v in variables) { if (v.key == key) { BooleanVariable variable = v as BooleanVariable; if (variable != null) { variable.Value = value; return; } } } Debug.LogWarning("Boolean variable " + key + " not found."); } /** * Gets the value of an integer variable. * Returns false if the variable key does not exist. */ public virtual int GetIntegerVariable(string key) { foreach (Variable v in variables) { if (v.key == key) { IntegerVariable variable = v as IntegerVariable; if (variable != null) { return variable.Value; } } } Debug.LogWarning("Integer variable " + key + " not found."); return 0; } /** * Sets the value of an integer variable. * The variable must already be added to the list of variables for this Fungus Script. */ public virtual void SetIntegerVariable(string key, int value) { foreach (Variable v in variables) { if (v.key == key) { IntegerVariable variable = v as IntegerVariable; if (variable != null) { variable.Value = value; return; } } } Debug.LogWarning("Integer variable " + key + " not found."); } /** * Gets the value of a float variable. * Returns false if the variable key does not exist. */ public virtual float GetFloatVariable(string key) { foreach (Variable v in variables) { if (v.key == key) { FloatVariable variable = v as FloatVariable; if (variable != null) { return variable.Value; } } } Debug.LogWarning("Float variable " + key + " not found."); return 0f; } /** * Sets the value of a float variable. * The variable must already be added to the list of variables for this Fungus Script. */ public virtual void SetFloatVariable(string key, float value) { foreach (Variable v in variables) { if (v.key == key) { FloatVariable variable = v as FloatVariable; if (variable != null) { variable.Value = value; return; } } } Debug.LogWarning("Float variable " + key + " not found."); } /** * Gets the value of a string variable. * Returns false if the variable key does not exist. */ public virtual string GetStringVariable(string key) { foreach (Variable v in variables) { if (v.key == key) { StringVariable variable = v as StringVariable; if (variable != null) { return variable.Value; } } } Debug.LogWarning("String variable " + key + " not found."); return ""; } /** * Sets the value of a string variable. * The variable must already be added to the list of variables for this Fungus Script. */ public virtual void SetStringVariable(string key, string value) { foreach (Variable v in variables) { if (v.key == key) { StringVariable variable = v as StringVariable; if (variable != null) { variable.Value = value; return; } } } Debug.LogWarning("String variable " + key + " not found."); } /** * Set the sequence objects to be hidden or visible depending on the showSequenceObjects property. */ public virtual void UpdateHideFlags() { if (hideComponents) { Sequence[] sequences = GetComponentsInChildren(); foreach (Sequence sequence in sequences) { sequence.hideFlags = HideFlags.HideInInspector; if (sequence.gameObject != gameObject) { sequence.gameObject.hideFlags = HideFlags.HideInHierarchy; } } Command[] commands = GetComponentsInChildren(); foreach (Command command in commands) { command.hideFlags = HideFlags.HideInInspector; } EventHandler[] eventHandlers = GetComponentsInChildren(); foreach (EventHandler eventHandler in eventHandlers) { eventHandler.hideFlags = HideFlags.HideInInspector; } } else { MonoBehaviour[] monoBehaviours = GetComponentsInChildren(); foreach (MonoBehaviour monoBehaviour in monoBehaviours) { if (monoBehaviour == null) { continue; } monoBehaviour.hideFlags = HideFlags.None; monoBehaviour.gameObject.hideFlags = HideFlags.None; } } } public virtual void ClearSelectedCommands() { selectedCommands.Clear(); } public virtual void AddSelectedCommand(Command command) { if (!selectedCommands.Contains(command)) { selectedCommands.Add(command); } } public virtual void Reset(bool resetCommands, bool resetLocalVariables, bool resetGlobalVariables) { if (resetCommands) { Command[] commands = GetComponentsInChildren(); foreach (Command command in commands) { command.OnReset(); } } foreach (Variable variable in variables) { if (resetLocalVariables && variable.scope == VariableScope.Local) { variable.OnReset(); } else if (resetGlobalVariables && variable.scope == VariableScope.Global) { variable.OnReset(); } } } } }