using UnityEngine; using UnityEngine.Serialization; using System; using System.Linq; using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; namespace Fungus { /** * The FungusScript class has been renamed to Flowchart to be more descriptive. */ [Obsolete("Use Flowchart class instead")] [ExecuteInEditMode] public class FungusScript : Flowchart {} /** * Visual scripting controller for the Flowchart programming language. * Flowchart objects may be edited visually using the Flowchart editor window. */ [ExecuteInEditMode] public class Flowchart : MonoBehaviour { /** * Scroll position of Flowchart editor window. */ [HideInInspector] public Vector2 scrollPos; /** * Scroll position of Flowchart variables window. */ [HideInInspector] public Vector2 variablesScrollPos; /** * Show the variables pane. */ [HideInInspector] public bool variablesExpanded = true; /** * Height of command block view in inspector. */ [HideInInspector] public float blockViewHeight = 400; /** * Zoom level of Flowchart editor window */ [HideInInspector] public float zoom = 1f; /** * Scrollable area for Flowchart editor window. */ [HideInInspector] public Rect scrollViewRect; /** * Currently selected block in the Flowchart editor. */ [HideInInspector] [FormerlySerializedAs("selectedSequence")] public Block selectedBlock; /** * Currently selected command in the Flowchart editor. */ [HideInInspector] public List selectedCommands = new List(); /** * The list of variables that can be accessed by the Flowchart. */ [HideInInspector] public List variables = new List(); [TextArea(3, 5)] [Tooltip("Description text displayed in the Flowchart 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 inspector. */ [Tooltip("Use command color when displaying the command list in the Fungus Editor window")] public bool colorCommands = true; /** * Hides the Flowchart block and command components in the inspector. * Deselect to inspect the block and command components that make up the Flowchart. */ [Tooltip("Hides the Flowchart block and command components in the inspector")] public bool hideComponents = true; /** * Saves the selected block and commands when saving the scene. * Helps avoid version control conflicts if you've only changed the active selection. */ [Tooltip("Saves the selected block and commands when saving the scene.")] public bool saveSelection = true; /** * Unique id to assign to the next created command. * Increases monotonically every time a new command is added to the block. */ [SerializeField] protected int nextCommandId = 0; /** * Returns the next command id to assign to a new command. * Command ids increase monotically so they are guaranteed to * be unique within a Flowchart. */ public int NextCommandId() { return nextCommandId++; } public virtual void OnEnable() { // Assign a command id to any command that doesn't have one yet. // This should only happen after loading a legacy Flowchart Command[] commands = GetComponentsInChildren(); foreach (Command command in commands) { if (command.commandId == -1) { command.commandId = NextCommandId(); } } } protected virtual Block CreateBlockComponent(GameObject parent) { Block block = parent.AddComponent(); return block; } /** * Create a new block node which you can then add commands to. */ public virtual Block CreateBlock(Vector2 position) { Block b = CreateBlockComponent(gameObject); b.nodeRect.x = position.x; b.nodeRect.y = position.y; b.blockName = GetUniqueBlockKey(b.blockName, b); return b; } /** * Start running another Flowchart by executing a specific child block. * The block must be in an idle state to be executed. * Returns true if the Block started execution. */ public virtual bool ExecuteBlock(string blockName) { Block [] blocks = GetComponentsInChildren(); foreach (Block block in blocks) { if (block.blockName == blockName) { return ExecuteBlock(block); } } return false; } /** * Sends a message to this Flowchart only. * Any block 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 Flowchart objects in the current scene. * Any block 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 Flowchart by executing a specific child block. * The block must be in an idle state to be executed. * Returns true if the Block started execution. */ public virtual bool ExecuteBlock(Block block) { // Block must be a component of the Flowchart game object if (block == null || block.gameObject != gameObject) { return false; } // Can't restart a running block, have to wait until it's idle again if (block.IsExecuting()) { return false; } // Execute the first command in the command list block.ExecuteCommand(0); 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 == null || variable == ignoreVariable || variable.key == null) { continue; } if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) { collision = true; suffix++; key = baseKey + suffix; } } if (!collision) { return key; } } } /** * Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart. */ public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null) { int suffix = 0; string baseKey = originalKey.Trim(); // No empty keys allowed if (baseKey.Length == 0) { baseKey = "New Block"; } Block[] blocks = GetComponentsInChildren(); string key = baseKey; while (true) { bool collision = false; foreach(Block block in blocks) { if (block == ignoreBlock || block.blockName == null) { continue; } if (block.blockName.Equals(key, StringComparison.CurrentCultureIgnoreCase)) { collision = true; suffix++; key = baseKey + suffix; } } if (!collision) { return key; } } } /** * Returns a new Label key that is guaranteed not to clash with any existing Label in the Block. */ 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"; } Block block = ignoreLabel.parentBlock; string key = baseKey; while (true) { bool collision = false; foreach(Command command in block.commandList) { Label label = command as Label; if (label == null || label == ignoreLabel) { continue; } if (label.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) { collision = true; suffix++; key = baseKey + suffix; } } if (!collision) { return key; } } } /** * 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("MyBool"); * boolVar.Value = false; */ public T GetVariable(string key) where T : Variable { foreach (Variable variable in variables) { if (variable.key == key) { return variable as T; } } return null; } /** * Gets a list of all variables with public scope in this Flowchart. */ public virtual List GetPublicVariables() { List publicVariables = new List(); foreach (Variable v in variables) { if (v.scope == VariableScope.Public) { publicVariables.Add(v); } } return publicVariables; } /** * 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 Flowchart. */ 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 0 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 Flowchart. */ 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 0 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 Flowchart. */ 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 the empty string 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 Flowchart. */ 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 block objects to be hidden or visible depending on the hideComponents property. */ public virtual void UpdateHideFlags() { if (hideComponents) { Block[] blocks = GetComponentsInChildren(); foreach (Block block in blocks) { block.hideFlags = HideFlags.HideInInspector; if (block.gameObject != gameObject) { block.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 resetVariables) { if (resetCommands) { Command[] commands = GetComponentsInChildren(); foreach (Command command in commands) { command.OnReset(); } } if (resetVariables) { foreach (Variable variable in variables) { variable.OnReset(); } } } public virtual string SubstituteVariables(string text) { string subbedText = text; // Instantiate the regular expression object. Regex r = new Regex("{\\$.*?}"); // Match the regular expression pattern against a text string. var results = r.Matches(text); foreach (Match match in results) { string key = match.Value.Substring(2, match.Value.Length - 3); foreach (Variable variable in variables) { if (variable.key == key) { string value = variable.ToString(); subbedText = subbedText.Replace(match.Value, value); break; } } } return subbedText; } } }