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. */ public class FungusScript : MonoBehaviour { /** * Currently executing sequence. */ [System.NonSerialized] public Sequence executingSequence; /** * Scroll position of Fungus Script editor window. */ [HideInInspector] public Vector2 scrollPos; /** * 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(); /** * First sequence to execute when the Fungus Script executes. */ [Tooltip("First sequence to execute when the Fungus Script executes")] public Sequence startSequence; /** * Execute this Fungus Script when the scene starts. */ [Tooltip("Execute this Fungus Script when the scene starts playing")] public bool executeOnStart = true; [System.Serializable] public class Settings { /** * Slow down execution when playing in the editor to make it easier to visualise program flow. */ [Tooltip("Slow down execution in the editor to make it easier to visualise program flow")] public bool runSlowInEditor = true; /** * 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; } /** * Advanced configuration options for the Fungus Script. */ [Tooltip("Advanced configuration options for the Fungus Script")] public Settings settings; protected virtual void Start() { if (executeOnStart) { Execute(); } } 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 the Fungus Script by executing the startSequence. */ public virtual void Execute() { if (startSequence == null) { return; } ExecuteSequence(startSequence); } /** * Start running the Fungus Script by executing a specific child sequence. */ public virtual void ExecuteSequence(Sequence sequence) { // Sequence must be a child of the parent Fungus Script if (sequence == null || sequence.transform.parent != transform && sequence.transform != transform) { return; } executingSequence = sequence; selectedSequence = sequence; sequence.ExecuteNextCommand(); } /** * 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() { Sequence[] sequences = GetComponentsInChildren(); foreach (Sequence sequence in sequences) { sequence.hideFlags = settings.hideComponents ? HideFlags.HideInInspector : HideFlags.None; if (sequence.gameObject != gameObject) { sequence.gameObject.hideFlags = settings.hideComponents ? HideFlags.HideInHierarchy : HideFlags.None; } } Command[] commands = GetComponentsInChildren(); foreach (Command command in commands) { command.hideFlags = settings.hideComponents ? HideFlags.HideInInspector : HideFlags.None; } } public virtual void ClearSelectedCommands() { selectedCommands.Clear(); } public virtual void AddSelectedCommand(Command command) { if (!selectedCommands.Contains(command)) { selectedCommands.Add(command); } } } }