// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections.Generic;
namespace Fungus
{
///
/// Commands can be added to Blocks to create an execution sequence.
///
public interface ICommand
{
///
/// Unique identifier for this command.
/// Unique for this Flowchart.
///
int ItemId { get; set; }
///
/// Error message to display in the command inspector.
///
string ErrorMessage { get; }
///
/// Indent depth of the current commands.
/// Commands are indented inside If, While, etc. sections.
///
int IndentLevel { get; set; }
///
/// Index of the command in the parent block's command list.
///
int CommandIndex { get; set; }
///
/// Set to true by the parent block while the command is executing.
///
bool IsExecuting { get; set; }
///
/// Timer used to control appearance of executing icon in inspector.
///
float ExecutingIconTimer { get; set; }
///
/// Reference to the Block object that this command belongs to.
/// This reference is only populated at runtime and in the editor when the
/// block is selected.
///
Block ParentBlock { get; set; }
///
/// Returns the Flowchart that this command belongs to.
///
IFlowchart GetFlowchart();
///
/// Execute the command.
///
void Execute();
///
/// End execution of this command and continue execution at the next command.
///
void Continue();
///
/// End execution of this command and continue execution at a specific command index.
///
/// Next command index.
void Continue(int nextCommandIndex);
///
/// Stops the parent Block executing.
///
void StopParentBlock();
///
/// Called when the parent block has been requested to stop executing, and
/// this command is the currently executing command.
/// Use this callback to terminate any asynchronous operations and
/// cleanup state so that the command is ready to execute again later on.
///
void OnStopExecuting();
///
/// Called when the new command is added to a block in the editor.
///
void OnCommandAdded(Block parentBlock);
///
/// Called when the command is deleted from a block in the editor.
///
void OnCommandRemoved(Block parentBlock);
///
/// Called when this command starts execution.
///
void OnEnter();
///
/// Called when this command ends execution.
///
void OnExit();
///
/// Called when this command is reset. This happens when the Reset command is used.
///
void OnReset();
///
/// Populates a list with the Blocks that this command references.
///
void GetConnectedBlocks(ref List connectedBlocks);
///
/// Returns true if this command references the variable.
/// Used to highlight variables in the variable list when a command is selected.
///
bool HasReference(Variable variable);
///
/// Returns the summary text to display in the command inspector.
///
string GetSummary();
///
/// Returns the help text to display for this command.
///
string GetHelpText();
///
/// Return true if this command opens a block of commands. Used for indenting commands.
///
bool OpenBlock();
///
/// Return true if this command closes a block of commands. Used for indenting commands.
///
bool CloseBlock();
///
/// Return the color for the command background in inspector.
///
/// The button color.
Color GetButtonColor();
///
/// Returns true if the specified property should be displayed in the inspector.
/// This is useful for hiding certain properties based on the value of another property.
///
bool IsPropertyVisible(string propertyName);
///
/// Returns true if the specified property should be displayed as a reorderable list in the inspector.
/// This only applies for array properties and has no effect for non-array properties.
///
bool IsReorderableArray(string propertyName);
///
/// Returns the localization id for the Flowchart that contains this command.
///
string GetFlowchartLocalizationId();
}
}