using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using System; using System.Runtime.Serialization.Formatters.Binary; using System.IO; /** * @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games. */ namespace Fungus { /** * Manages global game state and movement between rooms. */ [RequireComponent(typeof(Dialog))] [RequireComponent(typeof(CommandQueue))] [RequireComponent(typeof(CameraController))] [RequireComponent(typeof(PageController))] public class Game : GameController { /** * The currently active Room. * Only one Room may be active at a time. */ public Room activeRoom; /** * Automatically display links between connected Rooms. */ public bool showLinks = true; /** * Time for fade transition to complete when moving to a different Room. */ public float roomFadeDuration = 1f; /** * Time for fade transition to complete when hiding/showing buttons. */ public float buttonFadeDuration = 0.25f; /** * Time which must elapse before buttons will automatically hide. */ public float autoHideButtonDuration = 5f; /** * Currently active Dialog object used to display character text and menus. */ public Dialog dialog; /** * Global dictionary of integer values for storing game state. */ [HideInInspector] static public Dictionary values = new Dictionary(); [HideInInspector] static public StringTable stringTable = new StringTable(); [HideInInspector] public CommandQueue commandQueue; [HideInInspector] public CameraController cameraController; [HideInInspector] public PageController pageController; /** * True when executing a Wait() or WaitForTap() command */ [HideInInspector] public bool waiting; float autoHideButtonTimer; static Game instance; /** * Returns the singleton instance for the Game class */ public static Game GetInstance() { if (!instance) { instance = GameObject.FindObjectOfType(typeof(Game)) as Game; if (!instance) { Debug.LogError("There must be one active Game object in your scene."); } } return instance; } public virtual void Start() { // Acquire references to required components commandQueue = gameObject.GetComponent(); cameraController = gameObject.GetComponent(); pageController = gameObject.GetComponent(); // Auto-hide buttons should be visible at start of game autoHideButtonTimer = autoHideButtonDuration; if (activeRoom == null) { // Pick first room found if none is specified activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room; } if (activeRoom != null) { // Move to the active room commandQueue.Clear(); commandQueue.AddCommand(new Command.MoveToRoom(activeRoom)); commandQueue.Execute(); } } public virtual void Update() { autoHideButtonTimer -= Time.deltaTime; autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f); if (Input.GetMouseButtonDown(0)) { autoHideButtonTimer = autoHideButtonDuration; } } public IDialog GetDialog() { if (dialog != null) { return dialog as IDialog; } return pageController as IDialog; } /** * Returns true if the game should display 'auto hide' buttons. * Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress. */ public bool GetShowAutoButtons() { if (waiting) { return false; } if (pageController == null || pageController.mode == PageController.Mode.Idle) { return (autoHideButtonTimer > 0f); } return false; } /** * Sets a globally accessible game state value. * @param key The key of the value. * @param value The integer value to store. */ public void SetGameValue(string key, int value) { values[key] = value; } /** * Gets a globally accessible game state value. * @param key The key of the value. * @return The integer value for the specified key, or 0 if the key does not exist. */ public int GetGameValue(string key) { if (values.ContainsKey(key)) { return values[key]; } return 0; } /** * Returns a parallax offset vector based on the camera position relative to the active Room. * Higher values for the parallaxFactor yield a larger offset (appears closer to camera). * Suggested range for good parallax effect is [0.1..0.5]. * @param parallaxFactor Horizontal and vertical scale factors to apply to camera offset vector. * @return A parallax offset vector based on camera positon relative to current room and the parallaxFactor. */ public Vector3 GetParallaxOffset(Vector2 parallaxFactor) { if (activeRoom == null) { return Vector3.zero; } Vector3 a = activeRoom.transform.position; Vector3 b = cameraController.GetCameraPosition(); Vector3 offset = (a - b); offset.x *= parallaxFactor.x; offset.y *= parallaxFactor.y; return offset; } /** * Loads a new scene. * This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage. * All previously loaded assets (including textures) will be released. * @param sceneName The filename of the scene to load. * @param saveGame Automatically save the current game state as a checkpoint. */ public void LoadScene(string sceneName, bool saveGame) { Application.LoadLevel(sceneName); if (saveGame) { SaveGame("Fungus.Save"); } // Free up memory used by textures in previous scene Resources.UnloadUnusedAssets(); } /** * Save the current game state to persistant storage. * Only the values, string table and current scene are stored. * @param saveName The name of the saved game data. */ public void SaveGame(string saveName) { // Store loaded scene name in save data SetString("Fungus.Scene", Application.loadedLevelName); var b = new BinaryFormatter(); var m = new MemoryStream(); // Save values { b.Serialize(m, values); string s = Convert.ToBase64String(m.GetBuffer()); PlayerPrefs.SetString(saveName + ".values", s); } // Save string table { b.Serialize(m, stringTable.stringDict); string s = Convert.ToBase64String(m.GetBuffer()); PlayerPrefs.SetString(saveName + ".stringTable", s); } } /** * Loads the current game state from persistant storage. * This will cause the scene specified in the "Fungus.Scene" string to be loaded. * Each scene in your game should contain the necessary code to restore the current game state based on saved data. * @param saveName The name of the saved game data. */ public void LoadGame(string saveName) { // Load values { var data = PlayerPrefs.GetString(saveName + ".values"); if (!string.IsNullOrEmpty(data)) { var b = new BinaryFormatter(); var m = new MemoryStream(Convert.FromBase64String(data)); values = (Dictionary)b.Deserialize(m); } } // Load string table { var data = PlayerPrefs.GetString(saveName + ".stringTable"); if (!string.IsNullOrEmpty(data)) { var b = new BinaryFormatter(); var m = new MemoryStream(Convert.FromBase64String(data)); stringTable.stringDict = b.Deserialize(m) as Dictionary; } } string sceneName = GetString("Fungus.Scene"); if (sceneName.Length > 0) { LoadScene(sceneName, true); } } } }