// 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 UnityEngine.EventSystems; using System; using System.Text; using System.Linq; using System.Collections.Generic; using System.Text.RegularExpressions; namespace Fungus { /// /// Visual scripting controller for the Flowchart programming language. /// Flowchart objects may be edited visually using the Flowchart editor window. /// [ExecuteInEditMode] public class Flowchart : MonoBehaviour, ISubstitutionHandler { public const string SubstituteVariableRegexString = "{\\$.*?}"; [HideInInspector] [SerializeField] protected int version = 0; // Default to 0 to always trigger an update for older versions of Fungus. [HideInInspector] [SerializeField] protected Vector2 scrollPos; [HideInInspector] [SerializeField] protected Vector2 variablesScrollPos; [HideInInspector] [SerializeField] protected bool variablesExpanded = true; [HideInInspector] [SerializeField] protected float blockViewHeight = 400; [HideInInspector] [SerializeField] protected float zoom = 1f; [HideInInspector] [SerializeField] protected Rect scrollViewRect; [HideInInspector] [SerializeField] protected List selectedBlocks = new List(); [HideInInspector] [SerializeField] protected List selectedCommands = new List(); [HideInInspector] [SerializeField] protected List variables = new List(); [TextArea(3, 5)] [Tooltip("Description text displayed in the Flowchart editor window")] [SerializeField] protected string description = ""; [Range(0f, 5f)] [Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")] [SerializeField] protected float stepPause = 0f; [Tooltip("Use command color when displaying the command list in the Fungus Editor window")] [SerializeField] protected bool colorCommands = true; [Tooltip("Hides the Flowchart block and command components in the inspector. Deselect to inspect the block and command components that make up the Flowchart.")] [SerializeField] protected bool hideComponents = true; [Tooltip("Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.")] [SerializeField] protected bool saveSelection = true; [Tooltip("Unique identifier for this flowchart in localized string keys. If no id is specified then the name of the Flowchart object will be used.")] [SerializeField] protected string localizationId = ""; [Tooltip("Display line numbers in the command list in the Block inspector.")] [SerializeField] protected bool showLineNumbers = false; [Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")] [SerializeField] protected List hideCommands = new List(); [Tooltip("Lua Environment to be used by default for all Execute Lua commands in this Flowchart")] [SerializeField] protected LuaEnvironment luaEnvironment; [Tooltip("The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.")] [SerializeField] protected string luaBindingName = "flowchart"; protected static List cachedFlowcharts = new List(); protected static bool eventSystemPresent; protected StringSubstituter stringSubstituer; #if UNITY_EDITOR public bool SelectedCommandsStale { get; set; } #endif #if UNITY_5_4_OR_NEWER #else protected virtual void OnLevelWasLoaded(int level) { LevelWasLoaded(); } #endif protected virtual void LevelWasLoaded() { // Reset the flag for checking for an event system as there may not be one in the newly loaded scene. eventSystemPresent = false; } protected virtual void Start() { CheckEventSystem(); } // There must be an Event System in the scene for Say and Menu input to work. // This method will automatically instantiate one if none exists. protected virtual void CheckEventSystem() { if (eventSystemPresent) { return; } EventSystem eventSystem = GameObject.FindObjectOfType(); if (eventSystem == null) { // Auto spawn an Event System from the prefab GameObject prefab = Resources.Load("Prefabs/EventSystem"); if (prefab != null) { GameObject go = Instantiate(prefab) as GameObject; go.name = "EventSystem"; } } eventSystemPresent = true; } private void SceneManager_activeSceneChanged(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.Scene arg1) { LevelWasLoaded(); } protected virtual void OnEnable() { if (!cachedFlowcharts.Contains(this)) { cachedFlowcharts.Add(this); //TODO these pairs could be replaced by something static that manages all active flowcharts #if UNITY_5_4_OR_NEWER UnityEngine.SceneManagement.SceneManager.activeSceneChanged += SceneManager_activeSceneChanged; #endif } CheckItemIds(); CleanupComponents(); UpdateVersion(); StringSubstituter.RegisterHandler(this); } protected virtual void OnDisable() { cachedFlowcharts.Remove(this); #if UNITY_5_4_OR_NEWER UnityEngine.SceneManagement.SceneManager.activeSceneChanged -= SceneManager_activeSceneChanged; #endif StringSubstituter.UnregisterHandler(this); } protected virtual void UpdateVersion() { if (version == FungusConstants.CurrentVersion) { // No need to update return; } // Tell all components that implement IUpdateable to update to the new version var components = GetComponents(); for (int i = 0; i < components.Length; i++) { var component = components[i]; IUpdateable u = component as IUpdateable; if (u != null) { u.UpdateToVersion(version, FungusConstants.CurrentVersion); } } version = FungusConstants.CurrentVersion; } protected virtual void CheckItemIds() { // Make sure item ids are unique and monotonically increasing. // This should always be the case, but some legacy Flowcharts may have issues. List usedIds = new List(); var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; if (block.ItemId == -1 || usedIds.Contains(block.ItemId)) { block.ItemId = NextItemId(); } usedIds.Add(block.ItemId); } var commands = GetComponents(); for (int i = 0; i < commands.Length; i++) { var command = commands[i]; if (command.ItemId == -1 || usedIds.Contains(command.ItemId)) { command.ItemId = NextItemId(); } usedIds.Add(command.ItemId); } } protected virtual void CleanupComponents() { // Delete any unreferenced components which shouldn't exist any more // Unreferenced components don't have any effect on the flowchart behavior, but // they waste memory so should be cleared out periodically. // Remove any null entries in the variables list // It shouldn't happen but it seemed to occur for a user on the forum variables.RemoveAll(item => item == null); var allVariables = GetComponents(); for (int i = 0; i < allVariables.Length; i++) { var variable = allVariables[i]; if (!variables.Contains(variable)) { DestroyImmediate(variable); } } var blocks = GetComponents(); var commands = GetComponents(); for (int i = 0; i < commands.Length; i++) { var command = commands[i]; bool found = false; for (int j = 0; j < blocks.Length; j++) { var block = blocks[j]; if (block.CommandList.Contains(command)) { found = true; break; } } if (!found) { DestroyImmediate(command); } } var eventHandlers = GetComponents(); for (int i = 0; i < eventHandlers.Length; i++) { var eventHandler = eventHandlers[i]; bool found = false; for (int j = 0; j < blocks.Length; j++) { var block = blocks[j]; if (block._EventHandler == eventHandler) { found = true; break; } } if (!found) { DestroyImmediate(eventHandler); } } } protected virtual Block CreateBlockComponent(GameObject parent) { Block block = parent.AddComponent(); return block; } #region Public members /// /// Cached list of flowchart objects in the scene for fast lookup. /// public static List CachedFlowcharts { get { return cachedFlowcharts; } } /// /// 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) { var eventHandlers = UnityEngine.Object.FindObjectsOfType(); for (int i = 0; i < eventHandlers.Length; i++) { var eventHandler = eventHandlers[i]; eventHandler.OnSendFungusMessage(messageName); } } /// /// Scroll position of Flowchart editor window. /// public virtual Vector2 ScrollPos { get { return scrollPos; } set { scrollPos = value; } } /// /// Scroll position of Flowchart variables window. /// public virtual Vector2 VariablesScrollPos { get { return variablesScrollPos; } set { variablesScrollPos = value; } } /// /// Show the variables pane. /// public virtual bool VariablesExpanded { get { return variablesExpanded; } set { variablesExpanded = value; } } /// /// Height of command block view in inspector. /// public virtual float BlockViewHeight { get { return blockViewHeight; } set { blockViewHeight = value; } } /// /// Zoom level of Flowchart editor window. /// public virtual float Zoom { get { return zoom; } set { zoom = value; } } /// /// Scrollable area for Flowchart editor window. /// public virtual Rect ScrollViewRect { get { return scrollViewRect; } set { scrollViewRect = value; } } /// /// Current actively selected block in the Flowchart editor. /// public virtual Block SelectedBlock { get { if (selectedBlocks == null || selectedBlocks.Count == 0) return null; return selectedBlocks[0]; } set { ClearSelectedBlocks(); AddSelectedBlock(value); } } public virtual List SelectedBlocks { get { return selectedBlocks; } set { selectedBlocks = value; } } /// /// Currently selected command in the Flowchart editor. /// public virtual List SelectedCommands { get { return selectedCommands; } } /// /// The list of variables that can be accessed by the Flowchart. /// public virtual List Variables { get { return variables; } } public virtual int VariableCount { get { return variables.Count; } } /// /// Description text displayed in the Flowchart editor window /// public virtual string Description { get { return description; } } /// /// Slow down execution in the editor to make it easier to visualise program flow. /// public virtual float StepPause { get { return stepPause; } } /// /// Use command color when displaying the command list in the inspector. /// public virtual bool ColorCommands { get { return colorCommands; } } /// /// Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection. /// public virtual bool SaveSelection { get { return saveSelection; } } /// /// Unique identifier for identifying this flowchart in localized string keys. /// public virtual string LocalizationId { get { return localizationId; } } /// /// Display line numbers in the command list in the Block inspector. /// public virtual bool ShowLineNumbers { get { return showLineNumbers; } } /// /// Lua Environment to be used by default for all Execute Lua commands in this Flowchart. /// public virtual LuaEnvironment LuaEnv { get { return luaEnvironment; } } /// /// The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing. /// public virtual string LuaBindingName { get { return luaBindingName; } } /// /// Position in the center of all blocks in the flowchart. /// public virtual Vector2 CenterPosition { set; get; } /// /// Variable to track flowchart's version so components can update to new versions. /// public int Version { set { version = value; } } /// /// Returns true if the Flowchart gameobject is active. /// public bool IsActive() { return gameObject.activeInHierarchy; } /// /// Returns the Flowchart gameobject name. /// public string GetName() { return gameObject.name; } /// /// Returns the next id to assign to a new flowchart item. /// Item ids increase monotically so they are guaranteed to /// be unique within a Flowchart. /// public int NextItemId() { int maxId = -1; var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; maxId = Math.Max(maxId, block.ItemId); } var commands = GetComponents(); for (int i = 0; i < commands.Length; i++) { var command = commands[i]; maxId = Math.Max(maxId, command.ItemId); } return maxId + 1; } /// /// Create a new block node which you can then add commands to. /// public virtual Block CreateBlock(Vector2 position) { Block b = CreateBlockComponent(gameObject); b._NodeRect = new Rect(position.x, position.y, 0, 0); b.BlockName = GetUniqueBlockKey(b.BlockName, b); b.ItemId = NextItemId(); return b; } /// /// Returns the named Block in the flowchart, or null if not found. /// public virtual Block FindBlock(string blockName) { var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; if (block.BlockName == blockName) { return block; } } return null; } /// /// Checks availability of the block in the Flowchart. /// You can use this method in a UI event. e.g. to test availability block, before handle it. public virtual bool HasBlock(string blockName) { var block = FindBlock(blockName); return block != null; } /// /// Executes the block if it is available in the Flowchart. /// You can use this method in a UI event. e.g. to try executing block without confidence in its existence. public virtual bool ExecuteIfHasBlock(string blockName) { if (HasBlock(blockName)) { ExecuteBlock(blockName); return true; } else { return false; } } /// /// Execute a child block in the Flowchart. /// You can use this method in a UI event. e.g. to handle a button click. public virtual void ExecuteBlock(string blockName) { var block = FindBlock(blockName); if (block == null) { Debug.LogError("Block " + blockName + " does not exist"); return; } if (!ExecuteBlock(block)) { Debug.LogWarning("Block " + blockName + " failed to execute"); } } /// /// Stops an executing Block in the Flowchart. /// public virtual void StopBlock(string blockName) { var block = FindBlock(blockName); if (block == null) { Debug.LogError("Block " + blockName + " does not exist"); return; } if (block.IsExecuting()) { block.Stop(); } } /// /// Execute a child block in the flowchart. /// The block must be in an idle state to be executed. /// This version provides extra options to control how the block is executed. /// Returns true if the Block started execution. /// public virtual bool ExecuteBlock(Block block, int commandIndex = 0, Action onComplete = null) { if (block == null) { Debug.LogError("Block must not be null"); return false; } if (((Block)block).gameObject != gameObject) { Debug.LogError("Block must belong to the same gameobject as this Flowchart"); return false; } // Can't restart a running block, have to wait until it's idle again if (block.IsExecuting()) { Debug.LogWarning(block.BlockName + " cannot be called/executed, it is already running."); return false; } // Start executing the Block as a new coroutine StartCoroutine(block.Execute(commandIndex, onComplete)); return true; } /// /// Stop all executing Blocks in this Flowchart. /// public virtual void StopAllBlocks() { var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; if (block.IsExecuting()) { block.Stop(); } } } /// /// Sends a message to this Flowchart only. /// Any block with a matching MessageReceived event handler will start executing. /// public virtual void SendFungusMessage(string messageName) { var eventHandlers = GetComponents(); for (int i = 0; i < eventHandlers.Length; i++) { var eventHandler = eventHandlers[i]; eventHandler.OnSendFungusMessage(messageName); } } /// /// 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; for (int i = 0; i < variables.Count; i++) { var variable = variables[i]; 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 = FungusConstants.DefaultBlockName; } var blocks = GetComponents(); string key = baseKey; while (true) { bool collision = false; for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; 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"; } var block = ignoreLabel.ParentBlock; string key = baseKey; while (true) { bool collision = false; var commandList = block.CommandList; for (int i = 0; i < commandList.Count; i++) { var command = commandList[i]; 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 will need to cast the returned variable to the correct sub-type. /// You can then access the variable's value using the Value property. e.g. /// BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable; /// boolVar.Value = false; /// public Variable GetVariable(string key) { for (int i = 0; i < variables.Count; i++) { var variable = variables[i]; if (variable != null && variable.Key == key) { return variable; } } return null; } /// /// 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 { for (int i = 0; i < variables.Count; i++) { var variable = variables[i]; if (variable != null && variable.Key == key) { return variable as T; } } Debug.LogWarning("Variable " + key + " not found."); return null; } /// /// Register a new variable with the Flowchart at runtime. /// The variable should be added as a component on the Flowchart game object. /// public void SetVariable(string key, T newvariable) where T : Variable { for (int i = 0; i < variables.Count; i++) { var v = variables[i]; if (v != null && v.Key == key) { T variable = v as T; if (variable != null) { variable = newvariable; return; } } } Debug.LogWarning("Variable " + key + " not found."); } /// /// Checks if a given variable exists in the flowchart. /// public virtual bool HasVariable(string key) { for (int i = 0; i < variables.Count; i++) { var v = variables[i]; if (v != null && v.Key == key) { return true; } } return false; } /// /// Returns the list of variable names in the Flowchart. /// public virtual string[] GetVariableNames() { var vList = new string[variables.Count]; for (int i = 0; i < variables.Count; i++) { var v = variables[i]; if (v != null) { vList[i] = v.Key; } } return vList; } /// /// Gets a list of all variables with public scope in this Flowchart. /// public virtual List GetPublicVariables() { var publicVariables = new List(); for (int i = 0; i < variables.Count; i++) { var v = variables[i]; if (v != null && 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) { var variable = GetVariable(key); if(variable != null) { return GetVariable(key).Value; } else { 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) { var variable = GetVariable(key); if(variable != null) { variable.Value = value; } } /// /// Gets the value of an integer variable. /// Returns 0 if the variable key does not exist. /// public virtual int GetIntegerVariable(string key) { var variable = GetVariable(key); if (variable != null) { return GetVariable(key).Value; } else { 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) { var variable = GetVariable(key); if (variable != null) { variable.Value = value; } } /// /// Gets the value of a float variable. /// Returns 0 if the variable key does not exist. /// public virtual float GetFloatVariable(string key) { var variable = GetVariable(key); if (variable != null) { return GetVariable(key).Value; } else { 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) { var variable = GetVariable(key); if (variable != null) { variable.Value = value; } } /// /// Gets the value of a string variable. /// Returns the empty string if the variable key does not exist. /// public virtual string GetStringVariable(string key) { var variable = GetVariable(key); if (variable != null) { return GetVariable(key).Value; } else { 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) { var variable = GetVariable(key); if (variable != null) { variable.Value = value; } } /// /// Gets the value of a GameObject variable. /// Returns null if the variable key does not exist. /// public virtual GameObject GetGameObjectVariable(string key) { var variable = GetVariable(key); if (variable != null) { return GetVariable(key).Value; } else { return null; } } /// /// Sets the value of a GameObject variable. /// The variable must already be added to the list of variables for this Flowchart. /// public virtual void SetGameObjectVariable(string key, GameObject value) { var variable = GetVariable(key); if (variable != null) { variable.Value = value; } } /// /// Gets the value of a Transform variable. /// Returns null if the variable key does not exist. /// public virtual Transform GetTransformVariable(string key) { var variable = GetVariable(key); if (variable != null) { return GetVariable(key).Value; } else { return null; } } /// /// Sets the value of a Transform variable. /// The variable must already be added to the list of variables for this Flowchart. /// public virtual void SetTransformVariable(string key, Transform value) { var variable = GetVariable(key); if (variable != null) { variable.Value = value; } } /// /// Set the block objects to be hidden or visible depending on the hideComponents property. /// public virtual void UpdateHideFlags() { if (hideComponents) { var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; block.hideFlags = HideFlags.HideInInspector; if (block.gameObject != gameObject) { block.hideFlags = HideFlags.HideInHierarchy; } } var commands = GetComponents(); for (int i = 0; i < commands.Length; i++) { var command = commands[i]; command.hideFlags = HideFlags.HideInInspector; } var eventHandlers = GetComponents(); for (int i = 0; i < eventHandlers.Length; i++) { var eventHandler = eventHandlers[i]; eventHandler.hideFlags = HideFlags.HideInInspector; } } else { var monoBehaviours = GetComponents(); for (int i = 0; i < monoBehaviours.Length; i++) { var monoBehaviour = monoBehaviours[i]; if (monoBehaviour == null) { continue; } monoBehaviour.hideFlags = HideFlags.None; monoBehaviour.gameObject.hideFlags = HideFlags.None; } } } /// /// Clears the list of selected commands. /// public virtual void ClearSelectedCommands() { selectedCommands.Clear(); #if UNITY_EDITOR SelectedCommandsStale = true; #endif } /// /// Adds a command to the list of selected commands. /// public virtual void AddSelectedCommand(Command command) { if (!selectedCommands.Contains(command)) { selectedCommands.Add(command); #if UNITY_EDITOR SelectedCommandsStale = true; #endif } } /// /// Clears the list of selected blocks. /// public virtual void ClearSelectedBlocks() { foreach (var item in selectedBlocks) { item.IsSelected = false; } selectedBlocks.Clear(); } /// /// Adds a block to the list of selected blocks. /// public virtual void AddSelectedBlock(Block block) { if (!selectedBlocks.Contains(block)) { block.IsSelected = true; selectedBlocks.Add(block); } } public virtual bool DeselectBlock(Block block) { if (selectedBlocks.Contains(block)) { DeselectBlockNoCheck(block); return true; } return false; } public virtual void DeselectBlockNoCheck(Block b) { b.IsSelected = false; selectedBlocks.Remove(b); } public void UpdateSelectedCache() { selectedBlocks.Clear(); var res = gameObject.GetComponents(); selectedBlocks = res.Where(x => x.IsSelected).ToList(); } /// /// Reset the commands and variables in the Flowchart. /// public virtual void Reset(bool resetCommands, bool resetVariables) { if (resetCommands) { var commands = GetComponents(); for (int i = 0; i < commands.Length; i++) { var command = commands[i]; command.OnReset(); } } if (resetVariables) { for (int i = 0; i < variables.Count; i++) { var variable = variables[i]; variable.OnReset(); } } } /// /// Override this in a Flowchart subclass to filter which commands are shown in the Add Command list. /// public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo) { for (int i = 0; i < hideCommands.Count; i++) { // Match on category or command name (case insensitive) var key = hideCommands[i]; if (String.Compare(commandInfo.Category, key, StringComparison.OrdinalIgnoreCase) == 0 || String.Compare(commandInfo.CommandName, key, StringComparison.OrdinalIgnoreCase) == 0) { return false; } } return true; } /// /// Returns true if there are any executing blocks in this Flowchart. /// public virtual bool HasExecutingBlocks() { var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; if (block.IsExecuting()) { return true; } } return false; } /// /// Returns a list of all executing blocks in this Flowchart. /// public virtual List GetExecutingBlocks() { var executingBlocks = new List(); var blocks = GetComponents(); for (int i = 0; i < blocks.Length; i++) { var block = blocks[i]; if (block.IsExecuting()) { executingBlocks.Add(block); } } return executingBlocks; } /// /// Substitute variables in the input text with the format {$VarName} /// This will first match with private variables in this Flowchart, and then /// with public variables in all Flowcharts in the scene (and any component /// in the scene that implements StringSubstituter.ISubstitutionHandler). /// public virtual string SubstituteVariables(string input) { if (stringSubstituer == null) { stringSubstituer = new StringSubstituter(); } // Use the string builder from StringSubstituter for efficiency. StringBuilder sb = stringSubstituer._StringBuilder; sb.Length = 0; sb.Append(input); // Instantiate the regular expression object. Regex r = new Regex(SubstituteVariableRegexString); bool changed = false; // Match the regular expression pattern against a text string. var results = r.Matches(input); for (int i = 0; i < results.Count; i++) { Match match = results[i]; string key = match.Value.Substring(2, match.Value.Length - 3); // Look for any matching private variables in this Flowchart first for (int j = 0; j < variables.Count; j++) { var variable = variables[j]; if (variable == null) continue; if (variable.Scope == VariableScope.Private && variable.Key == key) { string value = variable.ToString(); sb.Replace(match.Value, value); changed = true; } } } // Now do all other substitutions in the scene changed |= stringSubstituer.SubstituteStrings(sb); if (changed) { return sb.ToString(); } else { return input; } } public virtual void DetermineSubstituteVariables(string str, List vars) { Regex r = new Regex(Flowchart.SubstituteVariableRegexString); // Match the regular expression pattern against a text string. var results = r.Matches(str); for (int i = 0; i < results.Count; i++) { var match = results[i]; var v = GetVariable(match.Value.Substring(2, match.Value.Length - 3)); if (v != null) { vars.Add(v); } } } #endregion #region IStringSubstituter implementation /// /// Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart. /// To perform full variable substitution with all substitution handlers in the scene, you should /// use the SubstituteVariables() method instead. /// [MoonSharp.Interpreter.MoonSharpHidden] public virtual bool SubstituteStrings(StringBuilder input) { // Instantiate the regular expression object. Regex r = new Regex(SubstituteVariableRegexString); bool modified = false; // Match the regular expression pattern against a text string. var results = r.Matches(input.ToString()); for (int i = 0; i < results.Count; i++) { Match match = results[i]; string key = match.Value.Substring(2, match.Value.Length - 3); // Look for any matching public variables in this Flowchart for (int j = 0; j < variables.Count; j++) { var variable = variables[j]; if (variable == null) { continue; } if (variable.Scope == VariableScope.Public && variable.Key == key) { string value = variable.ToString(); input.Replace(match.Value, value); modified = true; } } } return modified; } #endregion } }