using UnityEngine; using System.Collections; using System.Collections.Generic; using System; namespace Fungus { [CommandInfo("Scripting", "Else If", "Marks the start of a sequence block to be executed when the preceding If statement is False and the test expression is true.")] [AddComponentMenu("")] public class ElseIf : If { public override void OnEnter() { System.Type previousCommandType = parentSequence.GetPreviousActiveCommandType(); if (previousCommandType == typeof(If) || previousCommandType == typeof(ElseIf) ) { // Else If behaves the same as an If command EvaluateCondition(); } else { // Else If behaves mostly like an Else command, // but will also jump to a following Else command. // Stop if this is the last command in the list if (commandIndex >= parentSequence.commandList.Count - 1) { Stop(); return; } // Find the next End command at the same indent level as this Else If command int indent = indentLevel; for (int i = commandIndex + 1; i < parentSequence.commandList.Count; ++i) { Command command = parentSequence.commandList[i]; if (command.indentLevel == indent) { System.Type type = command.GetType(); if (//type == typeof(Else) || type == typeof(EndIf) || // Legacy support for old EndIf command type == typeof(End)) { // Execute command immediately after the Else or End command Continue(command.commandIndex + 1); return; } } } // No End command found Stop(); } } public override bool OpenBlock() { return true; } public override bool CloseBlock() { return true; } public override Color GetButtonColor() { return new Color32(253, 253, 150, 255); } } }