using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using System; using System.Runtime.Serialization.Formatters.Binary; using System.IO; using Fungus.Script; /** * @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(CameraController))] public class Game : MonoBehaviour { /** * Show links between Rooms in scene view. */ [Tooltip("Show links between Rooms in scene view.")] public bool showLinks = true; /** * Fade transition time when moving between Rooms. */ [Range(0,5)] [Tooltip("Fade transition time when moving between Rooms.")] public float roomFadeDuration = 1f; /** * Fade transition time when hiding/showing buttons. */ [Range(0,5)] [Tooltip("Fade transition time when hiding/showing buttons.")] public float buttonFadeDuration = 0.25f; /** * Time to elapse before buttons hide automatically. */ [Range(0, 60)] [Tooltip("Time to elapse before buttons hide automatically.")] public float autoHideButtonDuration = 5f; /** * Currently active Dialog object used to display character text and menus. */ [Tooltip("Currently active Dialog object used to display character text and menus.")] public Dialog dialog; /** * Loading image displayed when loading a scene using MoveToScene() command. */ [Tooltip("Loading image displayed when loading a scene using MoveToScene() command.")] public Texture2D loadingImage; [HideInInspector] public CameraController cameraController; /** * 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 cameraController = gameObject.GetComponent(); // Auto-hide buttons should be visible at start of game autoHideButtonTimer = autoHideButtonDuration; } 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 null; } /** * 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; } IDialog dialog = GetDialog(); if (dialog == null || dialog.GetDialogMode() == DialogMode.Idle) { return (autoHideButtonTimer > 0f); } return false; } /** * Loads a new scene and displays an optional loading image. * This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage. * All previously loaded assets (including textures and audio) 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) { SceneLoader.LoadScene(sceneName, loadingImage, saveGame); } /** * Save the current game variables to persistant storage using a save game name. * Stores the currently loaded scene name so that Game.LoadGame() can automatically move to the appropriate scene. */ public void SaveGame(string saveName = "_fungus") { GlobalVariables.SetString("_scene", Application.loadedLevelName); GlobalVariables.Save(saveName); } /** * Loads the current game state from persistant storage using a save game name. * This will cause the scene specified in the "_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 = "_fungus") { GlobalVariables.Load(saveName); string sceneName = GlobalVariables.GetString("_scene"); if (sceneName.Length > 0) { // MoveToScene(sceneName); } } } }