// 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.Serialization; using System; using System.Collections.Generic; namespace Fungus { /// /// Attribute class for Fungus commands. /// /// [AttributeUsage(AttributeTargets.Class, AllowMultiple = true)] public class CommandInfoAttribute : Attribute { /// /// Metadata atribute for the Command class. /// /// The category to place this command in. /// The display name of the command. /// Help information to display in the inspector. /// If two command classes have the same name, the one with highest priority is listed. Negative priority removess the command from the list./// public CommandInfoAttribute(string category, string commandName, string helpText, int priority = 0) { this.Category = category; this.CommandName = commandName; this.HelpText = helpText; this.Priority = priority; } public string Category { get; set; } public string CommandName { get; set; } public string HelpText { get; set; } public int Priority { get; set; } } /// /// Base class for Commands. Commands can be added to Blocks to create an execution sequence. /// public abstract class Command : MonoBehaviour { [FormerlySerializedAs("commandId")] [HideInInspector] [SerializeField] protected int itemId = -1; // Invalid flowchart item id [HideInInspector] [SerializeField] protected int indentLevel; protected string errorMessage = ""; #region Editor caches #if UNITY_EDITOR // protected List referencedVariables = new List(); //used by var list adapter to highlight variables public bool IsVariableReferenced(Variable variable) { return referencedVariables.Contains(variable) || HasReference(variable); } /// /// Called by OnValidate /// /// Child classes to specialise to add variable references to referencedVariables, either directly or /// via the use of Flowchart.DetermineSubstituteVariables /// protected virtual void RefreshVariableCache() { referencedVariables.Clear(); } #endif #endregion Editor caches #region Public members /// /// Unique identifier for this command. /// Unique for this Flowchart. /// public virtual int ItemId { get { return itemId; } set { itemId = value; } } /// /// Error message to display in the command inspector. /// public virtual string ErrorMessage { get { return errorMessage; } } /// /// Indent depth of the current commands. /// Commands are indented inside If, While, etc. sections. /// public virtual int IndentLevel { get { return indentLevel; } set { indentLevel = value; } } /// /// Index of the command in the parent block's command list. /// public virtual int CommandIndex { get; set; } /// /// Set to true by the parent block while the command is executing. /// public virtual bool IsExecuting { get; set; } /// /// Timer used to control appearance of executing icon in inspector. /// public virtual 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. /// public virtual Block ParentBlock { get; set; } /// /// Returns the Flowchart that this command belongs to. /// public virtual Flowchart GetFlowchart() { var flowchart = GetComponent(); if (flowchart == null && transform.parent != null) { flowchart = transform.parent.GetComponent(); } return flowchart; } /// /// Execute the command. /// public virtual void Execute() { OnEnter(); } /// /// End execution of this command and continue execution at the next command. /// public virtual void Continue() { // This is a noop if the Block has already been stopped if (IsExecuting) { Continue(CommandIndex + 1); } } /// /// End execution of this command and continue execution at a specific command index. /// /// Next command index. public virtual void Continue(int nextCommandIndex) { OnExit(); if (ParentBlock != null) { ParentBlock.JumpToCommandIndex = nextCommandIndex; } } /// /// Stops the parent Block executing. /// public virtual void StopParentBlock() { OnExit(); if (ParentBlock != null) { ParentBlock.Stop(); } } /// /// 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. /// public virtual void OnStopExecuting() {} /// /// Called when the new command is added to a block in the editor. /// public virtual void OnCommandAdded(Block parentBlock) {} /// /// Called when the command is deleted from a block in the editor. /// public virtual void OnCommandRemoved(Block parentBlock) {} /// /// Called when this command starts execution. /// public virtual void OnEnter() {} /// /// Called when this command ends execution. /// public virtual void OnExit() {} /// /// Called when this command is reset. This happens when the Reset command is used. /// public virtual void OnReset() {} /// /// Populates a list with the Blocks that this command references. /// public virtual 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. /// public virtual bool HasReference(Variable variable) { return false; } /// /// Called by unity when script is loaded or its data changed by editor /// public virtual void OnValidate() { #if UNITY_EDITOR RefreshVariableCache(); #endif } /// /// Returns the summary text to display in the command inspector. /// public virtual string GetSummary() { return ""; } /// /// Returns the help text to display for this command. /// public virtual string GetHelpText() { return ""; } /// /// Return true if this command opens a block of commands. Used for indenting commands. /// public virtual bool OpenBlock() { return false; } /// /// Return true if this command closes a block of commands. Used for indenting commands. /// public virtual bool CloseBlock() { return false; } /// /// Return the color for the command background in inspector. /// /// The button color. public virtual Color GetButtonColor() { return Color.white; } /// /// 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. /// public virtual bool IsPropertyVisible(string propertyName) { return true; } /// /// 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. /// public virtual bool IsReorderableArray(string propertyName) { return false; } /// /// Returns the localization id for the Flowchart that contains this command. /// public virtual string GetFlowchartLocalizationId() { // If no localization id has been set then use the Flowchart name var flowchart = GetFlowchart(); if (flowchart == null) { return ""; } string localizationId = GetFlowchart().LocalizationId; if (localizationId.Length == 0) { localizationId = flowchart.GetName(); } return localizationId; } #endregion } }