An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.IO;
namespace Fungus
{
/**
* Import and export a Fungus story in the .fountain screenplay format.
* The exported file contains special tags in note blocks which map the
* story text to the corresponding commands.
*/
public class FountainExporter
{
public static void ExportStrings(Flowchart flowchart)
{
if (flowchart == null)
{
return;
}
string path = EditorUtility.SaveFilePanel("Export strings", "",
flowchart.name + ".txt", "");
if(path.Length == 0)
{
return;
}
// Write out character names
string exportText = "Title: " + flowchart.name + "\n";
exportText += "Draft date: " + System.DateTime.Today.ToString("d") + "\n";
exportText += "\n";
// In every block, write out Say & Menu text in order
Block[] blocks = flowchart.GetComponentsInChildren<Block>();
foreach (Block block in blocks)
{
// Check for any Say, Menu or Comment commands
bool hasText = false;
foreach (Command c in block.commandList)
{
System.Type t = c.GetType();
if (t == typeof(Say) ||
t == typeof(Menu) ||
t == typeof(Comment))
{
hasText = true;
}
}
if (!hasText)
{
continue;
}
exportText += "." + block.blockName.ToUpper() + "\n\n";
foreach (Command c in block.commandList)
{
if (c.GetType() == typeof(Say))
{
string idText = "";
Say say = c as Say;
if (say.character == null)
{
exportText += "NO CHARACTER\n";
}
else
{
exportText += say.character.nameText.ToUpper() + "\n";
}
idText += "[[Say," + c.itemId + "]]\n";
exportText += idText;
// Fountain requires blank dialogue lines to contain 2 spaces or else
// they will be interpreted as ACTION text.
string trimmedText = say.storyText.Trim();
string[] lines = trimmedText.Split(new [] { '\r', '\n' });
foreach (string line in lines)
{
string trimmed = line.Trim();
if (line.Length == 0)
{
exportText += " \n";
}
else
{
exportText += trimmed + "\n";
}
}
exportText += "\n";
}
else if (c.GetType() == typeof(Menu))
{
exportText += "MENU\n";
string idText = "";
Menu menu = c as Menu;
idText += "[[Menu," + c.itemId + "]]\n";
exportText += idText + menu.text.Trim() + "\n\n";
}
else if (c.GetType() == typeof(Comment))
{
string idText = "";
Comment comment = c as Comment;
idText += "[[Comment," + c.itemId + "]]\n";
exportText += idText + comment.commentText.Trim() + "\n\n";
}
}
}
File.WriteAllText(path, exportText);
}
public static void ImportStrings(Flowchart flowchart)
{
string path = EditorUtility.OpenFilePanel("Import strings", "", "");
if(path.Length == 0)
{
return;
}
string stringsFile = File.ReadAllText(path);
StringsParser parser = new StringsParser();
List<StringsParser.StringItem> items = parser.ProcessText(stringsFile);
// Build dict of commands
Dictionary<int, Command> commandDict = new Dictionary<int, Command>();
foreach (Command c in flowchart.gameObject.GetComponentsInChildren<Command>())
{
commandDict.Add (c.itemId, c);
}
foreach (StringsParser.StringItem item in items)
{
if (item.parameters.Length != 2)
{
continue;
}
string stringType = item.parameters[0];
if (stringType == "Say")
{
int itemId = int.Parse(item.parameters[1]);
Say sayCommand = commandDict[itemId] as Say;
if (sayCommand != null)
{
sayCommand.storyText = item.bodyText;
}
}
else if (stringType == "Menu")
{
int itemId = int.Parse(item.parameters[1]);
Menu menuCommand = commandDict[itemId] as Menu;
if (menuCommand != null)
{
menuCommand.text = item.bodyText;
}
}
else if (stringType == "Comment")
{
int itemId = int.Parse(item.parameters[1]);
Comment commentCommand = commandDict[itemId] as Comment;
if (commentCommand != null)
{
commentCommand.commentText = item.bodyText;
}
}
}
}
}
}