An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
namespace Fungus
{
/// <summary>
/// Supported target types for messages.
/// </summary>
public enum MessageTarget
{
/// <summary>
/// Send message to the Flowchart containing the SendMessage command.
/// </summary>
SameFlowchart,
/// <summary>
/// Broadcast message to all Flowcharts.
/// </summary>
AllFlowcharts
}
/// <summary>
/// Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler.
/// </summary>
[CommandInfo("Flow",
"Send Message",
"Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler.")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class SendMessage : Command
{
[Tooltip("Target flowchart(s) to send the message to")]
[SerializeField] protected MessageTarget messageTarget;
[Tooltip("Name of the message to send")]
[SerializeField] protected StringData _message = new StringData("");
#region Public members
public override void OnEnter()
{
if (_message.Value.Length == 0)
{
Continue();
return;
}
MessageReceived[] receivers = null;
if (messageTarget == MessageTarget.SameFlowchart)
{
receivers = GetComponents<MessageReceived>();
}
else
{
receivers = GameObject.FindObjectsOfType<MessageReceived>();
}
if (receivers != null)
{
for (int i = 0; i < receivers.Length; i++)
{
var receiver = receivers[i];
receiver.OnSendFungusMessage(_message.Value);
}
}
Continue();
}
public override string GetSummary()
{
if (_message.Value.Length == 0)
{
return "Error: No message specified";
}
return _message.Value;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable variable)
{
return _message.stringRef == variable || base.HasReference(variable);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("message")] public string messageOLD = "";
protected virtual void OnEnable()
{
if (messageOLD != "")
{
_message.Value = messageOLD;
messageOLD = "";
}
}
#endregion
}
}