An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
/// <summary>
/// Visual scripting controller for the Flowchart programming language.
/// Flowchart objects may be edited visually using the Flowchart editor window.
/// </summary>
public interface IFlowchart
{
/// <summary>
/// Scroll position of Flowchart editor window.
/// </summary>
Vector2 ScrollPos { get; set; }
/// <summary>
/// Scroll position of Flowchart variables window.
/// </summary>
Vector2 VariablesScrollPos { get; set; }
/// <summary>
/// Show the variables pane.
/// </summary>
bool VariablesExpanded { get; set; }
/// <summary>
/// Height of command block view in inspector.
/// </summary>
float BlockViewHeight { get; set; }
/// <summary>
/// Zoom level of Flowchart editor window.
/// </summary>
float Zoom { get; set; }
/// <summary>
/// Scrollable area for Flowchart editor window.
/// </summary>
Rect ScrollViewRect { get; set; }
/// <summary>
/// Currently selected block in the Flowchart editor.
/// </summary>
Block SelectedBlock { get; set; }
/// <summary>
/// Currently selected command in the Flowchart editor.
/// </summary>
List<Command> SelectedCommands { get; }
/// <summary>
/// The list of variables that can be accessed by the Flowchart.
/// </summary>
List<Variable> Variables { get; }
/// <summary>
/// Description text displayed in the Flowchart editor window
/// </summary>
string Description { get; }
/// <summary>
/// Slow down execution in the editor to make it easier to visualise program flow.
/// </summary>
float StepPause { get; }
/// <summary>
/// Use command color when displaying the command list in the inspector.
/// </summary>
bool ColorCommands { get; }
/// <summary>
/// Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.
/// </summary>
bool SaveSelection { get; }
/// <summary>
/// Unique identifier for identifying this flowchart in localized string keys.
/// </summary>
string LocalizationId { get; }
/// <summary>
/// Display line numbers in the command list in the Block inspector.
/// </summary>
bool ShowLineNumbers { get; }
/// <summary>
/// Lua Environment to be used by default for all Execute Lua commands in this Flowchart.
/// </summary>
ILuaEnvironment LuaEnv { get; }
/// <summary>
/// The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.
/// </summary>
string LuaBindingName { get; }
/// <summary>
/// Position in the center of all blocks in the flowchart.
/// </summary>
Vector2 CenterPosition { set; get; }
/// <summary>
/// Variable to track flowchart's version so components can update to new versions.
/// </summary>
int Version { set; }
/// <summary>
/// Returns the next id to assign to a new flowchart item.
/// Item ids increase monotically so they are guaranteed to
/// be unique within a Flowchart.
/// </summary>
int NextItemId();
/// <summary>
/// Returns true if the Flowchart gameobject is active.
/// </summary>
bool IsActive();
/// <summary>
/// Returns the Flowchart gameobject name.
/// </summary>
string GetName();
/// <summary>
/// Create a new block node which you can then add commands to.
/// </summary>
Block CreateBlock(Vector2 position);
/// <summary>
/// Returns the named Block in the flowchart, or null if not found.
/// </summary>
IBlock FindBlock(string blockName);
/// <summary>
/// Execute a child block in the Flowchart.
/// You can use this method in a UI event. e.g. to handle a button click.
void ExecuteBlock(string blockName);
/// <summary>
/// Execute a child block in the flowchart.
/// The block must be in an idle state to be executed.
/// This version provides extra options to control how the block is executed.
/// Returns true if the Block started execution.
/// </summary>
bool ExecuteBlock(IBlock block, int commandIndex = 0, System.Action onComplete = null);
/// <summary>
/// Stop all executing Blocks in this Flowchart.
/// </summary>
void StopAllBlocks();
/// <summary>
/// Sends a message to this Flowchart only.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
void SendFungusMessage(string messageName);
/// <summary>
/// Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
/// </summary>
string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null);
/// <summary>
/// Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart.
/// </summary>
string GetUniqueBlockKey(string originalKey, IBlock ignoreBlock = null);
/// <summary>
/// Returns a new Label key that is guaranteed not to clash with any existing Label in the Block.
/// </summary>
string GetUniqueLabelKey(string originalKey, Label ignoreLabel);
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You will need to cast the returned variable to the correct sub-type.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable;
/// boolVar.Value = false;
/// </summary>
Variable GetVariable(string key);
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool");
/// boolVar.Value = false;
/// </summary>
T GetVariable<T>(string key) where T : Variable;
/// <summary>
/// Register a new variable with the Flowchart at runtime.
/// The variable should be added as a component on the Flowchart game object.
/// </summary>
void SetVariable<T>(string key, T newvariable) where T : Variable;
/// <summary>
/// Gets a list of all variables with public scope in this Flowchart.
/// </summary>
List<Variable> GetPublicVariables();
/// <summary>
/// Gets the value of a boolean variable.
/// Returns false if the variable key does not exist.
/// </summary>
bool GetBooleanVariable(string key);
/// <summary>
/// Sets the value of a boolean variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetBooleanVariable(string key, bool value);
/// <summary>
/// Gets the value of an integer variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
int GetIntegerVariable(string key);
/// <summary>
/// Sets the value of an integer variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetIntegerVariable(string key, int value);
/// <summary>
/// Gets the value of a float variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
float GetFloatVariable(string key);
/// <summary>
/// Sets the value of a float variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetFloatVariable(string key, float value);
/// <summary>
/// Gets the value of a string variable.
/// Returns the empty string if the variable key does not exist.
/// </summary>
string GetStringVariable(string key);
/// <summary>
/// Sets the value of a string variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
void SetStringVariable(string key, string value);
/// <summary>
/// Set the block objects to be hidden or visible depending on the hideComponents property.
/// </summary>
void UpdateHideFlags();
/// <summary>
/// Clears the list of selected commands.
/// </summary>
void ClearSelectedCommands();
/// <summary>
/// Adds a command to the list of selected commands.
/// </summary>
void AddSelectedCommand(Command command);
/// <summary>
/// Reset the commands and variables in the Flowchart.
/// </summary>
void Reset(bool resetCommands, bool resetVariables);
/// <summary>
/// Override this in a Flowchart subclass to filter which commands are shown in the Add Command list.
/// </summary>
bool IsCommandSupported(CommandInfoAttribute commandInfo);
/// <summary>
/// Returns true if there are any executing blocks in this Flowchart.
/// </summary>
bool HasExecutingBlocks();
/// <summary>
/// Returns a list of all executing blocks in this Flowchart.
/// </summary>
List<IBlock> GetExecutingBlocks();
/// <summary>
/// Substitute variables in the input text with the format {$VarName}
/// This will first match with private variables in this Flowchart, and then
/// with public variables in all Flowcharts in the scene (and any component
/// in the scene that implements StringSubstituter.ISubstitutionHandler).
/// </summary>
string SubstituteVariables(string input);
}
}