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625 lines
23 KiB
625 lines
23 KiB
// This code is part of the Fungus library (https://github.com/snozbot/fungus) |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEngine; |
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using UnityEngine.UI; |
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using System; |
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using System.Collections; |
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using MoonSharp.Interpreter; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Types of display operations supported by portraits. |
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/// </summary> |
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public enum DisplayType |
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{ |
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/// <summary> Do nothing. </summary> |
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None, |
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/// <summary> Show the portrait. </summary> |
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Show, |
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/// <summary> Hide the portrait. </summary> |
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Hide, |
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/// <summary> Replace the existing portrait. </summary> |
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Replace, |
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/// <summary> Move portrait to the front. </summary> |
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MoveToFront |
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} |
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/// <summary> |
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/// Directions that character portraits can face. |
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/// </summary> |
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public enum FacingDirection |
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{ |
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/// <summary> Unknown direction </summary> |
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None, |
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/// <summary> Facing left. </summary> |
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Left, |
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/// <summary> Facing right. </summary> |
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Right |
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} |
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/// <summary> |
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/// Offset direction for position. |
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/// </summary> |
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public enum PositionOffset |
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{ |
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/// <summary> Unknown offset direction. </summary> |
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None, |
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/// <summary> Offset applies to the left. </summary> |
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OffsetLeft, |
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/// <summary> Offset applies to the right. </summary> |
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OffsetRight |
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} |
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/// <summary> |
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/// Controls the Portrait sprites on stage |
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/// </summary> |
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public class PortraitController : MonoBehaviour |
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{ |
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// Timer for waitUntilFinished functionality |
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protected float waitTimer; |
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protected Stage stage; |
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protected virtual void Awake() |
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{ |
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stage = GetComponentInParent<Stage>(); |
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} |
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protected virtual void FinishCommand(PortraitOptions options) |
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{ |
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if (options.onComplete != null) |
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{ |
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if (!options.waitUntilFinished) |
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{ |
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options.onComplete(); |
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} |
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else |
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{ |
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StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete)); |
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} |
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} |
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else |
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{ |
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StartCoroutine(WaitUntilFinished(options.fadeDuration)); |
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} |
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} |
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/// <summary> |
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/// Makes sure all options are set correctly so it won't break whatever command it's sent to |
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/// </summary> |
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/// <param name="options"></param> |
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/// <returns></returns> |
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protected virtual PortraitOptions CleanPortraitOptions(PortraitOptions options) |
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{ |
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// Use default stage settings |
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if (options.useDefaultSettings) |
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{ |
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options.fadeDuration = stage.FadeDuration; |
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options.moveDuration = stage.MoveDuration; |
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options.shiftOffset = stage.ShiftOffset; |
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} |
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// if no previous portrait, use default portrait |
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if (options.character.State.portrait == null) |
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{ |
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options.character.State.portrait = options.character.ProfileSprite; |
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} |
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// Selected "use previous portrait" |
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if (options.portrait == null) |
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{ |
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options.portrait = options.character.State.portrait; |
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} |
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// if no previous position, use default position |
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if (options.character.State.position == null) |
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{ |
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options.character.State.position = stage.DefaultPosition.rectTransform; |
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} |
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// Selected "use previous position" |
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if (options.toPosition == null) |
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{ |
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options.toPosition = options.character.State.position; |
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} |
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if (options.replacedCharacter != null) |
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{ |
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// if no previous position, use default position |
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if (options.replacedCharacter.State.position == null) |
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{ |
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options.replacedCharacter.State.position = stage.DefaultPosition.rectTransform; |
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} |
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} |
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// If swapping, use replaced character's position |
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if (options.display == DisplayType.Replace) |
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{ |
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options.toPosition = options.replacedCharacter.State.position; |
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} |
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// Selected "use previous position" |
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if (options.fromPosition == null) |
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{ |
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options.fromPosition = options.character.State.position; |
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} |
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// if portrait not moving, use from position is same as to position |
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if (!options.move) |
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{ |
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options.fromPosition = options.toPosition; |
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} |
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if (options.display == DisplayType.Hide) |
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{ |
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options.fromPosition = options.character.State.position; |
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} |
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// if no previous facing direction, use default facing direction |
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if (options.character.State.facing == FacingDirection.None) |
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{ |
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options.character.State.facing = options.character.PortraitsFace; |
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} |
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// Selected "use previous facing direction" |
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if (options.facing == FacingDirection.None) |
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{ |
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options.facing = options.character.State.facing; |
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} |
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if (options.character.State.portraitImage == null) |
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{ |
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CreatePortraitObject(options.character, options.fadeDuration); |
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} |
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return options; |
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} |
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/// <summary> |
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/// Creates and sets the portrait image for a character |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="fadeDuration"></param> |
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protected virtual void CreatePortraitObject(Character character, float fadeDuration) |
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{ |
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// Create a new portrait object |
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GameObject portraitObj = new GameObject(character.name, |
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typeof(RectTransform), |
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typeof(CanvasRenderer), |
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typeof(Image)); |
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// Set it to be a child of the stage |
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portraitObj.transform.SetParent(stage.PortraitCanvas.transform, true); |
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// Configure the portrait image |
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Image portraitImage = portraitObj.GetComponent<Image>(); |
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portraitImage.preserveAspect = true; |
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portraitImage.overrideSprite = character.ProfileSprite; |
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portraitImage.color = new Color(1f, 1f, 1f, 0f); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon; |
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// Fade in character image (first time) |
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LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false); |
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// Tell character about portrait image |
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character.State.portraitImage = portraitImage; |
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} |
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protected virtual IEnumerator WaitUntilFinished(float duration, Action onComplete = null) |
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{ |
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// Wait until the timer has expired |
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// Any method can modify this timer variable to delay continuing. |
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waitTimer = duration; |
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while (waitTimer > 0f) |
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{ |
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waitTimer -= Time.deltaTime; |
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yield return null; |
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} |
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// Wait until next frame just to be safe |
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yield return new WaitForEndOfFrame(); |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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} |
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protected virtual void SetupPortrait(PortraitOptions options) |
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{ |
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SetRectTransform(options.character.State.portraitImage.rectTransform, options.fromPosition); |
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if (options.character.State.facing != options.character.PortraitsFace) |
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{ |
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f); |
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} |
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else |
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{ |
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f); |
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} |
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if (options.facing != options.character.PortraitsFace) |
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{ |
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f); |
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} |
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else |
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{ |
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options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f); |
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} |
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} |
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protected virtual void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.fromPosition = fromPosition; |
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options.toPosition = toPosition; |
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options.moveDuration = moveDuration; |
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options.waitUntilFinished = waitUntilFinished; |
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DoMoveTween(options); |
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} |
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protected virtual void DoMoveTween(PortraitOptions options) |
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{ |
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CleanPortraitOptions(options); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon; |
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// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position |
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LeanTween.move(options.character.State.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.FadeEaseType); |
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if (options.waitUntilFinished) |
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{ |
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waitTimer = duration; |
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} |
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} |
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#region Public members |
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/// <summary> |
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/// Performs a deep copy of all values from one RectTransform to another. |
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/// </summary> |
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public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform) |
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{ |
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oldRectTransform.eulerAngles = newRectTransform.eulerAngles; |
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oldRectTransform.position = newRectTransform.position; |
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oldRectTransform.rotation = newRectTransform.rotation; |
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oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition; |
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oldRectTransform.sizeDelta = newRectTransform.sizeDelta; |
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oldRectTransform.anchorMax = newRectTransform.anchorMax; |
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oldRectTransform.anchorMin = newRectTransform.anchorMin; |
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oldRectTransform.pivot = newRectTransform.pivot; |
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oldRectTransform.localScale = newRectTransform.localScale; |
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} |
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/// <summary> |
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/// Using all portrait options available, run any portrait command. |
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/// </summary> |
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/// <param name="options">Portrait Options</param> |
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/// <param name="onComplete">The function that will run once the portrait command finishes</param> |
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public virtual void RunPortraitCommand(PortraitOptions options, Action onComplete) |
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{ |
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waitTimer = 0f; |
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// If no character specified, do nothing |
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if (options.character == null) |
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{ |
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onComplete(); |
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return; |
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} |
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// If Replace and no replaced character specified, do nothing |
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if (options.display == DisplayType.Replace && options.replacedCharacter == null) |
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{ |
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onComplete(); |
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return; |
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} |
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// Early out if hiding a character that's already hidden |
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if (options.display == DisplayType.Hide && |
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!options.character.State.onScreen) |
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{ |
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onComplete(); |
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return; |
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} |
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options = CleanPortraitOptions(options); |
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options.onComplete = onComplete; |
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switch (options.display) |
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{ |
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case (DisplayType.Show): |
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Show(options); |
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break; |
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case (DisplayType.Hide): |
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Hide(options); |
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break; |
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case (DisplayType.Replace): |
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Show(options); |
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Hide(options.replacedCharacter, options.replacedCharacter.State.position.name); |
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break; |
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case (DisplayType.MoveToFront): |
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MoveToFront(options); |
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break; |
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} |
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} |
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/// <summary> |
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/// Moves Character in front of other characters on stage |
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/// </summary> |
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public virtual void MoveToFront(Character character) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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MoveToFront(CleanPortraitOptions(options)); |
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} |
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/// <summary> |
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/// Moves Character in front of other characters on stage |
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/// </summary> |
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public virtual void MoveToFront(PortraitOptions options) |
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{ |
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options.character.State.portraitImage.transform.SetSiblingIndex(options.character.State.portraitImage.transform.parent.childCount); |
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options.character.State.display = DisplayType.MoveToFront; |
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FinishCommand(options); |
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} |
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/// <summary> |
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/// Shows character at a named position in the stage |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="position">Named position on stage</param> |
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public virtual void Show(Character character, string position) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.fromPosition = options.toPosition = stage.GetPosition(position); |
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Show(options); |
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} |
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/// <summary> |
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/// Shows character moving from a position to a position |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="portrait"></param> |
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/// <param name="fromPosition">Where the character will appear</param> |
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/// <param name="toPosition">Where the character will move to</param> |
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public virtual void Show(Character character, string portrait, string fromPosition, string toPosition) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.portrait = character.GetPortrait(portrait); |
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options.fromPosition = stage.GetPosition(fromPosition); |
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options.toPosition = stage.GetPosition(toPosition); |
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options.move = true; |
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Show(options); |
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} |
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/// <summary> |
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/// From lua, you can pass an options table with named arguments |
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/// example: |
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/// stage.show{character=jill, portrait="happy", fromPosition="right", toPosition="left"} |
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/// Any option available in the PortraitOptions is available from Lua |
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/// </summary> |
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/// <param name="optionsTable">Moonsharp Table</param> |
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public virtual void Show(Table optionsTable) |
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{ |
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Show(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage)); |
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} |
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/// <summary> |
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/// Show portrait with the supplied portrait options |
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/// </summary> |
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/// <param name="options"></param> |
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public virtual void Show(PortraitOptions options) |
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{ |
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options = CleanPortraitOptions(options); |
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if (options.shiftIntoPlace) |
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{ |
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options.fromPosition = Instantiate(options.toPosition) as RectTransform; |
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if (options.offset == PositionOffset.OffsetLeft) |
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{ |
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options.fromPosition.anchoredPosition = |
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new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x), |
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options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y)); |
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} |
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else if (options.offset == PositionOffset.OffsetRight) |
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{ |
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options.fromPosition.anchoredPosition = |
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new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x), |
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options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y)); |
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} |
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else |
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{ |
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options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y); |
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} |
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} |
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SetupPortrait(options); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon; |
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// Fade out a duplicate of the existing portrait image |
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if (options.character.State.portraitImage != null && options.character.State.portraitImage.overrideSprite != null) |
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{ |
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GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject); |
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//Fix for white box issue introduced by unity UI circa 2019.1 |
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for (int i = 0; i < tempGO.transform.childCount; i++) |
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{ |
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DestroyImmediate(tempGO.transform.GetChild(i).gameObject); |
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} |
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tempGO.transform.SetParent(options.character.State.portraitImage.transform, false); |
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tempGO.transform.localPosition = Vector3.zero; |
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tempGO.transform.localScale = options.character.State.position.localScale; |
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Image tempImage = tempGO.GetComponent<Image>(); |
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tempImage.overrideSprite = options.character.State.portraitImage.overrideSprite; |
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tempImage.preserveAspect = true; |
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tempImage.color = options.character.State.portraitImage.color; |
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LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => { |
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Destroy(tempGO); |
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}).setRecursive(false); |
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} |
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// Fade in the new sprite image |
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if (options.character.State.portraitImage.overrideSprite != options.portrait || |
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options.character.State.portraitImage.color.a < 1f) |
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{ |
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options.character.State.portraitImage.overrideSprite = options.portrait; |
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options.character.State.portraitImage.color = new Color(1f, 1f, 1f, 0f); |
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LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false); |
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} |
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DoMoveTween(options); |
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FinishCommand(options); |
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if (!stage.CharactersOnStage.Contains(options.character)) |
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{ |
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stage.CharactersOnStage.Add(options.character); |
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} |
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// Update character state after showing |
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options.character.State.onScreen = true; |
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options.character.State.display = DisplayType.Show; |
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options.character.State.portrait = options.portrait; |
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options.character.State.facing = options.facing; |
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options.character.State.position = options.toPosition; |
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} |
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/// <summary> |
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/// Simple show command that shows the character with an available named portrait |
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/// </summary> |
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/// <param name="character">Character to show</param> |
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/// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param> |
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public virtual void ShowPortrait(Character character, string portrait) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.portrait = character.GetPortrait(portrait); |
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|
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if (character.State.position == null) |
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{ |
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options.toPosition = options.fromPosition = stage.GetPosition("middle"); |
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} |
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else |
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{ |
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options.fromPosition = options.toPosition = character.State.position; |
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} |
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Show(options); |
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} |
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/// <summary> |
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/// Simple character hide command |
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/// </summary> |
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/// <param name="character">Character to hide</param> |
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public virtual void Hide(Character character) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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Hide(options); |
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} |
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/// <summary> |
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/// Move the character to a position then hide it |
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/// </summary> |
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/// <param name="character">Character to hide</param> |
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/// <param name="toPosition">Where the character will disapear to</param> |
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public virtual void Hide(Character character, string toPosition) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.toPosition = stage.GetPosition(toPosition); |
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options.move = true; |
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Hide(options); |
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} |
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|
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/// <summary> |
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/// From lua, you can pass an options table with named arguments |
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/// example: |
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/// stage.hide{character=jill, toPosition="left"} |
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/// Any option available in the PortraitOptions is available from Lua |
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/// </summary> |
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/// <param name="optionsTable">Moonsharp Table</param> |
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public virtual void Hide(Table optionsTable) |
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{ |
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Hide(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage)); |
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} |
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/// <summary> |
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/// Hide portrait with provided options |
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/// </summary> |
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public virtual void Hide(PortraitOptions options) |
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{ |
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CleanPortraitOptions(options); |
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if (options.character.State.display == DisplayType.None) |
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{ |
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return; |
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} |
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SetupPortrait(options); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon; |
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LeanTween.alpha(options.character.State.portraitImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setRecursive(false); |
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DoMoveTween(options); |
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stage.CharactersOnStage.Remove(options.character); |
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//update character state after hiding |
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options.character.State.onScreen = false; |
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options.character.State.portrait = options.portrait; |
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options.character.State.facing = options.facing; |
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options.character.State.position = options.toPosition; |
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options.character.State.display = DisplayType.Hide; |
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FinishCommand(options); |
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} |
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|
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/// <summary> |
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/// Sets the dimmed state of a character on the stage. |
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/// </summary> |
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public virtual void SetDimmed(Character character, bool dimmedState) |
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{ |
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if (character.State.dimmed == dimmedState) |
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{ |
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return; |
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} |
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|
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character.State.dimmed = dimmedState; |
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|
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Color targetColor = dimmedState ? stage.DimColor : Color.white; |
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|
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// LeanTween doesn't handle 0 duration properly |
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float duration = (stage.FadeDuration > 0f) ? stage.FadeDuration : float.Epsilon; |
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|
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LeanTween.color(character.State.portraitImage.rectTransform, targetColor, duration).setEase(stage.FadeEaseType).setRecursive(false); |
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} |
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|
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#endregion |
|
} |
|
}
|
|
|