An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{
/**
* This class gives easy access to every scripting command available in Fungus.
*/
public class GameController : MonoBehaviour
{
#region General Methods
/**
* Transitions from the current Room to another Room.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param room The Room to transition to.
*/
public void MoveToRoom(Room room)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new MoveToRoomCommand(room));
}
/**
* Wait for a period of time before executing the next command.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param duration The wait duration in seconds
*/
public void Wait(float duration)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new WaitCommand(duration));
}
/**
* Call a delegate method provided by the client.
* Used to queue the execution of arbitrary code as part of a command sequeunce.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param callAction The Action delegate method to be called when the command executes.
*/
public void Call(Action callAction)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new CallCommand(callAction));
}
#endregion
#region View Methods
/**
* Sets the currently active View immediately.
* The main camera snaps to the new active View. If the View contains a Page object, this Page becomes the active Page.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param view The View object to make active
*/
public void SetView(View view)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetViewCommand(view));
}
/**
* Pans the camera to the target View over a period of time.
* The pan starts at the current camera position and performs a smoothed linear pan to the target View.
* Command execution blocks until the pan completes. When the camera arrives at the target View, this View becomes the active View.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param targetView The View to pan the camera to.
* @param duration The length of time in seconds needed to complete the pan.
*/
public void PanToView(View targetView, float duration)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new PanToViewCommand(targetView, duration));
}
/**
* Pans the camera through a sequence of target Views over a period of time.
* The pan starts at the current camera position and performs a smooth pan through all Views in the list.
* Command execution blocks until the pan completes. When the camera arrives at the last View in the list, this View becomes the active View.
* If more control is required over the camera path then you should instead use an Animator component to precisely control the Camera path.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param duration The length of time in seconds needed to complete the pan.
* @param targetViews A parameter list of views to visit during the pan.
*/
public void PanToPath(float duration, params View[] targetViews)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new PanToPathCommand(targetViews, duration));
}
/**
* Fades out the current camera View, and fades in again using the target View.
* If the target View contains a Page object, this Page becomes the active Page.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param targetView The View object to fade to.
* @param duration The length of time in seconds needed to complete the pan.
*/
public void FadeToView(View targetView, float duration)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new FadeToViewCommand(targetView, duration));
}
#endregion
#region Page Methods
/**
* Sets the currently active Page for story text display.
* Once this command executes, all story text added using Say(), AddOption(), Choose(), etc. will be displayed on this Page.
* When a Room contains multiple Page objects, this method can be used to control which Page object is active at a given time.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param page The Page object to make active
*/
public void SetPage(Page page)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetPageCommand(page));
}
/**
* Sets the currently active style for displaying Pages.
* Once this command executes, all Pages will display using the new style.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param pageStyle The style object to make active
*/
public void SetPageStyle(PageStyle pageStyle)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetPageStyleCommand(pageStyle));
}
/**
* Sets the title text displayed at the top of the active Page.
* The title text is only displayed when there is some story text or options to be shown.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param titleText The text to display as the title of the Page.
*/
public void Title(string titleText)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new TitleCommand(titleText));
}
/**
* Writes story text to the currently active Page.
* A 'continue' button is displayed when the text has fully appeared.
* Command execution halts until the user chooses to continue.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param storyText The text to be written to the currently active Page.
*/
public void Say(string storyText)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SayCommand(storyText));
}
/**
* Adds an option to the current list of player options.
* Use the Choose() method to display previously added options.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param optionText The text to be displayed for this option
* @param optionAction The Action delegate method to be called when the player selects the option
*/
public void AddOption(string optionText, Action optionAction)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new AddOptionCommand(optionText, optionAction));
}
/**
* Display all previously added options as buttons, with no text prompt.
* This method returns immediately but it queues an asynchronous command for later execution.
*/
public void Choose()
{
Choose("");
}
/**
* Displays a story text prompt, followed by all previously added options.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param chooseText The story text to be written above the list of options
*/
public void Choose(string chooseText)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new ChooseCommand(chooseText));
}
#endregion
#region State Methods
/**
* Sets a boolean flag value.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param key The name of the flag
* @param value The boolean value to set the flag to
*/
public void SetFlag(string key, bool value)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetFlagCommand(key, value));
}
/**
* Gets the current state of a flag.
* Flag values are set using SetFlag().
* Returns false if the flag has previously been set to false, or has not yet been set.
* @param key The name of the flag
* @return The boolean state of the flag.
*/
public bool GetFlag(string key)
{
GameState state = Game.GetInstance().state;
return state.GetFlag(key);
}
/**
* Sets an integer counter value.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param key The name of the counter
* @param value The value to set the counter to
*/
public void SetCounter(string key, int value)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetCounterCommand(key, value));
}
/**
* Gets the current value of a counter.
* Counter values are set using SetCounter().
* Returns zero if the counter has not previously been set to a value.
* @param key The name of the counter
* @return The current value of the counter
*/
public int GetCounter(string key)
{
GameState state = Game.GetInstance().state;
return state.GetCounter(key);
}
/**
* Sets an inventory item count to 1.
* This supports the common case where the player can only collect 1 instance of an inventory item.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param key The name of the inventory item
*/
public void SetInventory(string key)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetInventoryCommand(key, 1));
}
/**
* Sets the inventory count for an item.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param key The name of the inventory item
* @param value The inventory count for the item
*/
public void SetInventory(string key, int value)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetInventoryCommand(key, value));
}
/**
* Gets the current inventory count for an item.
* Inventory counts are set using SetInventory().
* Returns zero if the inventory count has not previously been set to a value.
* @param key The name of the inventory item
* @return The current inventory count of the item
*/
public int GetInventory(string key)
{
GameState state = Game.GetInstance().state;
return state.GetInventory(key);
}
/**
* Check if player has an inventory item.
* @param key The name of the inventory item
* @return Returns true if the inventory count for an item is greater than zero
*/
public bool HasInventory(string key)
{
GameState state = Game.GetInstance().state;
return (state.GetInventory(key) > 0);
}
#endregion
#region Sprite Methods
/**
* Makes a sprite completely transparent immediately.
* This changes the alpha component of the sprite renderer color to 0.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be modified
*/
public void HideSprite(SpriteRenderer spriteRenderer)
{
FadeSprite(spriteRenderer, 0, 0, Vector2.zero);
}
/**
* Makes a sprite completely opaque immediately.
* This changes the alpha component of the sprite renderer color to 1.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be modified
*/
public void ShowSprite(SpriteRenderer spriteRenderer)
{
FadeSprite(spriteRenderer, 1, 0, Vector2.zero);
}
/**
* Fades the transparency of a sprite over a period of time.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be modified
* @param targetAlpha The final required transparency value [0..1]
* @param duration The duration of the fade transition in seconds
*/
public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration)
{
FadeSprite(spriteRenderer, targetAlpha, duration, Vector2.zero);
}
/**
* Fades the transparency of a sprite over a period of time, and applies a sliding motion to the sprite's position.
* The sprite starts at a position calculated by adding the current sprite position + the slide offset.
* The sprite then smoothly moves from this starting position to the original position of the sprite.
* Automatically adds a SpriteFader component to the sprite object to perform the transition.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be modified
* @param targetAlpha The final required transparency value [0..1]
* @param duration The duration of the fade transition in seconds
* @param slideOffset Offset to the starting position for the slide effect.
*/
public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration, Vector2 slideOffset)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
Color color = spriteRenderer.color;
color.a = targetAlpha;
commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, duration, slideOffset));
}
/**
* Makes a sprite behave as a clickable button.
* Automatically adds a Button component to the object to respond to player input.
* If no Collider2D already exists on the object, then a BoxCollider2D is automatically added.
* Use RemoveButton() to make a sprite non-clickable again.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be made clickable
* @param buttonAction The Action delegate method to be called when the player clicks on the button
*/
public void AddButton(SpriteRenderer spriteRenderer, Action buttonAction)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction));
}
/**
* Makes a sprite stop behaving as a clickable button.
* Removes the Button component from the sprite object.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param spriteRenderer The sprite to be made non-clickable
*/
public void RemoveButton(SpriteRenderer spriteRenderer)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new RemoveButtonCommand(spriteRenderer));
}
/**
* Sets an animator trigger to change the animation state for an animated sprite.
* This is the primary method of controlling Unity animations from a Fungus command sequence.
* This method returns immediately but it queues an asynchronous command for later execution.
* @param animator The sprite to be made non-clickable
* @param triggerName Name of a trigger parameter in the animator controller
*/
public void SetAnimatorTrigger(Animator animator, string triggerName)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetAnimatorTriggerCommand(animator, triggerName));
}
#endregion
#region Audio Methods
/**
* Plays game music using an audio clip.
* One music clip may be played at a time.
* @param audioClip The music clip to play
*/
public void PlayMusic(AudioClip audioClip)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new PlayMusicCommand(audioClip));
}
/**
* Stops playing game music.
*/
public void StopMusic()
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new StopMusicCommand());
}
/**
* Sets the game music volume immediately.
* @param musicVolume The new music volume value [0..1]
*/
public void SetMusicVolume(float musicVolume)
{
SetMusicVolume(musicVolume, 0f);
}
/**
* Fades the game music volume to required level over a period of time.
* @param musicVolume The new music volume value [0..1]
* @param duration The length of time in seconds needed to complete the volume change.
*/
public void SetMusicVolume(float musicVolume, float duration)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new SetMusicVolumeCommand(musicVolume, duration));
}
/**
* Plays a sound effect once.
* Multiple sound effects can be played at the same time.
* @param audioClip The sound effect clip to play
*/
public void PlaySound(AudioClip audioClip)
{
PlaySound(audioClip, 1f);
}
/**
* Plays a sound effect once, at the specified volume.
* Multiple sound effects can be played at the same time.
* @param audioClip The sound effect clip to play
* @param volume The volume level of the sound effect
*/
public void PlaySound(AudioClip audioClip, float volume)
{
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.AddCommand(new PlaySoundCommand(audioClip, volume));
}
#endregion
}
}