You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
202 lines
5.0 KiB
202 lines
5.0 KiB
using UnityEngine; |
|
using System.Collections; |
|
using System.Collections.Generic; |
|
using System.Linq; |
|
using System; |
|
using System.Runtime.Serialization.Formatters.Binary; |
|
using System.IO; |
|
|
|
/** |
|
* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games. |
|
*/ |
|
namespace Fungus |
|
{ |
|
/** |
|
* Manages global game state and movement between rooms. |
|
*/ |
|
[RequireComponent(typeof(Dialog))] |
|
[RequireComponent(typeof(CommandQueue))] |
|
[RequireComponent(typeof(CameraController))] |
|
[RequireComponent(typeof(PageController))] |
|
public class Game : GameController |
|
{ |
|
/** |
|
* The currently active Room. |
|
* Only one Room may be active at a time. |
|
*/ |
|
public Room activeRoom; |
|
|
|
/** |
|
* Automatically display links between connected Rooms. |
|
*/ |
|
public bool showLinks = true; |
|
|
|
/** |
|
* Time for fade transition to complete when moving to a different Room. |
|
*/ |
|
public float roomFadeDuration = 1f; |
|
|
|
/** |
|
* Time for fade transition to complete when hiding/showing buttons. |
|
*/ |
|
public float buttonFadeDuration = 0.25f; |
|
|
|
/** |
|
* Time which must elapse before buttons will automatically hide. |
|
*/ |
|
public float autoHideButtonDuration = 5f; |
|
|
|
/** |
|
* Currently active Dialog object used to display character text and menus. |
|
*/ |
|
public Dialog dialog; |
|
|
|
/** |
|
* Loading image displayed when loading a scene using MoveToScene() |
|
*/ |
|
public Texture2D loadingImage; |
|
|
|
[HideInInspector] |
|
public CommandQueue commandQueue; |
|
|
|
[HideInInspector] |
|
public CameraController cameraController; |
|
|
|
[HideInInspector] |
|
public PageController pageController; |
|
|
|
/** |
|
* True when executing a Wait() or WaitForTap() command |
|
*/ |
|
[HideInInspector] |
|
public bool waiting; |
|
|
|
float autoHideButtonTimer; |
|
|
|
static Game instance; |
|
|
|
/** |
|
* Returns the singleton instance for the Game class |
|
*/ |
|
public static Game GetInstance() |
|
{ |
|
if (!instance) |
|
{ |
|
instance = GameObject.FindObjectOfType(typeof(Game)) as Game; |
|
if (!instance) |
|
{ |
|
Debug.LogError("There must be one active Game object in your scene."); |
|
} |
|
} |
|
|
|
return instance; |
|
} |
|
|
|
public virtual void Start() |
|
{ |
|
// Acquire references to required components |
|
|
|
commandQueue = gameObject.GetComponent<CommandQueue>(); |
|
cameraController = gameObject.GetComponent<CameraController>(); |
|
pageController = gameObject.GetComponent<PageController>(); |
|
|
|
// Auto-hide buttons should be visible at start of game |
|
autoHideButtonTimer = autoHideButtonDuration; |
|
|
|
if (activeRoom == null) |
|
{ |
|
// Pick first room found if none is specified |
|
activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room; |
|
} |
|
|
|
if (activeRoom != null) |
|
{ |
|
// Move to the active room |
|
commandQueue.Clear(); |
|
commandQueue.AddCommand(new Command.MoveToRoom(activeRoom)); |
|
commandQueue.Execute(); |
|
} |
|
} |
|
|
|
public virtual void Update() |
|
{ |
|
autoHideButtonTimer -= Time.deltaTime; |
|
autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f); |
|
|
|
if (Input.GetMouseButtonDown(0)) |
|
{ |
|
autoHideButtonTimer = autoHideButtonDuration; |
|
} |
|
} |
|
|
|
public IDialog GetDialog() |
|
{ |
|
if (dialog != null) |
|
{ |
|
return dialog as IDialog; |
|
} |
|
|
|
return pageController as IDialog; |
|
} |
|
|
|
/** |
|
* Returns true if the game should display 'auto hide' buttons. |
|
* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress. |
|
*/ |
|
public bool GetShowAutoButtons() |
|
{ |
|
if (waiting) |
|
{ |
|
return false; |
|
} |
|
|
|
IDialog dialog = GetDialog(); |
|
|
|
if (dialog == null || |
|
dialog.GetDialogMode() == DialogMode.Idle) |
|
{ |
|
return (autoHideButtonTimer > 0f); |
|
} |
|
|
|
return false; |
|
} |
|
|
|
/** |
|
* Loads a new scene and displays an optional loading image. |
|
* This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage. |
|
* All previously loaded assets (including textures and audio) will be released. |
|
* @param sceneName The filename of the scene to load. |
|
* @param saveGame Automatically save the current game state as a checkpoint. |
|
*/ |
|
public void LoadScene(string sceneName, bool saveGame) |
|
{ |
|
SceneLoader.LoadScene(sceneName, loadingImage, saveGame); |
|
} |
|
|
|
/** |
|
* Save the current game variables to persistant storage using a save game name. |
|
* Stores the currently loaded scene name so that Game.LoadGame() can automatically move to the appropriate scene. |
|
*/ |
|
public void SaveGame(string saveName = "_fungus") |
|
{ |
|
Variables.SetString("_scene", Application.loadedLevelName); |
|
Variables.Save(saveName); |
|
} |
|
|
|
/** |
|
* Loads the current game state from persistant storage using a save game name. |
|
* This will cause the scene specified in the "_scene" string to be loaded. |
|
* Each scene in your game should contain the necessary code to restore the current game state based on saved data. |
|
* @param saveName The name of the saved game data. |
|
*/ |
|
public void LoadGame(string saveName = "_fungus") |
|
{ |
|
Variables.Load(saveName); |
|
string sceneName = Variables.GetString("_scene"); |
|
if (sceneName.Length > 0) |
|
{ |
|
MoveToScene(sceneName); |
|
} |
|
} |
|
} |
|
} |