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;
using System.Collections.Generic;
namespace Fungus
{
// A rectangular screen area for rendering story text.
// Rooms may contain any number of Pages.
// If a Page is a child of a View, then transitiong to that View will automatically activate the Page.
[ExecuteInEditMode]
public class Page : MonoBehaviour
{
public Bounds pageBounds = new Bounds(Vector3.zero, new Vector3(0.25f, 0.25f, 0f));
// The font size for title, say and option text is calculated by multiplying the screen height
// by the corresponding font scale. Text appears the same size across all device resolutions.
public float titleFontScale = 1f / 20f;
public float sayFontScale = 1f / 25f;
public float optionFontScale = 1f / 25f;
public GUIStyle titleStyle;
public GUIStyle sayStyle;
public GUIStyle optionStyle;
public GUIStyle boxStyle;
string titleText = "";
string originalStoryText = "";
string displayedStoryText = "";
Action deferredAction;
public enum Mode
{
Idle,
Say,
Choose
};
Mode mode = Mode.Idle;
class Option
{
public string optionText;
public Action optionAction;
public Option(string _optionText, Action _optionAction)
{
optionText = _optionText;
optionAction = _optionAction;
}
}
List<Option> options = new List<Option>();
public void SetTitle(string _titleText)
{
titleText = _titleText;
}
public void Say(string sayText, Action sayAction)
{
mode = Mode.Say;
StringTable stringTable = Game.GetInstance().stringTable;
string subbedText = stringTable.SubstituteStrings(sayText);
WriteStory(subbedText, sayAction);
}
public void AddOption(string optionText, Action optionAction)
{
StringTable stringTable = Game.GetInstance().stringTable;
string subbedText = stringTable.FormatLinkText(stringTable.SubstituteStrings(optionText));
options.Add(new Option(subbedText, optionAction));
}
public void Choose(string _chooseText)
{
mode = Mode.Choose;
StringTable stringTable = Game.GetInstance().stringTable;
string subbedText = stringTable.SubstituteStrings(_chooseText);
WriteStory(subbedText, null);
}
void WriteStory(string storyText, Action writeAction)
{
originalStoryText = storyText;
// Add continue option
if (writeAction != null)
{
options.Clear();
options.Add(new Option(Game.GetInstance().continueText, writeAction));
}
// Hack to avoid displaying partial color tag text
if (storyText.Contains("<"))
{
displayedStoryText = storyText;
}
else
{
// Use a coroutine to write the text out over time
StartCoroutine(WriteStoryInternal());
}
}
IEnumerator WriteStoryInternal()
{
float writeDelay = 1f / (float)Game.GetInstance().charactersPerSecond;
displayedStoryText = "";
while (displayedStoryText.Length < originalStoryText.Length)
{
displayedStoryText += originalStoryText.Substring(displayedStoryText.Length, 1);
yield return new WaitForSeconds(writeDelay);
}
displayedStoryText = originalStoryText;
}
public virtual void OnGUI()
{
if (mode == Mode.Idle)
{
return;
}
Rect pageRect = GetScreenRect();
Rect outerRect = pageRect;
Rect innerRect = CalcInnerRect(outerRect);
// Calculate height of each section
float titleHeight = CalcTitleHeight(innerRect.width);
float storyHeight = CalcStoryHeight(innerRect.width);
float optionsHeight = CalcOptionsHeight(innerRect.width);
float contentHeight = titleHeight + storyHeight + optionsHeight;
// Adjust inner and outer rect to center around original page middle
outerRect.height = contentHeight + (boxStyle.padding.top + boxStyle.padding.bottom);
outerRect.y = pageRect.center.y - outerRect.height / 2;
innerRect = CalcInnerRect(outerRect);
// Override the font size to compensate for varying device resolution
// Font size is calculated as a fraction of the current screen height
titleStyle.fontSize = Mathf.RoundToInt((float)Screen.height * titleFontScale);
sayStyle.fontSize = Mathf.RoundToInt((float)Screen.height * sayFontScale);
optionStyle.fontSize = Mathf.RoundToInt((float)Screen.height * optionFontScale);
// Draw box
Rect boxRect = outerRect;
boxRect.height = contentHeight + (boxStyle.padding.top + boxStyle.padding.bottom);
GUI.Box(boxRect, "", boxStyle);
// Draw title label
Rect titleRect = innerRect;
titleRect.height = titleHeight;
GUI.Label(titleRect, titleText, titleStyle);
// Draw say label
Rect storyRect = innerRect;
storyRect.y += titleHeight;
storyRect.height = storyHeight;
GUI.Label(storyRect, displayedStoryText, sayStyle);
// Draw option buttons
bool finishedWriting = (displayedStoryText.Length == originalStoryText.Length);
if (finishedWriting)
{
Rect buttonRect = innerRect;
buttonRect.y += titleHeight + storyHeight;
foreach (Option option in options)
{
GUIContent buttonContent = new GUIContent(option.optionText);
buttonRect.height = optionStyle.CalcHeight(buttonContent, innerRect.width);
if (GUI.Button(buttonRect, buttonContent, optionStyle))
{
if (option.optionAction != null)
{
// We can't execute the option action yet because OnGUI
// may be called multiple times during a frame, and it's
// not permitted to modify GUI elements within a frame.
// We defer executing the action until OnGUI has completed.
deferredAction = option.optionAction;
break;
}
}
buttonRect.y += buttonRect.height;
}
}
if (Event.current.type == EventType.Repaint)
{
if (deferredAction != null)
{
Action tempAction = deferredAction;
options.Clear();
displayedStoryText = "";
originalStoryText = "";
deferredAction = null;
if (mode == Mode.Choose)
{
// Reset to idle, but calling action may set this again
mode = Mode.Idle;
CommandQueue commandQueue = Game.GetInstance().commandQueue;
commandQueue.CallCommandMethod(tempAction);
}
else if (mode == Mode.Say)
{
// Reset to idle, but calling action may set this again
mode = Mode.Idle;
// Execute next command
tempAction();
}
}
}
}
float CalcTitleHeight(float boxWidth)
{
if (mode == Mode.Idle ||
titleText.Length == 0)
{
return 0;
}
GUIContent titleContent = new GUIContent(titleText);
return titleStyle.CalcHeight(titleContent, boxWidth);
}
float CalcStoryHeight(float boxWidth)
{
if (mode == Mode.Idle ||
originalStoryText.Length == 0)
{
return 0;
}
GUIContent storyContent = new GUIContent(originalStoryText + "\n");
return sayStyle.CalcHeight(storyContent, boxWidth);
}
float CalcOptionsHeight(float boxWidth)
{
if (mode == Mode.Idle ||
options.Count == 0)
{
return 0;
}
float totalHeight = 0;
foreach (Option option in options)
{
GUIContent optionContent = new GUIContent(option.optionText);
float optionHeight = optionStyle.CalcHeight(optionContent, boxWidth);
totalHeight += optionHeight;
}
return totalHeight;
}
// Returns smaller internal box rect with padding style applied
Rect CalcInnerRect(Rect outerRect)
{
return new Rect(outerRect.x + boxStyle.padding.left,
outerRect.y + boxStyle.padding.top,
outerRect.width - (boxStyle.padding.left + boxStyle.padding.right),
outerRect.height - (boxStyle.padding.top + boxStyle.padding.bottom));
}
Rect GetScreenRect()
{
// Y decreases up the screen in GUI space, so top left is rect origin
Vector3 topLeft = transform.position + pageBounds.center;
topLeft.x -= pageBounds.extents.x;
topLeft.y += pageBounds.extents.y;
Vector3 bottomRight = transform.position + pageBounds.center;
bottomRight.x += pageBounds.extents.x;
bottomRight.y -= pageBounds.extents.y;
Camera mainCamera = GameObject.FindGameObjectWithTag("MainCamera").camera;
Vector2 tl = mainCamera.WorldToScreenPoint(topLeft);
Vector2 br = mainCamera.WorldToScreenPoint(bottomRight);
return new Rect(tl.x, Screen.height - tl.y, br.x - tl.x, tl.y - br.y);
}
}
}