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757 lines
16 KiB
757 lines
16 KiB
using UnityEngine; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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namespace Fungus |
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{ |
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/** |
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* Command classes have their own namespace to prevent them popping up in code completion |
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*/ |
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namespace Command |
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{ |
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/** |
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* Call a delegate method on execution. |
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* This command can be used to schedule arbitrary script code. |
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*/ |
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public class CallCommand : CommandQueue.Command |
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{ |
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Action callAction; |
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public CallCommand(Action _callAction) |
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{ |
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if (_callAction == null) |
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{ |
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Debug.LogError("Action must not be null."); |
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return; |
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} |
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callAction = _callAction; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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if (callAction != null) |
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{ |
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callAction(); |
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} |
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// Execute next command |
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onComplete(); |
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} |
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} |
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/** |
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* Wait for a period of time. |
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*/ |
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public class WaitCommand : CommandQueue.Command |
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{ |
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float duration; |
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public WaitCommand(float _duration) |
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{ |
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duration = _duration; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game.GetInstance().waiting = true; |
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commandQueue.StartCoroutine(WaitCoroutine(duration, onComplete)); |
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} |
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IEnumerator WaitCoroutine(float duration, Action onComplete) |
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{ |
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yield return new WaitForSeconds(duration); |
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if (onComplete != null) |
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{ |
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Game.GetInstance().waiting = false; |
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onComplete(); |
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} |
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} |
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} |
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/** |
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* Wait for a player tap/click/key press |
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*/ |
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public class WaitForInputCommand : CommandQueue.Command |
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{ |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game.GetInstance().waiting = true; |
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commandQueue.StartCoroutine(WaitCoroutine(onComplete)); |
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} |
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IEnumerator WaitCoroutine(Action onComplete) |
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{ |
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while (true) |
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{ |
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if (Input.GetMouseButtonDown(0) || Input.anyKeyDown) |
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{ |
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break; |
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} |
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yield return null; |
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} |
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if (onComplete != null) |
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{ |
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Game.GetInstance().waiting = false; |
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onComplete(); |
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} |
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} |
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} |
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/** |
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* Sets the currently active view immediately. |
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* The main camera snaps to the active view. |
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*/ |
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public class SetViewCommand : CommandQueue.Command |
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{ |
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View view; |
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public SetViewCommand(View _view) |
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{ |
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if (_view == null) |
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{ |
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Debug.LogError("View must not be null"); |
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} |
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view = _view; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.cameraController.SnapToView(view); |
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game.activeView = view; |
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// Set the first page component found (if any) as the active page |
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Page page = view.gameObject.GetComponentInChildren<Page>(); |
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if (page != null) |
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{ |
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Game.GetInstance().activePage = page; |
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} |
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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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} |
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/** |
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* Sets the currently active page for text rendering. |
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*/ |
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public class SetPageCommand : CommandQueue.Command |
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{ |
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Page page; |
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public SetPageCommand(Page _page) |
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{ |
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page = _page; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game.GetInstance().activePage = page; |
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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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} |
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/** |
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* Sets the currently active Page Style for rendering Pages. |
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*/ |
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public class SetPageStyleCommand : CommandQueue.Command |
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{ |
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PageStyle pageStyle; |
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public SetPageStyleCommand(PageStyle _pageStyle) |
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{ |
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pageStyle = _pageStyle; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game.GetInstance().activePageStyle = pageStyle; |
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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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} |
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/** |
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* Sets the header text displayed at the top of the active page. |
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*/ |
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public class HeaderCommand : CommandQueue.Command |
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{ |
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string titleText; |
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public HeaderCommand(string _titleText) |
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{ |
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titleText = _titleText; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Page page = Game.GetInstance().activePage; |
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if (page == null) |
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{ |
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Debug.LogError("Active page must not be null"); |
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} |
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else |
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{ |
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page.SetHeader(titleText); |
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} |
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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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} |
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/** |
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* Sets the footer text displayed at the top of the active page. |
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*/ |
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public class FooterCommand : CommandQueue.Command |
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{ |
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string titleText; |
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public FooterCommand(string _titleText) |
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{ |
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titleText = _titleText; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Page page = Game.GetInstance().activePage; |
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if (page == null) |
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{ |
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Debug.LogError("Active page must not be null"); |
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} |
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else |
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{ |
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page.SetFooter(titleText); |
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} |
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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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} |
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/** |
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* Writes story text to the currently active page. |
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* A 'continue' button is displayed when the text has fully appeared. |
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*/ |
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public class SayCommand : CommandQueue.Command |
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{ |
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string storyText; |
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public SayCommand(string _storyText) |
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{ |
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storyText = _storyText; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Page page = Game.GetInstance().activePage; |
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if (page == null) |
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{ |
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Debug.LogError("Active page must not be null"); |
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} |
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else |
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{ |
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page.Say(storyText, onComplete); |
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} |
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} |
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} |
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/** |
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* Adds an option button to the current list of options. |
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* Use the Choose command to display added options. |
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*/ |
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public class AddOptionCommand : CommandQueue.Command |
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{ |
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string optionText; |
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Action optionAction; |
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public AddOptionCommand(string _optionText, Action _optionAction) |
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{ |
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optionText = _optionText; |
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optionAction = _optionAction; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Page page = Game.GetInstance().activePage; |
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if (page == null) |
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{ |
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Debug.LogError("Active page must not be null"); |
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} |
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else |
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{ |
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page.AddOption(optionText, optionAction); |
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} |
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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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} |
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/** |
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* Displays all previously added options. |
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*/ |
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public class ChooseCommand : CommandQueue.Command |
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{ |
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string chooseText; |
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public ChooseCommand(string _chooseText) |
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{ |
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chooseText = _chooseText; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Page page = Game.GetInstance().activePage; |
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if (page == null) |
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{ |
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Debug.LogError("Active page must not be null"); |
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} |
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else |
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{ |
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page.Choose(chooseText); |
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} |
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// Choose always clears commandQueue, so no need to call onComplete() |
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} |
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} |
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/** |
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* Changes the active room to a different room |
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*/ |
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public class MoveToRoomCommand : CommandQueue.Command |
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{ |
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Room room; |
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public MoveToRoomCommand(Room _room) |
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{ |
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if (_room == null) |
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{ |
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Debug.LogError("Room must not be null."); |
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return; |
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} |
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room = _room; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.waiting = true; |
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// Fade out screen |
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game.cameraController.Fade(0f, game.roomFadeDuration / 2f, delegate { |
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game.activeRoom = room; |
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// Notify room script that the Room is being entered |
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// Calling private method on Room to hide implementation |
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game.activeRoom.gameObject.SendMessage("Enter"); |
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// Fade in screen |
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game.cameraController.Fade(1f, game.roomFadeDuration / 2f, delegate { |
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game.waiting = false; |
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}); |
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}); |
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// MoveToRoom always resets the command queue so no need to call onComplete |
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} |
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} |
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/** |
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* Sets a globally accessible game value |
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*/ |
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public class SetValueCommand : CommandQueue.Command |
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{ |
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string key; |
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int value; |
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public SetValueCommand(string _key, int _value) |
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{ |
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key = _key; |
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value = _value; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game.GetInstance().SetGameValue(key, value); |
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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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} |
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/** |
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* Fades a sprite to a given alpha value over a period of time |
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*/ |
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public class FadeSpriteCommand : CommandQueue.Command |
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{ |
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SpriteRenderer spriteRenderer; |
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Color targetColor; |
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float fadeDuration; |
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Vector2 slideOffset = Vector2.zero; |
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public FadeSpriteCommand(SpriteRenderer _spriteRenderer, |
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Color _targetColor, |
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float _fadeDuration, |
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Vector2 _slideOffset) |
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{ |
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if (_spriteRenderer == null) |
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{ |
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Debug.LogError("Sprite renderer must not be null."); |
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return; |
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} |
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spriteRenderer = _spriteRenderer; |
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targetColor = _targetColor; |
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fadeDuration = _fadeDuration; |
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slideOffset = _slideOffset; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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SpriteFader.FadeSprite(spriteRenderer, targetColor, fadeDuration, slideOffset); |
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// Fade is asynchronous, but command completes immediately. |
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// If you need to wait for the fade to complete, just use an additional Wait() command |
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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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} |
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/** |
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* Sets an animator trigger to change the animator state for an animated sprite |
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*/ |
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public class SetAnimatorTriggerCommand : CommandQueue.Command |
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{ |
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Animator animator; |
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string triggerName; |
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public SetAnimatorTriggerCommand(Animator _animator, |
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string _triggerName) |
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{ |
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if (_animator == null) |
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{ |
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Debug.LogError("Animator must not be null."); |
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return; |
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} |
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animator = _animator; |
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triggerName = _triggerName; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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animator.SetTrigger(triggerName); |
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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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} |
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/** |
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* Display a button and set the method to be called when player clicks. |
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*/ |
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public class ShowButtonCommand : CommandQueue.Command |
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{ |
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Button button; |
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bool visible; |
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Action buttonAction; |
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public ShowButtonCommand(Button _button, |
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bool _visible, |
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Action _buttonAction) |
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{ |
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if (_button == null) |
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{ |
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Debug.LogError("Button must not be null."); |
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return; |
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} |
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button = _button; |
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visible = _visible; |
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buttonAction = _buttonAction; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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button.Show(visible, buttonAction); |
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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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} |
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/** |
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* Pans the camera to a view over a period of time. |
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*/ |
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public class PanToViewCommand : CommandQueue.Command |
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{ |
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View view; |
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float duration; |
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public PanToViewCommand(View _view, |
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float _duration) |
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{ |
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if (_view == null) |
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{ |
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Debug.LogError("View must not be null."); |
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return; |
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} |
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view = _view; |
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duration = _duration; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.waiting = true; |
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game.cameraController.PanToView(view, duration, delegate { |
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game.activeView = view; |
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game.waiting = false; |
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// Try to find a page that is a child of the active view. |
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// If there are multiple child pages then it is the client's responsibility |
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// to set the correct active page in the room script. |
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Page defaultPage = view.gameObject.GetComponentInChildren<Page>(); |
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if (defaultPage) |
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{ |
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game.activePage = defaultPage; |
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} |
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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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} |
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} |
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/** |
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* Pans the camera through a sequence of views over a period of time. |
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*/ |
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public class PanToPathCommand : CommandQueue.Command |
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{ |
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View[] views; |
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float duration; |
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public PanToPathCommand(View[] _views, |
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float _duration) |
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{ |
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if (_views.Length == 0) |
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{ |
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Debug.LogError("View list must not be empty."); |
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return; |
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} |
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views = _views; |
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duration = _duration; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.waiting = true; |
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game.cameraController.PanToPath(views, duration, delegate { |
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if (views.Length > 0) |
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{ |
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game.activeView = views[views.Length - 1]; |
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game.waiting = false; |
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// Try to find a page that is a child of the active view. |
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// If there are multiple child pages then it is the client's responsibility |
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// to set the correct active page in the room script. |
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Page defaultPage = game.activeView.gameObject.GetComponentInChildren<Page>(); |
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if (defaultPage) |
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{ |
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game.activePage = defaultPage; |
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} |
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} |
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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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} |
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} |
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/** |
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* Fades the camera to a view over a period of time. |
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*/ |
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public class FadeToViewCommand : CommandQueue.Command |
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{ |
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View view; |
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float duration; |
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public FadeToViewCommand(View _view, |
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float _duration) |
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{ |
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if (_view == null) |
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{ |
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Debug.LogError("View must not be null."); |
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return; |
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} |
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view = _view; |
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duration = _duration; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.waiting = true; |
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game.cameraController.FadeToView(view, duration, delegate { |
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game.activeView = view; |
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game.waiting = false; |
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// Try to find a page that is a child of the active view. |
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// If there are multiple child pages then it is the client's responsibility |
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// to set the correct active page in the room script. |
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Page defaultPage = view.gameObject.GetComponentInChildren<Page>(); |
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if (defaultPage) |
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{ |
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game.activePage = defaultPage; |
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} |
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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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} |
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} |
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/** |
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* Plays a music clip |
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*/ |
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public class PlayMusicCommand : CommandQueue.Command |
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{ |
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AudioClip audioClip; |
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public PlayMusicCommand(AudioClip _audioClip) |
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{ |
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if (_audioClip == null) |
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{ |
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Debug.LogError("Audio clip must not be null."); |
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return; |
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} |
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audioClip = _audioClip; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.audio.clip = audioClip; |
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game.audio.Play(); |
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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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} |
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/** |
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* Stops a music clip |
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*/ |
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public class StopMusicCommand : CommandQueue.Command |
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{ |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.audio.Stop(); |
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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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} |
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/** |
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* Fades music volume to required level over a period of time |
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*/ |
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public class SetMusicVolumeCommand : CommandQueue.Command |
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{ |
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float musicVolume; |
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float duration; |
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public SetMusicVolumeCommand(float _musicVolume, float _duration) |
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{ |
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musicVolume = _musicVolume; |
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duration = _duration; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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iTween.AudioTo(game.gameObject, musicVolume, 1f, duration); |
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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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} |
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/** |
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* Plays a sound effect once |
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*/ |
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public class PlaySoundCommand : CommandQueue.Command |
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{ |
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AudioClip audioClip; |
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float volume; |
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public PlaySoundCommand(AudioClip _audioClip, float _volume) |
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{ |
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audioClip = _audioClip; |
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volume = _volume; |
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} |
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public override void Execute(CommandQueue commandQueue, Action onComplete) |
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{ |
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Game game = Game.GetInstance(); |
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game.audio.PlayOneShot(audioClip, volume); |
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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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} |
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} |
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} |