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324 lines
7.7 KiB
324 lines
7.7 KiB
using UnityEngine; |
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using System.Collections; |
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using System.Collections.Generic; |
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/** |
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* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games. |
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*/ |
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namespace Fungus |
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{ |
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/** |
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* Manages global game state and movement between rooms. |
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*/ |
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public class Game : GameController |
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{ |
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/** |
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* The currently active Room. |
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* Only one Room may be active at a time. |
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*/ |
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public Room activeRoom; |
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/** |
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* The style to apply when displaying Pages. |
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*/ |
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public PageStyle activePageStyle; |
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/** |
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* Automatically display links between connected Rooms. |
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*/ |
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public bool showLinks = true; |
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/** |
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* Writing speed for page text. |
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*/ |
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public int charactersPerSecond = 60; |
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/** |
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* Fixed Z coordinate of main camera. |
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*/ |
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public float cameraZ = - 10f; |
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/** |
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* Time for fade transition to complete when moving to a different Room. |
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*/ |
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public float roomFadeDuration = 1f; |
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/** |
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* Time for fade transition to complete when hiding/showing buttons. |
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*/ |
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public float buttonFadeDuration = 0.25f; |
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/** |
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* Time which must elapse before buttons will automatically hide. |
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*/ |
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public float autoHideButtonDuration = 5f; |
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/** |
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* Full screen texture used for screen fade effect. |
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*/ |
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public Texture2D screenFadeTexture; |
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/** |
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* Position of continue and swipe icons in normalized screen space coords. |
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* (0,0) = top left, (1,1) = bottom right |
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*/ |
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public Vector2 iconPosition = new Vector2(1,1); |
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/** |
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* Icon to display when waiting for player input to continue |
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*/ |
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public Texture2D continueIcon; |
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/** |
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* Icon to display when swipe pan mode is active. |
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*/ |
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public Texture2D swipePanIcon; |
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/** |
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* Sound effect to play when buttons are clicked. |
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*/ |
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public AudioClip buttonClickClip; |
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/** |
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* Default screen position for Page when player enters a Room. |
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*/ |
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public PageController.PagePosition defaultPagePosition; |
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/** |
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* Default width and height of Page as a fraction of screen height [0..1] |
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*/ |
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public Vector2 defaultPageScale = new Vector2(0.75f, 0.25f); |
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/** |
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* Automatically center the Page when player is choosing from multiple options. |
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*/ |
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public bool centerChooseMenu = true; |
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/** |
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* Width of Page as a fraction of screen width [0..1] when automatically centering a Choose menu. |
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* This setting only has an effect when centerChooseMenu is enabled. |
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*/ |
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public float chooseMenuWidth = 0.5f; |
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/** |
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* Global dictionary of integer values for storing game state. |
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*/ |
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[HideInInspector] |
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public Dictionary<string, int> values = new Dictionary<string, int>(); |
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[HideInInspector] |
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public StringTable stringTable = new StringTable(); |
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[HideInInspector] |
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public CommandQueue commandQueue; |
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[HideInInspector] |
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public CameraController cameraController; |
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[HideInInspector] |
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public PageController pageController; |
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/** |
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* True when executing a Wait() or WaitForTap() command |
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*/ |
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[HideInInspector] |
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public bool waiting; |
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[HideInInspector] |
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public bool swipePanActive; |
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[HideInInspector] |
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public float fadeAlpha = 0f; |
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float autoHideButtonTimer; |
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static Game instance; |
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/** |
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* Returns the singleton instance for the Game class |
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*/ |
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public static Game GetInstance() |
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{ |
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if (!instance) |
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{ |
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instance = GameObject.FindObjectOfType(typeof(Game)) as Game; |
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if (!instance) |
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{ |
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Debug.LogError("There must be one active Game object in your scene."); |
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} |
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} |
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return instance; |
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} |
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public virtual void Start() |
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{ |
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// Add components for additional game functionality |
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commandQueue = gameObject.AddComponent<CommandQueue>(); |
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cameraController = gameObject.AddComponent<CameraController>(); |
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pageController = gameObject.AddComponent<PageController>(); |
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AudioSource audioSource = gameObject.AddComponent<AudioSource>(); |
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audioSource.playOnAwake = false; |
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audioSource.loop = true; |
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if (activeRoom == null) |
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{ |
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// Pick first room found if none is specified |
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activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room; |
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} |
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if (activeRoom != null) |
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{ |
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// Move to the active room |
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commandQueue.Clear(); |
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commandQueue.AddCommand(new Command.MoveToRoom(activeRoom)); |
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commandQueue.Execute(); |
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} |
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} |
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public virtual void Update() |
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{ |
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autoHideButtonTimer -= Time.deltaTime; |
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autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f); |
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if (Input.GetMouseButtonDown(0)) |
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{ |
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autoHideButtonTimer = autoHideButtonDuration; |
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} |
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} |
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void OnGUI() |
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{ |
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if (swipePanActive) |
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{ |
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// Draw the swipe panning icon |
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if (swipePanIcon) |
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{ |
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float x = Screen.width * iconPosition.x; |
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float y = Screen.height * iconPosition.y; |
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float width = swipePanIcon.width; |
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float height = swipePanIcon.height; |
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x = Mathf.Max(x, 0); |
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y = Mathf.Max(y, 0); |
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x = Mathf.Min(x, Screen.width - width); |
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y = Mathf.Min(y, Screen.height - height); |
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Rect rect = new Rect(x, y, width, height); |
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GUI.DrawTexture(rect, swipePanIcon); |
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} |
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} |
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if (pageController.mode == PageController.Mode.Say && |
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pageController.FinishedWriting()) |
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{ |
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// Draw the continue icon |
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if (continueIcon) |
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{ |
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float x = Screen.width * iconPosition.x; |
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float y = Screen.height * iconPosition.y; |
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float width = continueIcon.width; |
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float height = continueIcon.height; |
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x = Mathf.Max(x, 0); |
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y = Mathf.Max(y, 0); |
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x = Mathf.Min(x, Screen.width - width); |
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y = Mathf.Min(y, Screen.height - height); |
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Rect rect = new Rect(x, y, width, height); |
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GUI.DrawTexture(rect, continueIcon); |
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} |
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} |
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// Draw full screen fade texture |
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if (fadeAlpha < 1f) |
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{ |
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// 1 = scene fully visible |
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// 0 = scene fully obscured |
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GUI.color = new Color(1,1,1, 1f - fadeAlpha); |
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GUI.depth = -1000; |
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), screenFadeTexture); |
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} |
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} |
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/** |
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* Plays the button clicked sound effect |
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*/ |
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public void PlayButtonClick() |
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{ |
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if (buttonClickClip == null) |
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{ |
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return; |
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} |
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audio.PlayOneShot(buttonClickClip); |
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} |
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/** |
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* Returns true if the game should display 'auto hide' buttons. |
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* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress. |
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*/ |
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public bool GetShowAutoButtons() |
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{ |
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if (waiting) |
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{ |
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return false; |
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} |
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if (pageController == null || |
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pageController.mode == PageController.Mode.Idle) |
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{ |
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return (autoHideButtonTimer > 0f); |
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} |
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return false; |
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} |
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/** |
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* Sets a globally accessible game state value. |
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* @param key The key of the value. |
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* @param value The integer value to store. |
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*/ |
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public void SetGameValue(string key, int value) |
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{ |
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values[key] = value; |
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} |
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/** |
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* Gets a globally accessible game state value. |
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* @param key The key of the value. |
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* @return The integer value for the specified key, or 0 if the key does not exist. |
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*/ |
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public int GetGameValue(string key) |
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{ |
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if (values.ContainsKey(key)) |
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{ |
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return values[key]; |
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} |
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return 0; |
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} |
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/** |
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* Returns a parallax offset vector based on the camera position relative to the active Room. |
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* Higher values for the parallaxFactor yield a larger offset (appears closer to camera). |
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* Suggested range for good parallax effect is [0.1..0.5]. |
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* @param parallaxFactor Horizontal and vertical scale factors to apply to camera offset vector. |
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* @return A parallax offset vector based on camera positon relative to current room and the parallaxFactor. |
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*/ |
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public Vector3 GetParallaxOffset(Vector2 parallaxFactor) |
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{ |
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if (activeRoom == null) |
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{ |
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return Vector3.zero; |
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} |
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Vector3 a = activeRoom.transform.position; |
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Vector3 b = cameraController.GetCameraPosition(); |
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Vector3 offset = (a - b); |
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offset.x *= parallaxFactor.x; |
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offset.y *= parallaxFactor.y; |
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return offset; |
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} |
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} |
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} |