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113 lines
2.6 KiB
113 lines
2.6 KiB
using UnityEngine; |
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using UnityEngine.Serialization; |
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using UnityEngine.EventSystems; |
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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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|
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namespace Fungus |
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{ |
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[CommandInfo("Narrative", |
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"Menu", |
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"Displays a button in a multiple choice menu")] |
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[AddComponentMenu("")] |
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public class Menu : Command |
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{ |
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[Tooltip("Text to display on the menu button")] |
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public string text = "Option Text"; |
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[Tooltip("Notes about the option text for other authors, localization, etc.")] |
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public string description = ""; |
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[FormerlySerializedAs("targetSequence")] |
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[Tooltip("Block to execute when this option is selected")] |
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public Block targetBlock; |
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[Tooltip("Hide this option if the target block has been executed previously")] |
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public bool hideIfVisited; |
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[Tooltip("A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.")] |
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public MenuDialog setMenuDialog; |
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protected static bool eventSystemPresent; |
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public override void OnEnter() |
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{ |
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CheckEventSystem(); |
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if (setMenuDialog != null) |
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{ |
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// Override the active menu dialog |
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MenuDialog.activeMenuDialog = setMenuDialog; |
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} |
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bool hideOption = (hideIfVisited && targetBlock != null && targetBlock.GetExecutionCount() > 0); |
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if (!hideOption) |
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{ |
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MenuDialog menuDialog = MenuDialog.GetMenuDialog(); |
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if (menuDialog != null) |
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{ |
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menuDialog.gameObject.SetActive(true); |
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string displayText = text; |
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menuDialog.AddOption(displayText, targetBlock); |
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} |
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} |
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Continue(); |
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} |
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// There must be an Event System in the scene for Menu input to work. |
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// This function will automatically instantiate one if none exists. |
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protected virtual void CheckEventSystem() |
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{ |
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if (eventSystemPresent) |
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{ |
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return; |
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} |
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>(); |
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if (eventSystem == null) |
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{ |
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// Auto spawn an Event System from the prefab |
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GameObject prefab = Resources.Load<GameObject>("EventSystem"); |
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if (prefab != null) |
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{ |
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GameObject go = Instantiate(prefab) as GameObject; |
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go.name = "EventSystem"; |
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} |
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} |
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eventSystemPresent = true; |
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} |
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public override void GetConnectedBlocks(ref List<Block> connectedBlocks) |
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{ |
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if (targetBlock != null) |
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{ |
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connectedBlocks.Add(targetBlock); |
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} |
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} |
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public override string GetSummary() |
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{ |
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if (targetBlock == null) |
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{ |
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return "Error: No target block selected"; |
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} |
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if (text == "") |
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{ |
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return "Error: No button text selected"; |
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} |
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return text + " : " + targetBlock.blockName; |
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} |
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public override Color GetButtonColor() |
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{ |
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return new Color32(184, 210, 235, 255); |
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} |
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} |
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} |