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207 lines
4.3 KiB
207 lines
4.3 KiB
using UnityEngine; |
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using UnityEngine.UI; |
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using UnityEngine.Events; |
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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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public class MenuDialog : MonoBehaviour |
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{ |
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// Currently active Menu Dialog used to display Menu options |
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public static MenuDialog activeMenuDialog; |
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protected Button[] cachedButtons; |
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protected Slider cachedSlider; |
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public static MenuDialog GetMenuDialog() |
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{ |
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if (activeMenuDialog == null) |
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{ |
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// Use first Menu Dialog found in the scene (if any) |
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MenuDialog md = GameObject.FindObjectOfType<MenuDialog>(); |
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if (md != null) |
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{ |
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activeMenuDialog = md; |
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} |
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if (activeMenuDialog == null) |
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{ |
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// Auto spawn a menu dialog object from the prefab |
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GameObject prefab = Resources.Load<GameObject>("MenuDialog"); |
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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.SetActive(false); |
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go.name = "MenuDialog"; |
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activeMenuDialog = go.GetComponent<MenuDialog>(); |
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} |
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} |
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} |
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return activeMenuDialog; |
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} |
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public virtual void Awake() |
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{ |
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Button[] optionButtons = GetComponentsInChildren<Button>(); |
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cachedButtons = optionButtons; |
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Slider timeoutSlider = GetComponentInChildren<Slider>(); |
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cachedSlider = timeoutSlider; |
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if (Application.isPlaying) |
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{ |
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// Don't auto disable buttons in the editor |
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Clear(); |
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} |
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} |
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public virtual void OnEnable() |
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{ |
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// The canvas may fail to update if the menu dialog is enabled in the first game frame. |
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// To fix this we just need to force a canvas update when the object is enabled. |
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Canvas.ForceUpdateCanvases(); |
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} |
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protected virtual void Clear() |
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{ |
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StopAllCoroutines(); |
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Button[] optionButtons = GetComponentsInChildren<Button>(); |
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foreach (UnityEngine.UI.Button button in optionButtons) |
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{ |
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button.onClick.RemoveAllListeners(); |
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} |
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foreach (UnityEngine.UI.Button button in optionButtons) |
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{ |
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if (button != null) |
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{ |
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button.gameObject.SetActive(false); |
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} |
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} |
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Slider timeoutSlider = GetComponentInChildren<Slider>(); |
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if (timeoutSlider != null) |
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{ |
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timeoutSlider.gameObject.SetActive(false); |
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} |
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} |
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public virtual bool AddOption(string text, Block targetBlock) |
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{ |
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bool addedOption = false; |
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foreach (Button button in cachedButtons) |
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{ |
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if (!button.gameObject.activeSelf) |
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{ |
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button.gameObject.SetActive(true); |
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Text textComponent = button.GetComponentInChildren<Text>(); |
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if (textComponent != null) |
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{ |
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textComponent.text = text; |
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} |
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Block block = targetBlock; |
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button.onClick.AddListener(delegate { |
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StopAllCoroutines(); // Stop timeout |
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Clear(); |
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HideSayDialog(); |
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if (block != null) |
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{ |
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#if UNITY_EDITOR |
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// Select the new target block in the Flowchart window |
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Flowchart flowchart = block.GetFlowchart(); |
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flowchart.selectedBlock = block; |
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#endif |
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gameObject.SetActive(false); |
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block.Execute(); |
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} |
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}); |
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addedOption = true; |
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break; |
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} |
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} |
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return addedOption; |
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} |
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protected virtual void HideSayDialog() |
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{ |
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SayDialog sayDialog = SayDialog.GetSayDialog(); |
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if (sayDialog != null) |
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{ |
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bool fadingOut = false; |
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bool movingOut = false; |
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if (sayDialog.alwaysFadeDialog) |
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{ |
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sayDialog.FadeOutDialog(); |
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fadingOut = true; |
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} |
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if (sayDialog.alwaysMoveDialog) |
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{ |
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sayDialog.MoveOutDialog(); |
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movingOut = true; |
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} |
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if (!fadingOut && !movingOut) |
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{ |
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sayDialog.ShowDialog(false); |
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} |
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} |
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} |
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public virtual void ShowTimer(float duration, Block targetBlock) |
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{ |
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if (cachedSlider != null) |
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{ |
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cachedSlider.gameObject.SetActive(true); |
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StopAllCoroutines(); |
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StartCoroutine(WaitForTimeout(duration, targetBlock)); |
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} |
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} |
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protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Block targetBlock) |
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{ |
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float elapsedTime = 0; |
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Slider timeoutSlider = GetComponentInChildren<Slider>(); |
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while (elapsedTime < timeoutDuration) |
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{ |
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if (timeoutSlider != null) |
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{ |
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float t = 1f - elapsedTime / timeoutDuration; |
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timeoutSlider.value = t; |
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} |
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elapsedTime += Time.deltaTime; |
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yield return null; |
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} |
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Clear(); |
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gameObject.SetActive(false); |
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HideSayDialog(); |
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if (targetBlock != null) |
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{ |
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targetBlock.Execute(); |
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} |
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} |
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} |
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}
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