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706 lines
16 KiB
706 lines
16 KiB
using UnityEngine; |
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using UnityEngine.Serialization; |
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using System; |
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using System.Linq; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Text.RegularExpressions; |
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namespace Fungus |
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{ |
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/** |
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* The FungusScript class has been renamed to Flowchart to be more descriptive. |
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*/ |
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[Obsolete("Use Flowchart class instead")] |
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[ExecuteInEditMode] |
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public class FungusScript : Flowchart |
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{} |
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/** |
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* Visual scripting controller for the Flowchart programming language. |
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* Flowchart objects may be edited visually using the Flowchart editor window. |
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*/ |
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[ExecuteInEditMode] |
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public class Flowchart : MonoBehaviour |
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{ |
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/** |
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* Scroll position of Flowchart editor window. |
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*/ |
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[HideInInspector] |
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public Vector2 scrollPos; |
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/** |
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* Scroll position of Flowchart variables window. |
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*/ |
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[HideInInspector] |
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public Vector2 variablesScrollPos; |
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/** |
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* Show the variables pane. |
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*/ |
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[HideInInspector] |
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public bool variablesExpanded = true; |
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/** |
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* Height of command block view in inspector. |
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*/ |
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[HideInInspector] |
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public float blockViewHeight = 400; |
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/** |
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* Zoom level of Flowchart editor window |
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*/ |
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[HideInInspector] |
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public float zoom = 1f; |
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/** |
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* Scrollable area for Flowchart editor window. |
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*/ |
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[HideInInspector] |
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public Rect scrollViewRect; |
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/** |
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* Currently selected block in the Flowchart editor. |
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*/ |
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[HideInInspector] |
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[FormerlySerializedAs("selectedSequence")] |
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public Block selectedBlock; |
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/** |
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* Currently selected command in the Flowchart editor. |
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*/ |
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[HideInInspector] |
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public List<Command> selectedCommands = new List<Command>(); |
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/** |
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* The list of variables that can be accessed by the Flowchart. |
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*/ |
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[HideInInspector] |
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public List<Variable> variables = new List<Variable>(); |
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[TextArea(3, 5)] |
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[Tooltip("Description text displayed in the Flowchart editor window")] |
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public string description = ""; |
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/** |
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* Slow down execution in the editor to make it easier to visualise program flow. |
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*/ |
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[Range(0f, 5f)] |
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[Tooltip("Slow down execution in the editor to make it easier to visualise program flow. Does not affect platform builds.")] |
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public float pauseAfterCommand = 0f; |
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/** |
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* Use command color when displaying the command list in the inspector. |
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*/ |
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[Tooltip("Use command color when displaying the command list in the Fungus Editor window")] |
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public bool colorCommands = true; |
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/** |
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* Hides the Flowchart block and command components in the inspector. |
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* Deselect to inspect the block and command components that make up the Flowchart. |
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*/ |
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[Tooltip("Hides the Flowchart block and command components in the inspector")] |
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public bool hideComponents = true; |
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/** |
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* Saves the selected block and commands when saving the scene. |
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* Helps avoid version control conflicts if you've only changed the active selection. |
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*/ |
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[Tooltip("Saves the selected block and commands when saving the scene.")] |
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public bool saveSelection = true; |
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/** |
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* Unique identifier for identifying this flowchart in localized string keys. |
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*/ |
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[Tooltip("Unique identifier for this flowchart in localized string keys. This id must be provided for localization string export to work.")] |
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public string localizationId = ""; |
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/** |
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* Unique id to assign to the next created item. |
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* Increases monotonically every time a new item is added to the Flowchart. |
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*/ |
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[FormerlySerializedAs("nextCommandId")] |
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[SerializeField] |
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protected int nextItemId = 0; |
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/** |
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* Returns the next id to assign to a new flowchart item. |
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* Item ids increase monotically so they are guaranteed to |
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* be unique within a Flowchart. |
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*/ |
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public int NextItemId() |
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{ |
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return nextItemId++; |
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} |
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public virtual void OnEnable() |
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{ |
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// Assign an item id to any block or command that doesn't have one yet. |
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// This should only happen after loading a legacy Flowchart |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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if (block.itemId == -1) |
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{ |
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block.itemId = NextItemId(); |
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} |
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} |
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Command[] commands = GetComponentsInChildren<Command>(); |
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foreach (Command command in commands) |
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{ |
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if (command.itemId == -1) |
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{ |
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command.itemId = NextItemId(); |
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} |
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} |
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} |
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protected virtual Block CreateBlockComponent(GameObject parent) |
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{ |
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Block block = parent.AddComponent<Block>(); |
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return block; |
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} |
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/** |
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* Create a new block node which you can then add commands to. |
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*/ |
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public virtual Block CreateBlock(Vector2 position) |
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{ |
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Block b = CreateBlockComponent(gameObject); |
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b.nodeRect.x = position.x; |
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b.nodeRect.y = position.y; |
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b.blockName = GetUniqueBlockKey(b.blockName, b); |
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b.itemId = NextItemId(); |
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return b; |
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} |
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/** |
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* Start running another Flowchart by executing a specific child block. |
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* The block must be in an idle state to be executed. |
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* Returns true if the Block started execution. |
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*/ |
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public virtual bool ExecuteBlock(string blockName) |
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{ |
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Block [] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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if (block.blockName == blockName) |
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{ |
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return ExecuteBlock(block); |
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} |
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} |
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return false; |
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} |
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/** |
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* Sends a message to this Flowchart only. |
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* Any block with a matching MessageReceived event handler will start executing. |
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*/ |
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public virtual void SendFungusMessage(string messageName) |
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{ |
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MessageReceived[] eventHandlers = GetComponentsInChildren<MessageReceived>(); |
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foreach (MessageReceived eventHandler in eventHandlers) |
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{ |
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eventHandler.OnSendFungusMessage(messageName); |
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} |
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} |
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/** |
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* Sends a message to all Flowchart objects in the current scene. |
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* Any block with a matching MessageReceived event handler will start executing. |
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*/ |
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public static void BroadcastFungusMessage(string messageName) |
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{ |
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MessageReceived[] eventHandlers = GameObject.FindObjectsOfType<MessageReceived>(); |
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foreach (MessageReceived eventHandler in eventHandlers) |
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{ |
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eventHandler.OnSendFungusMessage(messageName); |
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} |
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} |
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/** |
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* Start running another Flowchart by executing a specific child block. |
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* The block must be in an idle state to be executed. |
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* Returns true if the Block started execution. |
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*/ |
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public virtual bool ExecuteBlock(Block block) |
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{ |
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// Block must be a component of the Flowchart game object |
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if (block == null || |
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block.gameObject != gameObject) |
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{ |
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return false; |
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} |
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// Can't restart a running block, have to wait until it's idle again |
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if (block.IsExecuting()) |
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{ |
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return false; |
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} |
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// Execute the first command in the command list |
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block.Execute(); |
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return true; |
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} |
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/** |
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* Returns a new variable key that is guaranteed not to clash with any existing variable in the list. |
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*/ |
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public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey; |
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// Only letters and digits allowed |
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char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray(); |
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baseKey = new string(arr); |
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// No leading digits allowed |
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baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9'); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "Var"; |
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} |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Variable variable in variables) |
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{ |
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if (variable == null || |
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variable == ignoreVariable || |
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variable.key == null) |
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{ |
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continue; |
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} |
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if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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/** |
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* Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart. |
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*/ |
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public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey.Trim(); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "New Block"; |
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} |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Block block in blocks) |
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{ |
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if (block == ignoreBlock || |
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block.blockName == null) |
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{ |
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continue; |
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} |
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if (block.blockName.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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/** |
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* Returns a new Label key that is guaranteed not to clash with any existing Label in the Block. |
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*/ |
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public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey.Trim(); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "New Label"; |
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} |
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Block block = ignoreLabel.parentBlock; |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Command command in block.commandList) |
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{ |
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Label label = command as Label; |
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if (label == null || |
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label == ignoreLabel) |
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{ |
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continue; |
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} |
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if (label.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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/** |
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* Returns the variable with the specified key, or null if the key is not found. |
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* You can then access the variable's value using the Value property. e.g. |
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* BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool"); |
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* boolVar.Value = false; |
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*/ |
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public T GetVariable<T>(string key) where T : Variable |
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{ |
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foreach (Variable variable in variables) |
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{ |
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if (variable.key == key) |
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{ |
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return variable as T; |
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} |
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} |
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return null; |
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} |
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/** |
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* Gets a list of all variables with public scope in this Flowchart. |
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*/ |
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public virtual List<Variable> GetPublicVariables() |
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{ |
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List<Variable> publicVariables = new List<Variable>(); |
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foreach (Variable v in variables) |
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{ |
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if (v.scope == VariableScope.Public) |
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{ |
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publicVariables.Add(v); |
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} |
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} |
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return publicVariables; |
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} |
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/** |
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* Gets the value of a boolean variable. |
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* Returns false if the variable key does not exist. |
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*/ |
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public virtual bool GetBooleanVariable(string key) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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BooleanVariable variable = v as BooleanVariable; |
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if (variable != null) |
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{ |
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return variable.value; |
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} |
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} |
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} |
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Debug.LogWarning("Boolean variable " + key + " not found."); |
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return false; |
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} |
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/** |
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* Sets the value of a boolean variable. |
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* The variable must already be added to the list of variables for this Flowchart. |
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*/ |
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public virtual void SetBooleanVariable(string key, bool value) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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BooleanVariable variable = v as BooleanVariable; |
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if (variable != null) |
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{ |
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variable.value = value; |
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return; |
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} |
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} |
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} |
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Debug.LogWarning("Boolean variable " + key + " not found."); |
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} |
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/** |
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* Gets the value of an integer variable. |
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* Returns 0 if the variable key does not exist. |
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*/ |
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public virtual int GetIntegerVariable(string key) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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IntegerVariable variable = v as IntegerVariable; |
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if (variable != null) |
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{ |
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return variable.value; |
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} |
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} |
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} |
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Debug.LogWarning("Integer variable " + key + " not found."); |
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return 0; |
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} |
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/** |
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* Sets the value of an integer variable. |
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* The variable must already be added to the list of variables for this Flowchart. |
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*/ |
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public virtual void SetIntegerVariable(string key, int value) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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IntegerVariable variable = v as IntegerVariable; |
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if (variable != null) |
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{ |
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variable.value = value; |
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return; |
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} |
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} |
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} |
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Debug.LogWarning("Integer variable " + key + " not found."); |
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} |
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/** |
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* Gets the value of a float variable. |
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* Returns 0 if the variable key does not exist. |
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*/ |
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public virtual float GetFloatVariable(string key) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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FloatVariable variable = v as FloatVariable; |
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if (variable != null) |
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{ |
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return variable.value; |
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} |
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} |
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} |
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Debug.LogWarning("Float variable " + key + " not found."); |
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return 0f; |
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} |
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/** |
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* Sets the value of a float variable. |
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* The variable must already be added to the list of variables for this Flowchart. |
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*/ |
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public virtual void SetFloatVariable(string key, float value) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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FloatVariable variable = v as FloatVariable; |
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if (variable != null) |
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{ |
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variable.value = value; |
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return; |
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} |
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} |
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} |
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Debug.LogWarning("Float variable " + key + " not found."); |
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} |
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/** |
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* Gets the value of a string variable. |
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* Returns the empty string if the variable key does not exist. |
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*/ |
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public virtual string GetStringVariable(string key) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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StringVariable variable = v as StringVariable; |
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if (variable != null) |
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{ |
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return variable.value; |
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} |
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} |
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} |
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Debug.LogWarning("String variable " + key + " not found."); |
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return ""; |
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} |
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/** |
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* Sets the value of a string variable. |
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* The variable must already be added to the list of variables for this Flowchart. |
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*/ |
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public virtual void SetStringVariable(string key, string value) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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StringVariable variable = v as StringVariable; |
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if (variable != null) |
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{ |
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variable.value = value; |
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return; |
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} |
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} |
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} |
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Debug.LogWarning("String variable " + key + " not found."); |
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} |
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/** |
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* Set the block objects to be hidden or visible depending on the hideComponents property. |
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*/ |
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public virtual void UpdateHideFlags() |
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{ |
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if (hideComponents) |
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{ |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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block.hideFlags = HideFlags.HideInInspector; |
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if (block.gameObject != gameObject) |
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{ |
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block.gameObject.hideFlags = HideFlags.HideInHierarchy; |
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} |
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} |
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Command[] commands = GetComponentsInChildren<Command>(); |
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foreach (Command command in commands) |
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{ |
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command.hideFlags = HideFlags.HideInInspector; |
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} |
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EventHandler[] eventHandlers = GetComponentsInChildren<EventHandler>(); |
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foreach (EventHandler eventHandler in eventHandlers) |
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{ |
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eventHandler.hideFlags = HideFlags.HideInInspector; |
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} |
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} |
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else |
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{ |
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MonoBehaviour[] monoBehaviours = GetComponentsInChildren<MonoBehaviour>(); |
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foreach (MonoBehaviour monoBehaviour in monoBehaviours) |
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{ |
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if (monoBehaviour == null) |
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{ |
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continue; |
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} |
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monoBehaviour.hideFlags = HideFlags.None; |
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monoBehaviour.gameObject.hideFlags = HideFlags.None; |
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} |
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} |
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} |
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public virtual void ClearSelectedCommands() |
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{ |
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selectedCommands.Clear(); |
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} |
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public virtual void AddSelectedCommand(Command command) |
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{ |
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if (!selectedCommands.Contains(command)) |
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{ |
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selectedCommands.Add(command); |
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} |
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} |
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public virtual void Reset(bool resetCommands, bool resetVariables) |
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{ |
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if (resetCommands) |
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{ |
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Command[] commands = GetComponentsInChildren<Command>(); |
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foreach (Command command in commands) |
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{ |
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command.OnReset(); |
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} |
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} |
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if (resetVariables) |
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{ |
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foreach (Variable variable in variables) |
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{ |
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variable.OnReset(); |
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} |
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} |
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} |
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public virtual string SubstituteVariables(string text) |
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{ |
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string subbedText = text; |
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// Instantiate the regular expression object. |
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Regex r = new Regex("{\\$.*?}"); |
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// Match the regular expression pattern against a text string. |
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var results = r.Matches(text); |
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foreach (Match match in results) |
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{ |
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string key = match.Value.Substring(2, match.Value.Length - 3); |
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// Look for matching variable first |
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foreach (Variable variable in variables) |
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{ |
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if (variable.key == key) |
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{ |
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string value = variable.ToString(); |
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subbedText = subbedText.Replace(match.Value, value); |
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return subbedText; |
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} |
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} |
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// Next look for matching localized string |
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string localizedString = Localization.GetLocalizedString(key); |
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if (localizedString != null) |
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{ |
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subbedText = subbedText.Replace(match.Value, localizedString); |
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return subbedText; |
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} |
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} |
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return subbedText; |
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} |
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} |
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} |