An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace Fungus.Script
{
public class FungusScript : MonoBehaviour
{
[System.NonSerialized]
public Sequence executingSequence;
[System.NonSerialized]
public Command copyCommand;
[HideInInspector]
public int selectedAddCommandIndex;
[HideInInspector]
public System.Type selectedAddCommandType;
[HideInInspector]
public int selectedCommandCategoryIndex;
[HideInInspector]
public Vector2 scriptScrollPos;
[HideInInspector]
public Vector2 commandScrollPos;
[HideInInspector]
public float commandViewWidth = 300;
public float stepTime;
public Sequence startSequence;
public Sequence selectedSequence;
public Command selectedCommand;
public bool startAutomatically = true;
public bool colorCommands = true;
public List<FungusVariable> variables = new List<FungusVariable>();
void Start()
{
if (startAutomatically)
{
Execute();
}
}
public Sequence CreateSequence(Vector2 position)
{
GameObject go = new GameObject("Sequence");
go.transform.parent = transform;
go.transform.hideFlags = HideFlags.HideInHierarchy;
Sequence s = go.AddComponent<Sequence>();
s.nodeRect.x = position.x;
s.nodeRect.y = position.y;
return s;
}
public void Execute()
{
if (startSequence == null)
{
return;
}
ExecuteSequence(startSequence);
}
public void ExecuteSequence(Sequence sequence)
{
if (sequence == null)
{
return;
}
executingSequence = sequence;
selectedSequence = sequence;
sequence.ExecuteNextCommand();
}
public string GetUniqueVariableKey(string originalKey, FungusVariable ignoreVariable = null)
{
int suffix = 0;
string baseKey = originalKey;
// Only letters and digits allowed
char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
baseKey = new string(arr);
// No leading digits allowed
baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9');
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "Var";
}
string key = baseKey;
while (true)
{
bool collision = false;
foreach(FungusVariable variable in GetComponents<FungusVariable>())
{
if (variable == ignoreVariable ||
variable.key == null)
{
continue;
}
if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
}
}