An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using System.Collections.Generic;
using System.Text;
using System.Text.RegularExpressions;
namespace Fungus
{
/// <summary>
/// Handles replacing vary text segments. Keeps history of previous replacements to allow for ordered
/// sequence of variation. Inspired by https://github.com/inkle/ink/blob/master/Documentation/WritingWithInk.md#6-variable-text
///
/// [] mark the bounds of the vary section
/// | divide elements within the variation
///
/// Default behaviour is to show one element after another and hold the final element. Such that [a|b|c] will show
/// a the first time it is parsed, b the second and every subsequent time it will show c.
///
/// This behaviour can be modified with certain characters at the start of the [], eg. [&a|b|c];
/// - & does not hold the final element it wraps back around to the begining in a looping fashion
/// - ! does not hold the final element, it instead returns empty for the varying section
/// - ~ chooses a random element every time it is encountered
/// </summary>
public static class TextVariationHandler
{
static Dictionary<int, int> hashedSections = new Dictionary<int, int>();
static StringBuilder sb = new StringBuilder();
const string pattern = @"\[([^]]+?)\]";
static Regex r = new Regex(pattern);
private enum VaryType
{
Sequence,
Cycle,
Once,
Random
}
static public string SelectVariations(string input)
{
sb.Length = 0;
sb.Append(input);
// Match the regular expression pattern against a text string.
var results = r.Matches(input);
for (int i = 0; i < results.Count; i++)
{
Match match = results[i];
//determine type
VaryType t = VaryType.Sequence;
var typedIndicatingChar = match.Value[1];
switch (typedIndicatingChar)
{
case '~':
t = VaryType.Random;
break;
case '&':
t = VaryType.Cycle;
break;
case '!':
t = VaryType.Once;
break;
default:
break;
}
//explode and remove the control char
int startSubStrIndex = t != VaryType.Sequence ? 2 : 1;
int subStrLen = match.Value.Length - 1 - startSubStrIndex;
var exploded = match.Value.Substring(startSubStrIndex, subStrLen).Split('|');
string selected = string.Empty;
//fetched hashed value
int index = -1;
int key = input.GetHashCode() ^ match.Value.GetHashCode();
int foundVal = 0;
if(hashedSections.TryGetValue(key, out foundVal))
{
index = foundVal;
}
index++;
switch (t)
{
case VaryType.Sequence:
index = UnityEngine.Mathf.Min(index, exploded.Length - 1);
break;
case VaryType.Cycle:
index = index % exploded.Length;
break;
case VaryType.Once:
//clamp to 1 more than options
index = UnityEngine.Mathf.Min(index, exploded.Length);
break;
case VaryType.Random:
index = UnityEngine.Random.Range(0, exploded.Length - 1);
break;
default:
break;
}
//update hashed value
hashedSections[key] = index;
//selected updated if valid
if(index >=0 && index < exploded.Length)
selected = exploded[index];
sb.Replace(match.Value, selected);
}
return sb.ToString();
}
}
}