You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
317 lines
9.6 KiB
317 lines
9.6 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
|
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
|
|
|
using UnityEngine; |
|
using UnityEngine.UI; |
|
using System.Collections; |
|
using UnityEngine.EventSystems; |
|
using System.Linq; |
|
using MoonSharp.Interpreter; |
|
|
|
namespace Fungus |
|
{ |
|
public class MenuDialog : MonoBehaviour, IMenuDialog |
|
{ |
|
[Tooltip("Automatically select the first interactable button when the menu is shown.")] |
|
[SerializeField] protected bool autoSelectFirstButton = false; |
|
|
|
protected Button[] cachedButtons; |
|
|
|
protected Slider cachedSlider; |
|
|
|
// Currently active Menu Dialog used to display Menu options |
|
public static IMenuDialog activeMenuDialog; |
|
|
|
public static IMenuDialog GetMenuDialog() |
|
{ |
|
if (activeMenuDialog == null) |
|
{ |
|
// Use first Menu Dialog found in the scene (if any) |
|
IMenuDialog md = GameObject.FindObjectOfType<MenuDialog>(); |
|
if (md != null) |
|
{ |
|
activeMenuDialog = md; |
|
} |
|
|
|
if (activeMenuDialog == null) |
|
{ |
|
// Auto spawn a menu dialog object from the prefab |
|
GameObject prefab = Resources.Load<GameObject>("Prefabs/MenuDialog"); |
|
if (prefab != null) |
|
{ |
|
GameObject go = Instantiate(prefab) as GameObject; |
|
go.SetActive(false); |
|
go.name = "MenuDialog"; |
|
activeMenuDialog = go.GetComponent<IMenuDialog>(); |
|
} |
|
} |
|
} |
|
|
|
return activeMenuDialog; |
|
} |
|
|
|
protected virtual void Awake() |
|
{ |
|
Button[] optionButtons = GetComponentsInChildren<Button>(); |
|
cachedButtons = optionButtons; |
|
|
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
|
cachedSlider = timeoutSlider; |
|
|
|
if (Application.isPlaying) |
|
{ |
|
// Don't auto disable buttons in the editor |
|
Clear(); |
|
} |
|
} |
|
|
|
protected virtual void OnEnable() |
|
{ |
|
// The canvas may fail to update if the menu dialog is enabled in the first game frame. |
|
// To fix this we just need to force a canvas update when the object is enabled. |
|
Canvas.ForceUpdateCanvases(); |
|
} |
|
|
|
protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Block targetBlock) |
|
{ |
|
float elapsedTime = 0; |
|
|
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
|
|
|
while (elapsedTime < timeoutDuration) |
|
{ |
|
if (timeoutSlider != null) |
|
{ |
|
float t = 1f - elapsedTime / timeoutDuration; |
|
timeoutSlider.value = t; |
|
} |
|
|
|
elapsedTime += Time.deltaTime; |
|
|
|
yield return null; |
|
} |
|
|
|
Clear(); |
|
gameObject.SetActive(false); |
|
|
|
HideSayDialog(); |
|
|
|
if (targetBlock != null) |
|
{ |
|
targetBlock.StartExecution(); |
|
} |
|
} |
|
|
|
#region IMenuDialog implementation |
|
|
|
public virtual Button[] CachedButtons { get { return cachedButtons; } } |
|
|
|
public virtual Slider CachedSlider { get { return cachedSlider; } } |
|
|
|
public virtual void SetActive(bool state) |
|
{ |
|
gameObject.SetActive(state); |
|
} |
|
|
|
public virtual void Clear() |
|
{ |
|
StopAllCoroutines(); |
|
|
|
Button[] optionButtons = GetComponentsInChildren<Button>(); |
|
foreach (UnityEngine.UI.Button button in optionButtons) |
|
{ |
|
button.onClick.RemoveAllListeners(); |
|
} |
|
|
|
foreach (UnityEngine.UI.Button button in optionButtons) |
|
{ |
|
if (button != null) |
|
{ |
|
button.gameObject.SetActive(false); |
|
} |
|
} |
|
|
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
|
if (timeoutSlider != null) |
|
{ |
|
timeoutSlider.gameObject.SetActive(false); |
|
} |
|
} |
|
|
|
public virtual void HideSayDialog() |
|
{ |
|
ISayDialog sayDialog = SayDialog.GetSayDialog(); |
|
if (sayDialog != null) |
|
{ |
|
sayDialog.FadeWhenDone = true; |
|
} |
|
} |
|
|
|
public virtual bool AddOption(string text, bool interactable, Block targetBlock) |
|
{ |
|
bool addedOption = false; |
|
foreach (Button button in cachedButtons) |
|
{ |
|
if (!button.gameObject.activeSelf) |
|
{ |
|
button.gameObject.SetActive(true); |
|
|
|
button.interactable = interactable; |
|
|
|
if (interactable && autoSelectFirstButton && !cachedButtons.Select((x) => x.gameObject).Contains(EventSystem.current.currentSelectedGameObject)) |
|
{ |
|
EventSystem.current.SetSelectedGameObject(button.gameObject); |
|
} |
|
|
|
Text textComponent = button.GetComponentInChildren<Text>(); |
|
if (textComponent != null) |
|
{ |
|
textComponent.text = text; |
|
} |
|
|
|
var block = targetBlock; |
|
|
|
button.onClick.AddListener(delegate { |
|
|
|
EventSystem.current.SetSelectedGameObject(null); |
|
|
|
StopAllCoroutines(); // Stop timeout |
|
Clear(); |
|
|
|
HideSayDialog(); |
|
|
|
if (block != null) |
|
{ |
|
#if UNITY_EDITOR |
|
// Select the new target block in the Flowchart window |
|
var flowchart = block.GetFlowchart(); |
|
flowchart.SelectedBlock = block; |
|
#endif |
|
|
|
gameObject.SetActive(false); |
|
|
|
block.StartExecution(); |
|
} |
|
}); |
|
|
|
addedOption = true; |
|
break; |
|
} |
|
} |
|
|
|
return addedOption; |
|
} |
|
|
|
public bool AddOption(string text, bool interactable, ILuaEnvironment luaEnv, Closure callBack) |
|
{ |
|
if (!gameObject.activeSelf) |
|
{ |
|
gameObject.SetActive(true); |
|
} |
|
|
|
bool addedOption = false; |
|
foreach (Button button in CachedButtons) |
|
{ |
|
if (!button.gameObject.activeSelf) |
|
{ |
|
button.gameObject.SetActive(true); |
|
|
|
button.interactable = interactable; |
|
|
|
Text textComponent = button.GetComponentInChildren<Text>(); |
|
if (textComponent != null) |
|
{ |
|
textComponent.text = text; |
|
} |
|
|
|
button.onClick.AddListener(delegate { |
|
|
|
StopAllCoroutines(); // Stop timeout |
|
Clear(); |
|
HideSayDialog(); |
|
|
|
if (callBack != null) |
|
{ |
|
luaEnv.RunLuaFunction(callBack, true); |
|
} |
|
}); |
|
|
|
addedOption = true; |
|
break; |
|
} |
|
} |
|
|
|
return addedOption; |
|
} |
|
|
|
public virtual void ShowTimer(float duration, Block targetBlock) |
|
{ |
|
if (cachedSlider != null) |
|
{ |
|
cachedSlider.gameObject.SetActive(true); |
|
gameObject.SetActive(true); |
|
StopAllCoroutines(); |
|
StartCoroutine(WaitForTimeout(duration, targetBlock)); |
|
} |
|
} |
|
|
|
public IEnumerator ShowTimer(float duration, ILuaEnvironment luaEnv, Closure callBack) |
|
{ |
|
if (CachedSlider == null || |
|
duration <= 0f) |
|
{ |
|
yield break; |
|
} |
|
|
|
CachedSlider.gameObject.SetActive(true); |
|
StopAllCoroutines(); |
|
|
|
float elapsedTime = 0; |
|
Slider timeoutSlider = GetComponentInChildren<Slider>(); |
|
|
|
while (elapsedTime < duration) |
|
{ |
|
if (timeoutSlider != null) |
|
{ |
|
float t = 1f - elapsedTime / duration; |
|
timeoutSlider.value = t; |
|
} |
|
|
|
elapsedTime += Time.deltaTime; |
|
|
|
yield return null; |
|
} |
|
|
|
Clear(); |
|
gameObject.SetActive(false); |
|
HideSayDialog(); |
|
|
|
if (callBack != null) |
|
{ |
|
luaEnv.RunLuaFunction(callBack, true); |
|
} |
|
} |
|
|
|
public virtual bool IsActive() |
|
{ |
|
return gameObject.activeInHierarchy; |
|
} |
|
|
|
public virtual int DisplayedOptionsCount |
|
{ |
|
get { |
|
int count = 0; |
|
foreach (Button button in cachedButtons) |
|
{ |
|
if (button.gameObject.activeSelf) |
|
{ |
|
count++; |
|
} |
|
} |
|
return count; |
|
} |
|
} |
|
|
|
#endregion |
|
} |
|
}
|
|
|