An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
/**
* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games.
*/
namespace Fungus
{
/**
* Manages global game state and movement between rooms.
*/
[RequireComponent(typeof(Dialog))]
[RequireComponent(typeof(CommandQueue))]
[RequireComponent(typeof(CameraController))]
[RequireComponent(typeof(PageController))]
public class Game : GameController
{
/**
* The currently active Room.
* Only one Room may be active at a time.
*/
public Room activeRoom;
/**
* Automatically display links between connected Rooms.
*/
public bool showLinks = true;
/**
* Time for fade transition to complete when moving to a different Room.
*/
public float roomFadeDuration = 1f;
/**
* Time for fade transition to complete when hiding/showing buttons.
*/
public float buttonFadeDuration = 0.25f;
/**
* Time which must elapse before buttons will automatically hide.
*/
public float autoHideButtonDuration = 5f;
/**
* Currently active Dialog object used to display character text and menus.
*/
public Dialog dialog;
/**
* Global dictionary of integer values for storing game state.
*/
[HideInInspector]
static public Dictionary<string, int> values = new Dictionary<string, int>();
[HideInInspector]
static public StringTable stringTable = new StringTable();
[HideInInspector]
public CommandQueue commandQueue;
[HideInInspector]
public CameraController cameraController;
[HideInInspector]
public PageController pageController;
/**
* True when executing a Wait() or WaitForTap() command
*/
[HideInInspector]
public bool waiting;
float autoHideButtonTimer;
static Game instance;
/**
* Returns the singleton instance for the Game class
*/
public static Game GetInstance()
{
if (!instance)
{
instance = GameObject.FindObjectOfType(typeof(Game)) as Game;
if (!instance)
{
Debug.LogError("There must be one active Game object in your scene.");
}
}
return instance;
}
public virtual void Start()
{
// Acquire references to required components
commandQueue = gameObject.GetComponent<CommandQueue>();
cameraController = gameObject.GetComponent<CameraController>();
pageController = gameObject.GetComponent<PageController>();
// Auto-hide buttons should be visible at start of game
autoHideButtonTimer = autoHideButtonDuration;
if (activeRoom == null)
{
// Pick first room found if none is specified
activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room;
}
if (activeRoom != null)
{
// Move to the active room
commandQueue.Clear();
commandQueue.AddCommand(new Command.MoveToRoom(activeRoom));
commandQueue.Execute();
}
}
public virtual void Update()
{
autoHideButtonTimer -= Time.deltaTime;
autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f);
if (Input.GetMouseButtonDown(0))
{
autoHideButtonTimer = autoHideButtonDuration;
}
}
public IDialog GetDialog()
{
if (dialog != null)
{
return dialog as IDialog;
}
return pageController as IDialog;
}
/**
* Returns true if the game should display 'auto hide' buttons.
* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress.
*/
public bool GetShowAutoButtons()
{
if (waiting)
{
return false;
}
if (pageController == null ||
pageController.mode == PageController.Mode.Idle)
{
return (autoHideButtonTimer > 0f);
}
return false;
}
/**
* Sets a globally accessible game state value.
* @param key The key of the value.
* @param value The integer value to store.
*/
public void SetGameValue(string key, int value)
{
values[key] = value;
}
/**
* Gets a globally accessible game state value.
* @param key The key of the value.
* @return The integer value for the specified key, or 0 if the key does not exist.
*/
public int GetGameValue(string key)
{
if (values.ContainsKey(key))
{
return values[key];
}
return 0;
}
/**
* Returns a parallax offset vector based on the camera position relative to the active Room.
* Higher values for the parallaxFactor yield a larger offset (appears closer to camera).
* Suggested range for good parallax effect is [0.1..0.5].
* @param parallaxFactor Horizontal and vertical scale factors to apply to camera offset vector.
* @return A parallax offset vector based on camera positon relative to current room and the parallaxFactor.
*/
public Vector3 GetParallaxOffset(Vector2 parallaxFactor)
{
if (activeRoom == null)
{
return Vector3.zero;
}
Vector3 a = activeRoom.transform.position;
Vector3 b = cameraController.GetCameraPosition();
Vector3 offset = (a - b);
offset.x *= parallaxFactor.x;
offset.y *= parallaxFactor.y;
return offset;
}
/**
* Loads a new scene.
* This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage.
* All previously loaded assets (including textures) will be released.
* @param sceneName The filename of the scene to load.
* @param saveGame Automatically save the current game state as a checkpoint.
*/
public void LoadScene(string sceneName, bool saveGame)
{
Application.LoadLevel(sceneName);
if (saveGame)
{
SaveGame("Fungus.Save");
}
// Free up memory used by textures in previous scene
Resources.UnloadUnusedAssets();
}
/**
* Save the current game state to persistant storage.
* Only the values, string table and current scene are stored.
* @param saveName The name of the saved game data.
*/
public void SaveGame(string saveName)
{
// Store loaded scene name in save data
SetString("Fungus.Scene", Application.loadedLevelName);
var b = new BinaryFormatter();
var m = new MemoryStream();
// Save values
{
b.Serialize(m, values);
string s = Convert.ToBase64String(m.GetBuffer());
PlayerPrefs.SetString(saveName + ".values", s);
}
// Save string table
{
b.Serialize(m, stringTable.stringDict);
string s = Convert.ToBase64String(m.GetBuffer());
PlayerPrefs.SetString(saveName + ".stringTable", s);
}
}
/**
* Loads the current game state from persistant storage.
* This will cause the scene specified in the "Fungus.Scene" string to be loaded.
* Each scene in your game should contain the necessary code to restore the current game state based on saved data.
* @param saveName The name of the saved game data.
*/
public void LoadGame(string saveName)
{
// Load values
{
var data = PlayerPrefs.GetString(saveName + ".values");
if (!string.IsNullOrEmpty(data))
{
var b = new BinaryFormatter();
var m = new MemoryStream(Convert.FromBase64String(data));
values = (Dictionary<string, int>)b.Deserialize(m);
}
}
// Load string table
{
var data = PlayerPrefs.GetString(saveName + ".stringTable");
if (!string.IsNullOrEmpty(data))
{
var b = new BinaryFormatter();
var m = new MemoryStream(Convert.FromBase64String(data));
stringTable.stringDict = b.Deserialize(m) as Dictionary<string, string>;
}
}
string sceneName = GetString("Fungus.Scene");
if (sceneName.Length > 0)
{
LoadScene(sceneName, true);
}
}
}
}