An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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.

75 lines
1.8 KiB

using UnityEngine;
using UnityEngine.Serialization;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
public class EventHandlerInfoAttribute : Attribute
{
public EventHandlerInfoAttribute(string category, string eventHandlerName, string helpText)
{
this.Category = category;
this.EventHandlerName = eventHandlerName;
this.HelpText = helpText;
}
public string Category { get; set; }
public string EventHandlerName { get; set; }
public string HelpText { get; set; }
}
/**
* A Block may have an associated Event Handler which starts executing commands when
* a specific event occurs.
* To create a custom Event Handler, simply subclass EventHandler and call the ExecuteBlock() method
* when the event occurs.
* Add an EventHandlerInfo attibute and your new EventHandler class will automatically appear in the
* 'Execute On Event' dropdown menu when a block is selected.
*/
[RequireComponent(typeof(Block))]
[RequireComponent(typeof(Flowchart))]
[AddComponentMenu("")]
public class EventHandler : MonoBehaviour
{
[HideInInspector]
[FormerlySerializedAs("parentSequence")]
public Block parentBlock;
/**
* The Event Handler should call this method when the event is detected.
*/
public virtual bool ExecuteBlock()
{
if (parentBlock == null)
{
return false;
}
if (parentBlock.eventHandler != this)
{
return false;
}
Flowchart flowchart = parentBlock.GetFlowchart();
// Auto-follow the executing block if none is currently selected
if (flowchart.selectedBlock == null)
{
flowchart.selectedBlock = parentBlock;
}
return flowchart.ExecuteBlock(parentBlock);
}
/**
* Returns a custom summary for the event handler.
*/
public virtual string GetSummary()
{
return "";
}
}
}