An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// 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.Serialization;
using System.Collections.Generic;
using System;
namespace Fungus.Commands
{
/// <summary>
/// Supported modes for calling a block.
/// </summary>
public enum CallMode
{
/// <summary> Stop executing the current block after calling. </summary>
Stop,
/// <summary> Continue executing the current block after calling </summary>
Continue,
/// <summary> Wait until the called block finishes executing, then continue executing current block. </summary>
WaitUntilFinished
}
/// <summary>
/// Execute another block in the same Flowchart as the command, or in a different Flowchart.
/// </summary>
[CommandInfo("Flow",
"Call",
"Execute another block in the same Flowchart as the command, or in a different Flowchart.")]
[AddComponentMenu("")]
public class Call : Command
{
[Tooltip("Flowchart which contains the block to execute. If none is specified then the current Flowchart is used.")]
[SerializeField] protected Flowchart targetFlowchart;
[FormerlySerializedAs("targetSequence")]
[Tooltip("Block to start executing")]
[SerializeField] protected Block targetBlock;
[Tooltip("Command index to start executing")]
[FormerlySerializedAs("commandIndex")]
[SerializeField] protected int startIndex;
[Tooltip("Select if the calling block should stop or continue executing commands, or wait until the called block finishes.")]
[SerializeField] protected CallMode callMode;
public override void OnEnter()
{
var flowchart = GetFlowchart();
if (targetBlock != null)
{
// Check if calling your own parent block
if (ParentBlock != null && ParentBlock.Equals(targetBlock))
{
// Just ignore the callmode in this case, and jump to first command in list
Continue(0);
return;
}
// Callback action for Wait Until Finished mode
Action onComplete = null;
if (callMode == CallMode.WaitUntilFinished)
{
onComplete = delegate {
flowchart.SelectedBlock = ParentBlock;
Continue();
};
}
if (targetFlowchart == null ||
targetFlowchart.Equals(GetFlowchart()))
{
// If the executing block is currently selected then follow the execution
// onto the next block in the inspector.
if (flowchart.SelectedBlock == ParentBlock)
{
flowchart.SelectedBlock = targetBlock;
}
StartCoroutine(targetBlock.Execute(startIndex, onComplete));
}
else
{
// Execute block in another Flowchart
targetFlowchart.ExecuteBlock(targetBlock, startIndex, onComplete);
}
}
if (callMode == CallMode.Stop)
{
StopParentBlock();
}
else if (callMode == CallMode.Continue)
{
Continue();
}
}
public override void GetConnectedBlocks(ref List<Block> connectedBlocks)
{
if (targetBlock != null)
{
connectedBlocks.Add(targetBlock);
}
}
public override string GetSummary()
{
string summary = "";
if (targetBlock == null)
{
summary = "<None>";
}
else
{
summary = targetBlock.BlockName;
}
switch (callMode)
{
case CallMode.Stop:
summary += " : Stop";
break;
case CallMode.Continue:
summary += " : Continue";
break;
case CallMode.WaitUntilFinished:
summary += " : Wait";
break;
}
return summary;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}