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216 lines
7.2 KiB
216 lines
7.2 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using System.Collections.Generic; |
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using UnityEngine; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Serializable container for a string variable. |
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/// </summary> |
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[System.Serializable] |
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public class StringVar |
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{ |
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[SerializeField] protected string key; |
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[SerializeField] protected string value; |
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#region Public methods |
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public string Key { get { return key; } set { key = value; } } |
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public string Value { get { return value; } set { this.value = value; } } |
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#endregion |
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} |
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/// <summary> |
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/// Serializable container for an integer variable. |
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/// </summary> |
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[System.Serializable] |
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public class IntVar |
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{ |
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[SerializeField] protected string key; |
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[SerializeField] protected int value; |
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#region Public methods |
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public string Key { get { return key; } set { key = value; } } |
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public int Value { get { return value; } set { this.value = value; } } |
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#endregion |
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} |
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/// <summary> |
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/// Serializable container for a float variable. |
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/// </summary> |
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[System.Serializable] |
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public class FloatVar |
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{ |
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[SerializeField] protected string key; |
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[SerializeField] protected float value; |
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#region Public methods |
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public string Key { get { return key; } set { key = value; } } |
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public float Value { get { return value; } set { this.value = value; } } |
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#endregion |
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} |
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/// <summary> |
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/// Serializable container for a boolean variable. |
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/// </summary> |
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[System.Serializable] |
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public class BoolVar |
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{ |
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[SerializeField] protected string key; |
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[SerializeField] protected bool value; |
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#region Public methods |
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public string Key { get { return key; } set { key = value; } } |
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public bool Value { get { return value; } set { this.value = value; } } |
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#endregion |
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} |
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/// <summary> |
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/// Serializable container for encoding the state of a Flowchart's variables. |
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/// </summary> |
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[System.Serializable] |
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public class FlowchartData |
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{ |
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[SerializeField] protected string flowchartName; |
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[SerializeField] protected List<StringVar> stringVars = new List<StringVar>(); |
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[SerializeField] protected List<IntVar> intVars = new List<IntVar>(); |
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[SerializeField] protected List<FloatVar> floatVars = new List<FloatVar>(); |
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[SerializeField] protected List<BoolVar> boolVars = new List<BoolVar>(); |
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#region Public methods |
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/// <summary> |
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/// Gets or sets the name of the encoded Flowchart. |
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/// </summary> |
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public string FlowchartName { get { return flowchartName; } set { flowchartName = value; } } |
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/// <summary> |
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/// Gets or sets the list of encoded string variables. |
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/// </summary> |
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public List<StringVar> StringVars { get { return stringVars; } set { stringVars = value; } } |
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/// <summary> |
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/// Gets or sets the list of encoded integer variables. |
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/// </summary> |
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public List<IntVar> IntVars { get { return intVars; } set { intVars = value; } } |
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/// <summary> |
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/// Gets or sets the list of encoded float variables. |
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/// </summary> |
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public List<FloatVar> FloatVars { get { return floatVars; } set { floatVars = value; } } |
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/// <summary> |
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/// Gets or sets the list of encoded boolean variables. |
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/// </summary> |
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public List<BoolVar> BoolVars { get { return boolVars; } set { boolVars = value; } } |
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/// <summary> |
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/// Encodes the data in a Flowchart into a structure that can be stored by the save system. |
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/// </summary> |
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public static FlowchartData Encode(Flowchart flowchart) |
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{ |
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var flowchartData = new FlowchartData(); |
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flowchartData.FlowchartName = flowchart.name; |
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for (int i = 0; i < flowchart.Variables.Count; i++) |
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{ |
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var v = flowchart.Variables[i]; |
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// Save string |
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var stringVariable = v as StringVariable; |
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if (stringVariable != null) |
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{ |
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var d = new StringVar(); |
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d.Key = stringVariable.Key; |
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d.Value = stringVariable.Value; |
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flowchartData.StringVars.Add(d); |
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} |
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// Save int |
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var intVariable = v as IntegerVariable; |
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if (intVariable != null) |
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{ |
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var d = new IntVar(); |
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d.Key = intVariable.Key; |
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d.Value = intVariable.Value; |
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flowchartData.IntVars.Add(d); |
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} |
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// Save float |
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var floatVariable = v as FloatVariable; |
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if (floatVariable != null) |
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{ |
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var d = new FloatVar(); |
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d.Key = floatVariable.Key; |
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d.Value = floatVariable.Value; |
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flowchartData.FloatVars.Add(d); |
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} |
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// Save bool |
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var boolVariable = v as BooleanVariable; |
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if (boolVariable != null) |
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{ |
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var d = new BoolVar(); |
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d.Key = boolVariable.Key; |
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d.Value = boolVariable.Value; |
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flowchartData.BoolVars.Add(d); |
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} |
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} |
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return flowchartData; |
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} |
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/// <summary> |
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/// Decodes a FlowchartData object and uses it to restore the state of a Flowchart in the scene. |
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/// </summary> |
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public static void Decode(FlowchartData flowchartData) |
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{ |
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var go = GameObject.Find(flowchartData.FlowchartName); |
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if (go == null) |
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{ |
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Debug.LogError("Failed to find flowchart object specified in save data"); |
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return; |
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} |
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var flowchart = go.GetComponent<Flowchart>(); |
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if (flowchart == null) |
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{ |
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Debug.LogError("Failed to find flowchart object specified in save data"); |
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return; |
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} |
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for (int i = 0; i < flowchartData.BoolVars.Count; i++) |
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{ |
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var boolVar = flowchartData.BoolVars[i]; |
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flowchart.SetBooleanVariable(boolVar.Key, boolVar.Value); |
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} |
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for (int i = 0; i < flowchartData.IntVars.Count; i++) |
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{ |
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var intVar = flowchartData.IntVars[i]; |
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flowchart.SetIntegerVariable(intVar.Key, intVar.Value); |
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} |
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for (int i = 0; i < flowchartData.FloatVars.Count; i++) |
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{ |
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var floatVar = flowchartData.FloatVars[i]; |
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flowchart.SetFloatVariable(floatVar.Key, floatVar.Value); |
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} |
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for (int i = 0; i < flowchartData.StringVars.Count; i++) |
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{ |
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var stringVar = flowchartData.StringVars[i]; |
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flowchart.SetStringVariable(stringVar.Key, stringVar.Value); |
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} |
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} |
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#endregion |
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} |
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} |