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.

78 lines
2.4 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.Serialization;
using System;
namespace Fungus
{
/// <summary>
/// Attribute class for Fungus event handlers.
/// </summary>
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; }
}
/// <summary>
/// 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.
/// </summary>
[RequireComponent(typeof(Block))]
[RequireComponent(typeof(Flowchart))]
[AddComponentMenu("")]
public class EventHandler : MonoBehaviour, IEventHandler
{
[HideInInspector]
[FormerlySerializedAs("parentSequence")]
[SerializeField] protected Block parentBlock;
#region IEventHandler
public virtual Block ParentBlock { get { return parentBlock; } set { parentBlock = value; } }
public virtual bool ExecuteBlock()
{
if (ParentBlock == null)
{
return false;
}
if (ParentBlock._EventHandler != this)
{
return false;
}
var flowchart = ParentBlock.GetFlowchart();
// Auto-follow the executing block if none is currently selected
if (flowchart.SelectedBlock == null)
{
flowchart.SelectedBlock = ParentBlock;
}
return flowchart.ExecuteBlock(ParentBlock);
}
public virtual string GetSummary()
{
return "";
}
#endregion
}
}