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944 lines
22 KiB
944 lines
22 KiB
using UnityEngine; |
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using UnityEngine.EventSystems; |
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using UnityEngine.Serialization; |
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using System; |
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using System.Linq; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Text.RegularExpressions; |
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|
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namespace Fungus |
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{ |
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/** |
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* Visual scripting controller for the Flowchart programming language. |
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* Flowchart objects may be edited visually using the Flowchart editor window. |
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*/ |
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[ExecuteInEditMode] |
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public class Flowchart : MonoBehaviour |
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{ |
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/** |
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* Current version used to compare with the previous version so older versions can be custom-updated from previous versions. |
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*/ |
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public const string CURRENT_VERSION = "1.0"; |
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/** |
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* The name of the initial block in a new flowchart. |
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*/ |
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public const string DEFAULT_BLOCK_NAME = "New Block"; |
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/** |
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* Variable to track flowchart's version and if initial set up has completed. |
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*/ |
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[HideInInspector] |
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public string version; |
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/** |
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* Scroll position of Flowchart editor window. |
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*/ |
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[HideInInspector] |
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public Vector2 scrollPos; |
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/** |
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* Scroll position of Flowchart variables window. |
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*/ |
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[HideInInspector] |
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public Vector2 variablesScrollPos; |
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/** |
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* Show the variables pane. |
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*/ |
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[HideInInspector] |
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public bool variablesExpanded = true; |
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/** |
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* Height of command block view in inspector. |
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*/ |
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[HideInInspector] |
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public float blockViewHeight = 400; |
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/** |
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* Zoom level of Flowchart editor window |
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*/ |
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[HideInInspector] |
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public float zoom = 1f; |
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/** |
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* Scrollable area for Flowchart editor window. |
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*/ |
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[HideInInspector] |
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public Rect scrollViewRect; |
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/** |
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* Currently selected block in the Flowchart editor. |
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*/ |
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[HideInInspector] |
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[FormerlySerializedAs("selectedSequence")] |
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public Block selectedBlock; |
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/** |
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* Currently selected command in the Flowchart editor. |
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*/ |
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[HideInInspector] |
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public List<Command> selectedCommands = new List<Command>(); |
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/** |
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* The list of variables that can be accessed by the Flowchart. |
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*/ |
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[HideInInspector] |
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public List<Variable> variables = new List<Variable>(); |
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[TextArea(3, 5)] |
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[Tooltip("Description text displayed in the Flowchart editor window")] |
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public string description = ""; |
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/** |
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* Slow down execution in the editor to make it easier to visualise program flow. |
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*/ |
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[Range(0f, 5f)] |
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[Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")] |
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public float stepPause = 0f; |
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/** |
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* Use command color when displaying the command list in the inspector. |
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*/ |
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[Tooltip("Use command color when displaying the command list in the Fungus Editor window")] |
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public bool colorCommands = true; |
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/** |
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* Hides the Flowchart block and command components in the inspector. |
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* Deselect to inspect the block and command components that make up the Flowchart. |
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*/ |
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[Tooltip("Hides the Flowchart block and command components in the inspector")] |
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public bool hideComponents = true; |
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/** |
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* Saves the selected block and commands when saving the scene. |
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* Helps avoid version control conflicts if you've only changed the active selection. |
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*/ |
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[Tooltip("Saves the selected block and commands when saving the scene.")] |
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public bool saveSelection = true; |
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/** |
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* Unique identifier for identifying this flowchart in localized string keys. |
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*/ |
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[Tooltip("Unique identifier for this flowchart in localized string keys. If no id is specified then the name of the Flowchart object will be used.")] |
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public string localizationId = ""; |
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/** |
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* List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart. |
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*/ |
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[Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")] |
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public List<string> hideCommands = new List<string>(); |
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/** |
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* Position in the center of all blocks in the flowchart. |
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*/ |
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[NonSerialized] |
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public Vector2 centerPosition = Vector2.zero; |
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/** |
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* Cached list of flowchart objects in the scene for fast lookup |
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*/ |
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public static List<Flowchart> cachedFlowcharts = new List<Flowchart>(); |
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protected static bool eventSystemPresent; |
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/** |
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* Returns the next id to assign to a new flowchart item. |
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* Item ids increase monotically so they are guaranteed to |
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* be unique within a Flowchart. |
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*/ |
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public int NextItemId() |
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{ |
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int maxId = -1; |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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maxId = Math.Max(maxId, block.itemId); |
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} |
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Command[] commands = GetComponentsInChildren<Command>(); |
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foreach (Command command in commands) |
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{ |
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maxId = Math.Max(maxId, command.itemId); |
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} |
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return maxId + 1; |
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} |
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protected virtual void OnLevelWasLoaded(int level) |
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{ |
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// Reset the flag for checking for an event system as there may not be one in the newly loaded scene. |
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eventSystemPresent = false; |
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} |
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protected virtual void Start() |
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{ |
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CheckEventSystem(); |
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} |
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// There must be an Event System in the scene for Say and Menu input to work. |
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// This method will automatically instantiate one if none exists. |
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protected virtual void CheckEventSystem() |
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{ |
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if (eventSystemPresent) |
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{ |
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return; |
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} |
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>(); |
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if (eventSystem == null) |
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{ |
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// Auto spawn an Event System from the prefab |
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GameObject prefab = Resources.Load<GameObject>("EventSystem"); |
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if (prefab != null) |
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{ |
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GameObject go = Instantiate(prefab) as GameObject; |
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go.name = "EventSystem"; |
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} |
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} |
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eventSystemPresent = true; |
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} |
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public virtual void OnEnable() |
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{ |
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if (!cachedFlowcharts.Contains(this)) |
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{ |
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cachedFlowcharts.Add(this); |
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} |
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CheckItemIds(); |
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CleanupComponents(); |
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UpdateVersion(); |
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} |
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public virtual void OnDisable() |
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{ |
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cachedFlowcharts.Remove(this); |
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} |
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protected virtual void CheckItemIds() |
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{ |
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// Make sure item ids are unique and monotonically increasing. |
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// This should always be the case, but some legacy Flowcharts may have issues. |
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List<int> usedIds = new List<int>(); |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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if (block.itemId == -1 || |
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usedIds.Contains(block.itemId)) |
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{ |
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block.itemId = NextItemId(); |
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} |
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usedIds.Add(block.itemId); |
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} |
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Command[] commands = GetComponentsInChildren<Command>(); |
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foreach (Command command in commands) |
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{ |
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if (command.itemId == -1 || |
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usedIds.Contains(command.itemId)) |
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{ |
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command.itemId = NextItemId(); |
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} |
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usedIds.Add(command.itemId); |
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} |
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} |
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protected virtual void CleanupComponents() |
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{ |
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// Delete any unreferenced components which shouldn't exist any more |
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// Unreferenced components don't have any effect on the flowchart behavior, but |
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// they waste memory so should be cleared out periodically. |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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// Remove any null entries in the variables list |
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// It shouldn't happen but it seemed to occur for a user on the forum |
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variables.RemoveAll(item => item == null); |
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foreach (Variable variable in GetComponents<Variable>()) |
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{ |
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if (!variables.Contains(variable)) |
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{ |
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DestroyImmediate(variable); |
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} |
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} |
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foreach (Command command in GetComponents<Command>()) |
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{ |
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bool found = false; |
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foreach (Block block in blocks) |
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{ |
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if (block.commandList.Contains(command)) |
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{ |
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found = true; |
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break; |
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} |
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} |
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if (!found) |
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{ |
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DestroyImmediate(command); |
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} |
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} |
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foreach (EventHandler eventHandler in GetComponents<EventHandler>()) |
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{ |
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bool found = false; |
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foreach (Block block in blocks) |
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{ |
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if (block.eventHandler == eventHandler) |
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{ |
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found = true; |
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break; |
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} |
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} |
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if (!found) |
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{ |
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DestroyImmediate(eventHandler); |
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} |
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} |
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} |
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private void UpdateVersion() |
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{ |
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// If versions match, then we are already using the latest. |
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if (version == CURRENT_VERSION) return; |
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switch (version) |
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{ |
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// Version never set, so we are initializing on first creation or this flowchart is pre-versioning. |
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case null: |
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case "": |
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Initialize(); |
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break; |
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} |
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version = CURRENT_VERSION; |
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} |
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protected virtual void Initialize() |
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{} |
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protected virtual Block CreateBlockComponent(GameObject parent) |
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{ |
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Block block = parent.AddComponent<Block>(); |
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return block; |
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} |
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/** |
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* Create a new block node which you can then add commands to. |
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*/ |
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public virtual Block CreateBlock(Vector2 position) |
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{ |
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Block b = CreateBlockComponent(gameObject); |
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b.nodeRect.x = position.x; |
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b.nodeRect.y = position.y; |
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b.blockName = GetUniqueBlockKey(b.blockName, b); |
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b.itemId = NextItemId(); |
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return b; |
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} |
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/** |
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* Returns the named Block in the flowchart, or null if not found. |
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*/ |
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public virtual Block FindBlock(string blockName) |
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{ |
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Block [] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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if (block.blockName == blockName) |
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{ |
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return block; |
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} |
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} |
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return null; |
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} |
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/** |
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* Start running another Flowchart by executing a specific child block. |
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* The block must be in an idle state to be executed. |
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* You can use this method in a UI event. e.g. to handle a button click. |
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*/ |
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public virtual void ExecuteBlock(string blockName) |
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{ |
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Block [] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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if (block.blockName == blockName) |
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{ |
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ExecuteBlock(block); |
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} |
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} |
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} |
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/** |
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* Sends a message to this Flowchart only. |
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* Any block with a matching MessageReceived event handler will start executing. |
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*/ |
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public virtual void SendFungusMessage(string messageName) |
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{ |
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MessageReceived[] eventHandlers = GetComponentsInChildren<MessageReceived>(); |
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foreach (MessageReceived eventHandler in eventHandlers) |
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{ |
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eventHandler.OnSendFungusMessage(messageName); |
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} |
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} |
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/** |
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* Sends a message to all Flowchart objects in the current scene. |
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* Any block with a matching MessageReceived event handler will start executing. |
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*/ |
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public static void BroadcastFungusMessage(string messageName) |
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{ |
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MessageReceived[] eventHandlers = GameObject.FindObjectsOfType<MessageReceived>(); |
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foreach (MessageReceived eventHandler in eventHandlers) |
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{ |
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eventHandler.OnSendFungusMessage(messageName); |
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} |
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} |
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/** |
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* Start executing a specific child block in the flowchart. |
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* The block must be in an idle state to be executed. |
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* Returns true if the Block started execution. |
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*/ |
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public virtual bool ExecuteBlock(Block block, Action onComplete = null) |
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{ |
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// Block must be a component of the Flowchart game object |
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if (block == null || |
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block.gameObject != gameObject) |
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{ |
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return false; |
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} |
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// Can't restart a running block, have to wait until it's idle again |
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if (block.IsExecuting()) |
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{ |
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return false; |
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} |
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// Execute the first command in the command list |
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block.Execute(onComplete); |
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return true; |
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} |
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/** |
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* Stop all executing Blocks in this Flowchart. |
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*/ |
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public virtual void StopAllBlocks() |
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{ |
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Block [] blocks = GetComponentsInChildren<Block>(); |
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foreach (Block block in blocks) |
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{ |
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if (block.IsExecuting()) |
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{ |
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block.Stop(); |
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} |
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} |
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} |
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/** |
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* Returns a new variable key that is guaranteed not to clash with any existing variable in the list. |
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*/ |
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public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey; |
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// Only letters and digits allowed |
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char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray(); |
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baseKey = new string(arr); |
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// No leading digits allowed |
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baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9'); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "Var"; |
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} |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Variable variable in variables) |
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{ |
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if (variable == null || |
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variable == ignoreVariable || |
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variable.key == null) |
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{ |
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continue; |
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} |
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if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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/** |
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* Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart. |
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*/ |
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public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey.Trim(); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "New Block"; |
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} |
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Block[] blocks = GetComponentsInChildren<Block>(); |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Block block in blocks) |
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{ |
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if (block == ignoreBlock || |
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block.blockName == null) |
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{ |
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continue; |
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} |
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if (block.blockName.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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/** |
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* Returns a new Label key that is guaranteed not to clash with any existing Label in the Block. |
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*/ |
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public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey.Trim(); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "New Label"; |
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} |
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Block block = ignoreLabel.parentBlock; |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Command command in block.commandList) |
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{ |
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Label label = command as Label; |
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if (label == null || |
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label == ignoreLabel) |
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{ |
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continue; |
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} |
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|
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if (label.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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|
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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|
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/** |
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* Returns the variable with the specified key, or null if the key is not found. |
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* You can then access the variable's value using the Value property. e.g. |
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* BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool"); |
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* boolVar.Value = false; |
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*/ |
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public T GetVariable<T>(string key) where T : Variable |
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{ |
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foreach (Variable variable in variables) |
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{ |
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if (variable.key == key) |
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{ |
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return variable as T; |
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} |
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} |
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|
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return null; |
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} |
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|
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/** |
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* Gets a list of all variables with public scope in this Flowchart. |
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*/ |
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public virtual List<Variable> GetPublicVariables() |
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{ |
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List<Variable> publicVariables = new List<Variable>(); |
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foreach (Variable v in variables) |
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{ |
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if (v.scope == VariableScope.Public) |
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{ |
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publicVariables.Add(v); |
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} |
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} |
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|
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return publicVariables; |
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} |
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|
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/** |
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* Gets the value of a boolean variable. |
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* Returns false if the variable key does not exist. |
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*/ |
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public virtual bool GetBooleanVariable(string key) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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BooleanVariable variable = v as BooleanVariable; |
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if (variable != null) |
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{ |
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return variable.value; |
|
} |
|
} |
|
} |
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Debug.LogWarning("Boolean variable " + key + " not found."); |
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return false; |
|
} |
|
|
|
/** |
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* Sets the value of a boolean variable. |
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* The variable must already be added to the list of variables for this Flowchart. |
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*/ |
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public virtual void SetBooleanVariable(string key, bool value) |
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{ |
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foreach (Variable v in variables) |
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{ |
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if (v.key == key) |
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{ |
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BooleanVariable variable = v as BooleanVariable; |
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if (variable != null) |
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{ |
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variable.value = value; |
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return; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("Boolean variable " + key + " not found."); |
|
} |
|
|
|
/** |
|
* Gets the value of an integer variable. |
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* Returns 0 if the variable key does not exist. |
|
*/ |
|
public virtual int GetIntegerVariable(string key) |
|
{ |
|
foreach (Variable v in variables) |
|
{ |
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if (v.key == key) |
|
{ |
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IntegerVariable variable = v as IntegerVariable; |
|
if (variable != null) |
|
{ |
|
return variable.value; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("Integer variable " + key + " not found."); |
|
return 0; |
|
} |
|
|
|
/** |
|
* Sets the value of an integer variable. |
|
* The variable must already be added to the list of variables for this Flowchart. |
|
*/ |
|
public virtual void SetIntegerVariable(string key, int value) |
|
{ |
|
foreach (Variable v in variables) |
|
{ |
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if (v.key == key) |
|
{ |
|
IntegerVariable variable = v as IntegerVariable; |
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if (variable != null) |
|
{ |
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variable.value = value; |
|
return; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("Integer variable " + key + " not found."); |
|
} |
|
|
|
/** |
|
* Gets the value of a float variable. |
|
* Returns 0 if the variable key does not exist. |
|
*/ |
|
public virtual float GetFloatVariable(string key) |
|
{ |
|
foreach (Variable v in variables) |
|
{ |
|
if (v.key == key) |
|
{ |
|
FloatVariable variable = v as FloatVariable; |
|
if (variable != null) |
|
{ |
|
return variable.value; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("Float variable " + key + " not found."); |
|
return 0f; |
|
} |
|
|
|
/** |
|
* Sets the value of a float variable. |
|
* The variable must already be added to the list of variables for this Flowchart. |
|
*/ |
|
public virtual void SetFloatVariable(string key, float value) |
|
{ |
|
foreach (Variable v in variables) |
|
{ |
|
if (v.key == key) |
|
{ |
|
FloatVariable variable = v as FloatVariable; |
|
if (variable != null) |
|
{ |
|
variable.value = value; |
|
return; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("Float variable " + key + " not found."); |
|
} |
|
|
|
/** |
|
* Gets the value of a string variable. |
|
* Returns the empty string if the variable key does not exist. |
|
*/ |
|
public virtual string GetStringVariable(string key) |
|
{ |
|
foreach (Variable v in variables) |
|
{ |
|
if (v.key == key) |
|
{ |
|
StringVariable variable = v as StringVariable; |
|
if (variable != null) |
|
{ |
|
return variable.value; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("String variable " + key + " not found."); |
|
return ""; |
|
} |
|
|
|
/** |
|
* Sets the value of a string variable. |
|
* The variable must already be added to the list of variables for this Flowchart. |
|
*/ |
|
public virtual void SetStringVariable(string key, string value) |
|
{ |
|
foreach (Variable v in variables) |
|
{ |
|
if (v.key == key) |
|
{ |
|
StringVariable variable = v as StringVariable; |
|
if (variable != null) |
|
{ |
|
variable.value = value; |
|
return; |
|
} |
|
} |
|
} |
|
Debug.LogWarning("String variable " + key + " not found."); |
|
} |
|
|
|
/** |
|
* Set the block objects to be hidden or visible depending on the hideComponents property. |
|
*/ |
|
public virtual void UpdateHideFlags() |
|
{ |
|
if (hideComponents) |
|
{ |
|
Block[] blocks = GetComponentsInChildren<Block>(); |
|
foreach (Block block in blocks) |
|
{ |
|
block.hideFlags = HideFlags.HideInInspector; |
|
if (block.gameObject != gameObject) |
|
{ |
|
block.gameObject.hideFlags = HideFlags.HideInHierarchy; |
|
} |
|
} |
|
|
|
Command[] commands = GetComponentsInChildren<Command>(); |
|
foreach (Command command in commands) |
|
{ |
|
command.hideFlags = HideFlags.HideInInspector; |
|
} |
|
|
|
EventHandler[] eventHandlers = GetComponentsInChildren<EventHandler>(); |
|
foreach (EventHandler eventHandler in eventHandlers) |
|
{ |
|
eventHandler.hideFlags = HideFlags.HideInInspector; |
|
} |
|
} |
|
else |
|
{ |
|
MonoBehaviour[] monoBehaviours = GetComponentsInChildren<MonoBehaviour>(); |
|
foreach (MonoBehaviour monoBehaviour in monoBehaviours) |
|
{ |
|
if (monoBehaviour == null) |
|
{ |
|
continue; |
|
} |
|
|
|
monoBehaviour.hideFlags = HideFlags.None; |
|
monoBehaviour.gameObject.hideFlags = HideFlags.None; |
|
} |
|
} |
|
|
|
} |
|
|
|
public virtual void ClearSelectedCommands() |
|
{ |
|
selectedCommands.Clear(); |
|
} |
|
|
|
public virtual void AddSelectedCommand(Command command) |
|
{ |
|
if (!selectedCommands.Contains(command)) |
|
{ |
|
selectedCommands.Add(command); |
|
} |
|
} |
|
|
|
public virtual void Reset(bool resetCommands, bool resetVariables) |
|
{ |
|
if (resetCommands) |
|
{ |
|
Command[] commands = GetComponentsInChildren<Command>(); |
|
foreach (Command command in commands) |
|
{ |
|
command.OnReset(); |
|
} |
|
} |
|
|
|
if (resetVariables) |
|
{ |
|
foreach (Variable variable in variables) |
|
{ |
|
variable.OnReset(); |
|
} |
|
} |
|
} |
|
|
|
/** |
|
* Override this in a Flowchart subclass to filter which commands are shown in the Add Command list. |
|
*/ |
|
public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo) |
|
{ |
|
foreach (string key in hideCommands) |
|
{ |
|
// Match on category or command name (case insensitive) |
|
if (String.Compare(commandInfo.Category, key, StringComparison.OrdinalIgnoreCase) == 0 || |
|
String.Compare(commandInfo.CommandName, key, StringComparison.OrdinalIgnoreCase) == 0) |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
public virtual string SubstituteVariables(string text) |
|
{ |
|
string subbedText = text; |
|
|
|
// Instantiate the regular expression object. |
|
Regex r = new Regex("{\\$.*?}"); |
|
|
|
// Match the regular expression pattern against a text string. |
|
var results = r.Matches(text); |
|
foreach (Match match in results) |
|
{ |
|
string key = match.Value.Substring(2, match.Value.Length - 3); |
|
|
|
// Look for any matching variables in this Flowchart first (public or private) |
|
foreach (Variable variable in variables) |
|
{ |
|
if (variable == null) |
|
continue; |
|
|
|
if (variable.key == key) |
|
{ |
|
string value = variable.ToString(); |
|
subbedText = subbedText.Replace(match.Value, value); |
|
} |
|
} |
|
|
|
// Now search all public variables in all scene Flowcharts in the scene |
|
foreach (Flowchart flowchart in cachedFlowcharts) |
|
{ |
|
if (flowchart == this) |
|
{ |
|
// We've already searched this flowchart |
|
continue; |
|
} |
|
|
|
foreach (Variable variable in flowchart.variables) |
|
{ |
|
if (variable == null) |
|
continue; |
|
|
|
if (variable.scope == VariableScope.Public && |
|
variable.key == key) |
|
{ |
|
string value = variable.ToString(); |
|
subbedText = subbedText.Replace(match.Value, value); |
|
} |
|
} |
|
} |
|
|
|
// Next look for matching localized string |
|
string localizedString = Localization.GetLocalizedString(key); |
|
if (localizedString != null) |
|
{ |
|
subbedText = subbedText.Replace(match.Value, localizedString); |
|
} |
|
} |
|
|
|
return subbedText; |
|
} |
|
} |
|
|
|
} |