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.EventSystems;
using System;
using System.Text;
using System.Linq;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace Fungus
{
/// <summary>
/// Visual scripting controller for the Flowchart programming language.
/// Flowchart objects may be edited visually using the Flowchart editor window.
/// </summary>
[ExecuteInEditMode]
public class Flowchart : MonoBehaviour, ISubstitutionHandler
{
public const string SubstituteVariableRegexString = "{\\$.*?}";
[HideInInspector]
[SerializeField] protected int version = 0; // Default to 0 to always trigger an update for older versions of Fungus.
[HideInInspector]
[SerializeField] protected Vector2 scrollPos;
[HideInInspector]
[SerializeField] protected Vector2 variablesScrollPos;
[HideInInspector]
[SerializeField] protected bool variablesExpanded = true;
[HideInInspector]
[SerializeField] protected float blockViewHeight = 400;
[HideInInspector]
[SerializeField] protected float zoom = 1f;
[HideInInspector]
[SerializeField] protected Rect scrollViewRect;
[HideInInspector]
[SerializeField] protected List<Block> selectedBlocks = new List<Block>();
[HideInInspector]
[SerializeField] protected List<Command> selectedCommands = new List<Command>();
[HideInInspector]
[SerializeField] protected List<Variable> variables = new List<Variable>();
[TextArea(3, 5)]
[Tooltip("Description text displayed in the Flowchart editor window")]
[SerializeField] protected string description = "";
[Range(0f, 5f)]
[Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")]
[SerializeField] protected float stepPause = 0f;
[Tooltip("Use command color when displaying the command list in the Fungus Editor window")]
[SerializeField] protected bool colorCommands = true;
[Tooltip("Hides the Flowchart block and command components in the inspector. Deselect to inspect the block and command components that make up the Flowchart.")]
[SerializeField] protected bool hideComponents = true;
[Tooltip("Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.")]
[SerializeField] protected bool saveSelection = true;
[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.")]
[SerializeField] protected string localizationId = "";
[Tooltip("Display line numbers in the command list in the Block inspector.")]
[SerializeField] protected bool showLineNumbers = false;
[Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")]
[SerializeField] protected List<string> hideCommands = new List<string>();
[Tooltip("Lua Environment to be used by default for all Execute Lua commands in this Flowchart")]
[SerializeField] protected LuaEnvironment luaEnvironment;
[Tooltip("The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.")]
[SerializeField] protected string luaBindingName = "flowchart";
protected static List<Flowchart> cachedFlowcharts = new List<Flowchart>();
protected static bool eventSystemPresent;
protected StringSubstituter stringSubstituer;
#if UNITY_EDITOR
public bool SelectedCommandsStale { get; set; }
#endif
#if UNITY_5_4_OR_NEWER
#else
protected virtual void OnLevelWasLoaded(int level)
{
LevelWasLoaded();
}
#endif
protected virtual void LevelWasLoaded()
{
// Reset the flag for checking for an event system as there may not be one in the newly loaded scene.
eventSystemPresent = false;
}
protected virtual void Start()
{
CheckEventSystem();
}
// There must be an Event System in the scene for Say and Menu input to work.
// This method will automatically instantiate one if none exists.
protected virtual void CheckEventSystem()
{
if (eventSystemPresent)
{
return;
}
EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>();
if (eventSystem == null)
{
// Auto spawn an Event System from the prefab
GameObject prefab = Resources.Load<GameObject>("Prefabs/EventSystem");
if (prefab != null)
{
GameObject go = Instantiate(prefab) as GameObject;
go.name = "EventSystem";
}
}
eventSystemPresent = true;
}
private void SceneManager_activeSceneChanged(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.Scene arg1)
{
LevelWasLoaded();
}
protected virtual void OnEnable()
{
if (!cachedFlowcharts.Contains(this))
{
cachedFlowcharts.Add(this);
//TODO these pairs could be replaced by something static that manages all active flowcharts
#if UNITY_5_4_OR_NEWER
UnityEngine.SceneManagement.SceneManager.activeSceneChanged += SceneManager_activeSceneChanged;
#endif
}
CheckItemIds();
CleanupComponents();
UpdateVersion();
StringSubstituter.RegisterHandler(this);
}
protected virtual void OnDisable()
{
cachedFlowcharts.Remove(this);
#if UNITY_5_4_OR_NEWER
UnityEngine.SceneManagement.SceneManager.activeSceneChanged -= SceneManager_activeSceneChanged;
#endif
StringSubstituter.UnregisterHandler(this);
}
protected virtual void UpdateVersion()
{
if (version == FungusConstants.CurrentVersion)
{
// No need to update
return;
}
// Tell all components that implement IUpdateable to update to the new version
var components = GetComponents<Component>();
for (int i = 0; i < components.Length; i++)
{
var component = components[i];
IUpdateable u = component as IUpdateable;
if (u != null)
{
u.UpdateToVersion(version, FungusConstants.CurrentVersion);
}
}
version = FungusConstants.CurrentVersion;
}
protected virtual void CheckItemIds()
{
// Make sure item ids are unique and monotonically increasing.
// This should always be the case, but some legacy Flowcharts may have issues.
List<int> usedIds = new List<int>();
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
if (block.ItemId == -1 || usedIds.Contains(block.ItemId))
{
block.ItemId = NextItemId();
}
usedIds.Add(block.ItemId);
}
var commands = GetComponents<Command>();
for (int i = 0; i < commands.Length; i++)
{
var command = commands[i];
if (command.ItemId == -1 || usedIds.Contains(command.ItemId))
{
command.ItemId = NextItemId();
}
usedIds.Add(command.ItemId);
}
}
protected virtual void CleanupComponents()
{
// Delete any unreferenced components which shouldn't exist any more
// Unreferenced components don't have any effect on the flowchart behavior, but
// they waste memory so should be cleared out periodically.
// Remove any null entries in the variables list
// It shouldn't happen but it seemed to occur for a user on the forum
variables.RemoveAll(item => item == null);
var allVariables = GetComponents<Variable>();
for (int i = 0; i < allVariables.Length; i++)
{
var variable = allVariables[i];
if (!variables.Contains(variable))
{
DestroyImmediate(variable);
}
}
var blocks = GetComponents<Block>();
var commands = GetComponents<Command>();
for (int i = 0; i < commands.Length; i++)
{
var command = commands[i];
bool found = false;
for (int j = 0; j < blocks.Length; j++)
{
var block = blocks[j];
if (block.CommandList.Contains(command))
{
found = true;
break;
}
}
if (!found)
{
DestroyImmediate(command);
}
}
var eventHandlers = GetComponents<EventHandler>();
for (int i = 0; i < eventHandlers.Length; i++)
{
var eventHandler = eventHandlers[i];
bool found = false;
for (int j = 0; j < blocks.Length; j++)
{
var block = blocks[j];
if (block._EventHandler == eventHandler)
{
found = true;
break;
}
}
if (!found)
{
DestroyImmediate(eventHandler);
}
}
}
protected virtual Block CreateBlockComponent(GameObject parent)
{
Block block = parent.AddComponent<Block>();
return block;
}
#region Public members
/// <summary>
/// Cached list of flowchart objects in the scene for fast lookup.
/// </summary>
public static List<Flowchart> CachedFlowcharts { get { return cachedFlowcharts; } }
/// <summary>
/// Sends a message to all Flowchart objects in the current scene.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
public static void BroadcastFungusMessage(string messageName)
{
var eventHandlers = UnityEngine.Object.FindObjectsOfType<MessageReceived>();
for (int i = 0; i < eventHandlers.Length; i++)
{
var eventHandler = eventHandlers[i];
eventHandler.OnSendFungusMessage(messageName);
}
}
/// <summary>
/// Scroll position of Flowchart editor window.
/// </summary>
public virtual Vector2 ScrollPos { get { return scrollPos; } set { scrollPos = value; } }
/// <summary>
/// Scroll position of Flowchart variables window.
/// </summary>
public virtual Vector2 VariablesScrollPos { get { return variablesScrollPos; } set { variablesScrollPos = value; } }
/// <summary>
/// Show the variables pane.
/// </summary>
public virtual bool VariablesExpanded { get { return variablesExpanded; } set { variablesExpanded = value; } }
/// <summary>
/// Height of command block view in inspector.
/// </summary>
public virtual float BlockViewHeight { get { return blockViewHeight; } set { blockViewHeight = value; } }
/// <summary>
/// Zoom level of Flowchart editor window.
/// </summary>
public virtual float Zoom { get { return zoom; } set { zoom = value; } }
/// <summary>
/// Scrollable area for Flowchart editor window.
/// </summary>
public virtual Rect ScrollViewRect { get { return scrollViewRect; } set { scrollViewRect = value; } }
/// <summary>
/// Current actively selected block in the Flowchart editor.
/// </summary>
public virtual Block SelectedBlock
{
get
{
if (selectedBlocks == null || selectedBlocks.Count == 0)
return null;
return selectedBlocks[0];
}
set
{
ClearSelectedBlocks();
AddSelectedBlock(value);
}
}
public virtual List<Block> SelectedBlocks { get { return selectedBlocks; } set { selectedBlocks = value; } }
/// <summary>
/// Currently selected command in the Flowchart editor.
/// </summary>
public virtual List<Command> SelectedCommands { get { return selectedCommands; } }
/// <summary>
/// The list of variables that can be accessed by the Flowchart.
/// </summary>
public virtual List<Variable> Variables { get { return variables; } }
public virtual int VariableCount { get { return variables.Count; } }
/// <summary>
/// Description text displayed in the Flowchart editor window
/// </summary>
public virtual string Description { get { return description; } }
/// <summary>
/// Slow down execution in the editor to make it easier to visualise program flow.
/// </summary>
public virtual float StepPause { get { return stepPause; } }
/// <summary>
/// Use command color when displaying the command list in the inspector.
/// </summary>
public virtual bool ColorCommands { get { return colorCommands; } }
/// <summary>
/// Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.
/// </summary>
public virtual bool SaveSelection { get { return saveSelection; } }
/// <summary>
/// Unique identifier for identifying this flowchart in localized string keys.
/// </summary>
public virtual string LocalizationId { get { return localizationId; } }
/// <summary>
/// Display line numbers in the command list in the Block inspector.
/// </summary>
public virtual bool ShowLineNumbers { get { return showLineNumbers; } }
/// <summary>
/// Lua Environment to be used by default for all Execute Lua commands in this Flowchart.
/// </summary>
public virtual LuaEnvironment LuaEnv { get { return luaEnvironment; } }
/// <summary>
/// The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.
/// </summary>
public virtual string LuaBindingName { get { return luaBindingName; } }
/// <summary>
/// Position in the center of all blocks in the flowchart.
/// </summary>
public virtual Vector2 CenterPosition { set; get; }
/// <summary>
/// Variable to track flowchart's version so components can update to new versions.
/// </summary>
public int Version { set { version = value; } }
/// <summary>
/// Returns true if the Flowchart gameobject is active.
/// </summary>
public bool IsActive()
{
return gameObject.activeInHierarchy;
}
/// <summary>
/// Returns the Flowchart gameobject name.
/// </summary>
public string GetName()
{
return gameObject.name;
}
/// <summary>
/// Returns the next id to assign to a new flowchart item.
/// Item ids increase monotically so they are guaranteed to
/// be unique within a Flowchart.
/// </summary>
public int NextItemId()
{
int maxId = -1;
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
maxId = Math.Max(maxId, block.ItemId);
}
var commands = GetComponents<Command>();
for (int i = 0; i < commands.Length; i++)
{
var command = commands[i];
maxId = Math.Max(maxId, command.ItemId);
}
return maxId + 1;
}
/// <summary>
/// Create a new block node which you can then add commands to.
/// </summary>
public virtual Block CreateBlock(Vector2 position)
{
Block b = CreateBlockComponent(gameObject);
b._NodeRect = new Rect(position.x, position.y, 0, 0);
b.BlockName = GetUniqueBlockKey(b.BlockName, b);
b.ItemId = NextItemId();
return b;
}
/// <summary>
/// Returns the named Block in the flowchart, or null if not found.
/// </summary>
public virtual Block FindBlock(string blockName)
{
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
if (block.BlockName == blockName)
{
return block;
}
}
return null;
}
/// <summary>
/// Checks availability of the block in the Flowchart.
/// You can use this method in a UI event. e.g. to test availability block, before handle it.
public virtual bool HasBlock(string blockName)
{
var block = FindBlock(blockName);
return block != null;
}
/// <summary>
/// Executes the block if it is available in the Flowchart.
/// You can use this method in a UI event. e.g. to try executing block without confidence in its existence.
public virtual bool ExecuteIfHasBlock(string blockName)
{
if (HasBlock(blockName))
{
ExecuteBlock(blockName);
return true;
}
else
{
return false;
}
}
/// <summary>
/// Execute a child block in the Flowchart.
/// You can use this method in a UI event. e.g. to handle a button click.
public virtual void ExecuteBlock(string blockName)
{
var block = FindBlock(blockName);
if (block == null)
{
Debug.LogError("Block " + blockName + "does not exist");
return;
}
if (!ExecuteBlock(block))
{
Debug.LogWarning("Block " + blockName + "failed to execute");
}
}
/// <summary>
/// Stops an executing Block in the Flowchart.
/// </summary>
public virtual void StopBlock(string blockName)
{
var block = FindBlock(blockName);
if (block == null)
{
Debug.LogError("Block " + blockName + " does not exist");
return;
}
if (block.IsExecuting())
{
block.Stop();
}
}
/// <summary>
/// Execute a child block in the flowchart.
/// The block must be in an idle state to be executed.
/// This version provides extra options to control how the block is executed.
/// Returns true if the Block started execution.
/// </summary>
public virtual bool ExecuteBlock(Block block, int commandIndex = 0, Action onComplete = null)
{
if (block == null)
{
Debug.LogError("Block must not be null");
return false;
}
if (((Block)block).gameObject != gameObject)
{
Debug.LogError("Block must belong to the same gameobject as this Flowchart");
return false;
}
// Can't restart a running block, have to wait until it's idle again
if (block.IsExecuting())
{
Debug.LogWarning(block.BlockName + " cannot be called/executed, it is already running.");
return false;
}
// Start executing the Block as a new coroutine
StartCoroutine(block.Execute(commandIndex, onComplete));
return true;
}
/// <summary>
/// Stop all executing Blocks in this Flowchart.
/// </summary>
public virtual void StopAllBlocks()
{
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
if (block.IsExecuting())
{
block.Stop();
}
}
}
/// <summary>
/// Sends a message to this Flowchart only.
/// Any block with a matching MessageReceived event handler will start executing.
/// </summary>
public virtual void SendFungusMessage(string messageName)
{
var eventHandlers = GetComponents<MessageReceived>();
for (int i = 0; i < eventHandlers.Length; i++)
{
var eventHandler = eventHandlers[i];
eventHandler.OnSendFungusMessage(messageName);
}
}
/// <summary>
/// Returns a new variable key that is guaranteed not to clash with any existing variable in the list.
/// </summary>
public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null)
{
int suffix = 0;
string baseKey = originalKey;
// Only letters and digits allowed
char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray();
baseKey = new string(arr);
// No leading digits allowed
baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9');
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "Var";
}
string key = baseKey;
while (true)
{
bool collision = false;
for (int i = 0; i < variables.Count; i++)
{
var variable = variables[i];
if (variable == null || variable == ignoreVariable || variable.Key == null)
{
continue;
}
if (variable.Key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/// <summary>
/// Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart.
/// </summary>
public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null)
{
int suffix = 0;
string baseKey = originalKey.Trim();
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = FungusConstants.DefaultBlockName;
}
var blocks = GetComponents<Block>();
string key = baseKey;
while (true)
{
bool collision = false;
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
if (block == ignoreBlock || block.BlockName == null)
{
continue;
}
if (block.BlockName.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/// <summary>
/// Returns a new Label key that is guaranteed not to clash with any existing Label in the Block.
/// </summary>
public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel)
{
int suffix = 0;
string baseKey = originalKey.Trim();
// No empty keys allowed
if (baseKey.Length == 0)
{
baseKey = "New Label";
}
var block = ignoreLabel.ParentBlock;
string key = baseKey;
while (true)
{
bool collision = false;
var commandList = block.CommandList;
for (int i = 0; i < commandList.Count; i++)
{
var command = commandList[i];
Label label = command as Label;
if (label == null || label == ignoreLabel)
{
continue;
}
if (label.Key.Equals(key, StringComparison.CurrentCultureIgnoreCase))
{
collision = true;
suffix++;
key = baseKey + suffix;
}
}
if (!collision)
{
return key;
}
}
}
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You will need to cast the returned variable to the correct sub-type.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable;
/// boolVar.Value = false;
/// </summary>
public Variable GetVariable(string key)
{
for (int i = 0; i < variables.Count; i++)
{
var variable = variables[i];
if (variable != null && variable.Key == key)
{
return variable;
}
}
return null;
}
/// <summary>
/// Returns the variable with the specified key, or null if the key is not found.
/// You can then access the variable's value using the Value property. e.g.
/// BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool");
/// boolVar.Value = false;
/// </summary>
public T GetVariable<T>(string key) where T : Variable
{
for (int i = 0; i < variables.Count; i++)
{
var variable = variables[i];
if (variable != null && variable.Key == key)
{
return variable as T;
}
}
Debug.LogWarning("Variable " + key + " not found.");
return null;
}
/// <summary>
/// Register a new variable with the Flowchart at runtime.
/// The variable should be added as a component on the Flowchart game object.
/// </summary>
public void SetVariable<T>(string key, T newvariable) where T : Variable
{
for (int i = 0; i < variables.Count; i++)
{
var v = variables[i];
if (v != null && v.Key == key)
{
T variable = v as T;
if (variable != null)
{
variable = newvariable;
return;
}
}
}
Debug.LogWarning("Variable " + key + " not found.");
}
/// <summary>
/// Checks if a given variable exists in the flowchart.
/// </summary>
public virtual bool HasVariable(string key)
{
for (int i = 0; i < variables.Count; i++)
{
var v = variables[i];
if (v != null && v.Key == key)
{
return true;
}
}
return false;
}
/// <summary>
/// Returns the list of variable names in the Flowchart.
/// </summary>
public virtual string[] GetVariableNames()
{
var vList = new string[variables.Count];
for (int i = 0; i < variables.Count; i++)
{
var v = variables[i];
if (v != null)
{
vList[i] = v.Key;
}
}
return vList;
}
/// <summary>
/// Gets a list of all variables with public scope in this Flowchart.
/// </summary>
public virtual List<Variable> GetPublicVariables()
{
var publicVariables = new List<Variable>();
for (int i = 0; i < variables.Count; i++)
{
var v = variables[i];
if (v != null && v.Scope == VariableScope.Public)
{
publicVariables.Add(v);
}
}
return publicVariables;
}
/// <summary>
/// Gets the value of a boolean variable.
/// Returns false if the variable key does not exist.
/// </summary>
public virtual bool GetBooleanVariable(string key)
{
var variable = GetVariable<BooleanVariable>(key);
if(variable != null)
{
return GetVariable<BooleanVariable>(key).Value;
}
else
{
return false;
}
}
/// <summary>
/// Sets the value of a boolean variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetBooleanVariable(string key, bool value)
{
var variable = GetVariable<BooleanVariable>(key);
if(variable != null)
{
variable.Value = value;
}
}
/// <summary>
/// Gets the value of an integer variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
public virtual int GetIntegerVariable(string key)
{
var variable = GetVariable<IntegerVariable>(key);
if (variable != null)
{
return GetVariable<IntegerVariable>(key).Value;
}
else
{
return 0;
}
}
/// <summary>
/// Sets the value of an integer variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetIntegerVariable(string key, int value)
{
var variable = GetVariable<IntegerVariable>(key);
if (variable != null)
{
variable.Value = value;
}
}
/// <summary>
/// Gets the value of a float variable.
/// Returns 0 if the variable key does not exist.
/// </summary>
public virtual float GetFloatVariable(string key)
{
var variable = GetVariable<FloatVariable>(key);
if (variable != null)
{
return GetVariable<FloatVariable>(key).Value;
}
else
{
return 0f;
}
}
/// <summary>
/// Sets the value of a float variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetFloatVariable(string key, float value)
{
var variable = GetVariable<FloatVariable>(key);
if (variable != null)
{
variable.Value = value;
}
}
/// <summary>
/// Gets the value of a string variable.
/// Returns the empty string if the variable key does not exist.
/// </summary>
public virtual string GetStringVariable(string key)
{
var variable = GetVariable<StringVariable>(key);
if (variable != null)
{
return GetVariable<StringVariable>(key).Value;
}
else
{
return "";
}
}
/// <summary>
/// Sets the value of a string variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetStringVariable(string key, string value)
{
var variable = GetVariable<StringVariable>(key);
if (variable != null)
{
variable.Value = value;
}
}
/// <summary>
/// Gets the value of a GameObject variable.
/// Returns null if the variable key does not exist.
/// </summary>
public virtual GameObject GetGameObjectVariable(string key)
{
var variable = GetVariable<GameObjectVariable>(key);
if (variable != null)
{
return GetVariable<GameObjectVariable>(key).Value;
}
else
{
return null;
}
}
/// <summary>
/// Sets the value of a GameObject variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetGameObjectVariable(string key, GameObject value)
{
var variable = GetVariable<GameObjectVariable>(key);
if (variable != null)
{
variable.Value = value;
}
}
/// <summary>
/// Gets the value of a Transform variable.
/// Returns null if the variable key does not exist.
/// </summary>
public virtual Transform GetTransformVariable(string key)
{
var variable = GetVariable<TransformVariable>(key);
if (variable != null)
{
return GetVariable<TransformVariable>(key).Value;
}
else
{
return null;
}
}
/// <summary>
/// Sets the value of a Transform variable.
/// The variable must already be added to the list of variables for this Flowchart.
/// </summary>
public virtual void SetTransformVariable(string key, Transform value)
{
var variable = GetVariable<TransformVariable>(key);
if (variable != null)
{
variable.Value = value;
}
}
/// <summary>
/// Set the block objects to be hidden or visible depending on the hideComponents property.
/// </summary>
public virtual void UpdateHideFlags()
{
if (hideComponents)
{
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
block.hideFlags = HideFlags.HideInInspector;
if (block.gameObject != gameObject)
{
block.hideFlags = HideFlags.HideInHierarchy;
}
}
var commands = GetComponents<Command>();
for (int i = 0; i < commands.Length; i++)
{
var command = commands[i];
command.hideFlags = HideFlags.HideInInspector;
}
var eventHandlers = GetComponents<EventHandler>();
for (int i = 0; i < eventHandlers.Length; i++)
{
var eventHandler = eventHandlers[i];
eventHandler.hideFlags = HideFlags.HideInInspector;
}
}
else
{
var monoBehaviours = GetComponents<MonoBehaviour>();
for (int i = 0; i < monoBehaviours.Length; i++)
{
var monoBehaviour = monoBehaviours[i];
if (monoBehaviour == null)
{
continue;
}
monoBehaviour.hideFlags = HideFlags.None;
monoBehaviour.gameObject.hideFlags = HideFlags.None;
}
}
}
/// <summary>
/// Clears the list of selected commands.
/// </summary>
public virtual void ClearSelectedCommands()
{
selectedCommands.Clear();
#if UNITY_EDITOR
SelectedCommandsStale = true;
#endif
}
/// <summary>
/// Adds a command to the list of selected commands.
/// </summary>
public virtual void AddSelectedCommand(Command command)
{
if (!selectedCommands.Contains(command))
{
selectedCommands.Add(command);
#if UNITY_EDITOR
SelectedCommandsStale = true;
#endif
}
}
/// <summary>
/// Clears the list of selected blocks.
/// </summary>
public virtual void ClearSelectedBlocks()
{
foreach (var item in selectedBlocks)
{
item.IsSelected = false;
}
selectedBlocks.Clear();
}
/// <summary>
/// Adds a block to the list of selected blocks.
/// </summary>
public virtual void AddSelectedBlock(Block block)
{
if (!selectedBlocks.Contains(block))
{
block.IsSelected = true;
selectedBlocks.Add(block);
}
}
public virtual bool DeselectBlock(Block block)
{
if (selectedBlocks.Contains(block))
{
DeselectBlockNoCheck(block);
return true;
}
return false;
}
public virtual void DeselectBlockNoCheck(Block b)
{
b.IsSelected = false;
selectedBlocks.Remove(b);
}
public void UpdateSelectedCache()
{
selectedBlocks.Clear();
var res = gameObject.GetComponents<Block>();
selectedBlocks = res.Where(x => x.IsSelected).ToList();
}
/// <summary>
/// Reset the commands and variables in the Flowchart.
/// </summary>
public virtual void Reset(bool resetCommands, bool resetVariables)
{
if (resetCommands)
{
var commands = GetComponents<Command>();
for (int i = 0; i < commands.Length; i++)
{
var command = commands[i];
command.OnReset();
}
}
if (resetVariables)
{
for (int i = 0; i < variables.Count; i++)
{
var variable = variables[i];
variable.OnReset();
}
}
}
/// <summary>
/// Override this in a Flowchart subclass to filter which commands are shown in the Add Command list.
/// </summary>
public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo)
{
for (int i = 0; i < hideCommands.Count; i++)
{
// Match on category or command name (case insensitive)
var key = hideCommands[i];
if (String.Compare(commandInfo.Category, key, StringComparison.OrdinalIgnoreCase) == 0 || String.Compare(commandInfo.CommandName, key, StringComparison.OrdinalIgnoreCase) == 0)
{
return false;
}
}
return true;
}
/// <summary>
/// Returns true if there are any executing blocks in this Flowchart.
/// </summary>
public virtual bool HasExecutingBlocks()
{
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
if (block.IsExecuting())
{
return true;
}
}
return false;
}
/// <summary>
/// Returns a list of all executing blocks in this Flowchart.
/// </summary>
public virtual List<Block> GetExecutingBlocks()
{
var executingBlocks = new List<Block>();
var blocks = GetComponents<Block>();
for (int i = 0; i < blocks.Length; i++)
{
var block = blocks[i];
if (block.IsExecuting())
{
executingBlocks.Add(block);
}
}
return executingBlocks;
}
/// <summary>
/// Substitute variables in the input text with the format {$VarName}
/// This will first match with private variables in this Flowchart, and then
/// with public variables in all Flowcharts in the scene (and any component
/// in the scene that implements StringSubstituter.ISubstitutionHandler).
/// </summary>
public virtual string SubstituteVariables(string input)
{
if (stringSubstituer == null)
{
stringSubstituer = new StringSubstituter();
}
// Use the string builder from StringSubstituter for efficiency.
StringBuilder sb = stringSubstituer._StringBuilder;
sb.Length = 0;
sb.Append(input);
// Instantiate the regular expression object.
Regex r = new Regex(SubstituteVariableRegexString);
bool changed = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input);
for (int i = 0; i < results.Count; i++)
{
Match match = results[i];
string key = match.Value.Substring(2, match.Value.Length - 3);
// Look for any matching private variables in this Flowchart first
for (int j = 0; j < variables.Count; j++)
{
var variable = variables[j];
if (variable == null)
continue;
if (variable.Scope == VariableScope.Private && variable.Key == key)
{
string value = variable.ToString();
sb.Replace(match.Value, value);
changed = true;
}
}
}
// Now do all other substitutions in the scene
changed |= stringSubstituer.SubstituteStrings(sb);
if (changed)
{
return sb.ToString();
}
else
{
return input;
}
}
public virtual void DetermineSubstituteVariables(string str, List<Variable> vars)
{
Regex r = new Regex(Flowchart.SubstituteVariableRegexString);
// Match the regular expression pattern against a text string.
var results = r.Matches(str);
for (int i = 0; i < results.Count; i++)
{
var match = results[i];
var v = GetVariable(match.Value.Substring(2, match.Value.Length - 3));
if (v != null)
{
vars.Add(v);
}
}
}
#endregion
#region IStringSubstituter implementation
/// <summary>
/// Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart.
/// To perform full variable substitution with all substitution handlers in the scene, you should
/// use the SubstituteVariables() method instead.
/// </summary>
[MoonSharp.Interpreter.MoonSharpHidden]
public virtual bool SubstituteStrings(StringBuilder input)
{
// Instantiate the regular expression object.
Regex r = new Regex(SubstituteVariableRegexString);
bool modified = false;
// Match the regular expression pattern against a text string.
var results = r.Matches(input.ToString());
for (int i = 0; i < results.Count; i++)
{
Match match = results[i];
string key = match.Value.Substring(2, match.Value.Length - 3);
// Look for any matching public variables in this Flowchart
for (int j = 0; j < variables.Count; j++)
{
var variable = variables[j];
if (variable == null)
{
continue;
}
if (variable.Scope == VariableScope.Public && variable.Key == key)
{
string value = variable.ToString();
input.Replace(match.Value, value);
modified = true;
}
}
}
return modified;
}
#endregion
}
}