An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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3.5 KiB

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[ExecuteInEditMode]
[RequireComponent(typeof(FungusScript))]
public class Sequence : Node
{
public string sequenceName = "New Sequence";
[Tooltip("Slow down execution in the editor to make it easier to visualise program flow")]
public bool runSlowInEditor = true;
public EventHandler eventHandler;
[HideInInspector]
[System.NonSerialized]
public Command activeCommand;
[HideInInspector]
public List<Command> commandList = new List<Command>();
protected int executionCount;
protected virtual void Start()
{
// Give each child command a reference back to its parent sequence
foreach (Command command in commandList)
{
command.parentSequence = this;
}
}
public virtual FungusScript GetFungusScript()
{
FungusScript fungusScript = GetComponent<FungusScript>();
if (fungusScript == null)
{
// Legacy support for earlier system where Sequences were children of the FungusScript
if (transform.parent != null)
{
fungusScript = transform.parent.GetComponent<FungusScript>();
}
}
return fungusScript;
}
public virtual bool HasError()
{
foreach (Command command in commandList)
{
if (command.errorMessage.Length > 0)
{
return true;
}
}
return false;
}
public virtual bool IsExecuting()
{
FungusScript fungusScript = GetFungusScript();
if (fungusScript == null)
{
return false;
}
return (activeCommand != null);
}
public virtual int GetExecutionCount()
{
return executionCount;
}
public virtual void ExecuteNextCommand(Command currentCommand = null)
{
if (currentCommand == null)
{
executionCount++;
}
activeCommand = null;
Command nextCommand = null;
bool executeNext = (currentCommand == null);
foreach (Command command in commandList)
{
if (command == currentCommand)
{
executeNext = true;
}
else if (executeNext)
{
if (command.enabled && command.GetType() != typeof(Comment))
{
nextCommand = command;
break;
}
}
}
if (nextCommand == null)
{
Stop();
}
else
{
FungusScript fungusScript = GetFungusScript();
if (fungusScript.gameObject.activeInHierarchy)
{
if (!runSlowInEditor)
{
activeCommand = nextCommand;
nextCommand.Execute();
}
else
{
StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.runSlowDuration));
}
}
}
}
IEnumerator ExecuteAfterDelay(Command command, float delay)
{
activeCommand = command;
yield return new WaitForSeconds(delay);
command.Execute();
}
public virtual void Stop()
{
FungusScript fungusScript = GetFungusScript();
if (fungusScript == null)
{
return;
}
activeCommand = null;
fungusScript.ClearSelectedCommands();
}
public virtual List<Sequence> GetConnectedSequences()
{
List<Sequence> connectedSequences = new List<Sequence>();
foreach (Command command in commandList)
{
command.GetConnectedSequences(ref connectedSequences);
}
return connectedSequences;
}
// Force set the sequence name for any legacy child sequences.
// This is a temporary hack to make it easier to upgrade from earlier versions and will be removed soon.
public virtual void UpdateSequenceName()
{
if (sequenceName == "New Sequence" &&
GetComponent<FungusScript>() == null)
{
sequenceName = gameObject.name;
}
}
}
}