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470 lines
18 KiB
470 lines
18 KiB
using UnityEngine; |
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using System; |
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using System.Collections; |
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namespace Fungus |
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{ |
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/** |
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* This class gives easy access to every scripting command available in Fungus. |
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*/ |
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public class GameController : MonoBehaviour |
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{ |
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#region General Methods |
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/** |
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* Transitions from the current Room to another Room. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param room The Room to transition to. |
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*/ |
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public void MoveToRoom(Room room) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new MoveToRoomCommand(room)); |
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} |
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/** |
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* Wait for a period of time before executing the next command. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param duration The wait duration in seconds |
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*/ |
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public void Wait(float duration) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new WaitCommand(duration)); |
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} |
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/** |
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* Call a delegate method provided by the client. |
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* Used to queue the execution of arbitrary code as part of a command sequeunce. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param callAction The Action delegate method to be called when the command executes. |
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*/ |
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public void Call(Action callAction) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new CallCommand(callAction)); |
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} |
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#endregion |
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#region View Methods |
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/** |
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* Sets the currently active View immediately. |
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* The main camera snaps to the new active View. If the View contains a Page object, this Page becomes the active Page. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param view The View object to make active |
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*/ |
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public void SetView(View view) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetViewCommand(view)); |
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} |
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/** |
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* Pans the camera to the target View over a period of time. |
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* The pan starts at the current camera position and performs a smoothed linear pan to the target View. |
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* Command execution blocks until the pan completes. When the camera arrives at the target View, this View becomes the active View. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param targetView The View to pan the camera to. |
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* @param duration The length of time in seconds needed to complete the pan. |
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*/ |
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public void PanToView(View targetView, float duration) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new PanToViewCommand(targetView, duration)); |
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} |
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/** |
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* Pans the camera through a sequence of target Views over a period of time. |
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* The pan starts at the current camera position and performs a smooth pan through all Views in the list. |
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* Command execution blocks until the pan completes. When the camera arrives at the last View in the list, this View becomes the active View. |
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* If more control is required over the camera path then you should instead use an Animator component to precisely control the Camera path. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param duration The length of time in seconds needed to complete the pan. |
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* @param targetViews A parameter list of views to visit during the pan. |
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*/ |
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public void PanToPath(float duration, params View[] targetViews) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new PanToPathCommand(targetViews, duration)); |
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} |
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/** |
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* Fades out the current camera View, and fades in again using the target View. |
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* If the target View contains a Page object, this Page becomes the active Page. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param targetView The View object to fade to. |
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* @param duration The length of time in seconds needed to complete the pan. |
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*/ |
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public void FadeToView(View targetView, float duration) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new FadeToViewCommand(targetView, duration)); |
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} |
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#endregion |
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#region Page Methods |
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/** |
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* Sets the currently active Page for story text display. |
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* Once this command executes, all story text added using Say(), AddOption(), Choose(), etc. will be displayed on this Page. |
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* When a Room contains multiple Page objects, this method can be used to control which Page object is active at a given time. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param page The Page object to make active |
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*/ |
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public void SetPage(Page page) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetPageCommand(page)); |
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} |
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/** |
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* Sets the currently active style for displaying Pages. |
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* Once this command executes, all Pages will display using the new style. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param pageStyle The style object to make active |
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*/ |
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public void SetPageStyle(PageStyle pageStyle) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetPageStyleCommand(pageStyle)); |
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} |
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/** |
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* Sets the title text displayed at the top of the active Page. |
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* The title text is only displayed when there is some story text or options to be shown. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param titleText The text to display as the title of the Page. |
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*/ |
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public void Title(string titleText) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new TitleCommand(titleText)); |
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} |
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/** |
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* Writes story text to the currently active Page. |
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* A 'continue' button is displayed when the text has fully appeared. |
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* Command execution halts until the user chooses to continue. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param storyText The text to be written to the currently active Page. |
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*/ |
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public void Say(string storyText) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SayCommand(storyText)); |
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} |
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/** |
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* Adds an option to the current list of player options. |
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* Use the Choose() method to display previously added options. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param optionText The text to be displayed for this option |
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* @param optionAction The Action delegate method to be called when the player selects the option |
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*/ |
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public void AddOption(string optionText, Action optionAction) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new AddOptionCommand(optionText, optionAction)); |
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} |
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/** |
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* Display all previously added options as buttons, with no text prompt. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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*/ |
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public void Choose() |
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{ |
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Choose(""); |
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} |
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/** |
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* Displays a story text prompt, followed by all previously added options. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param chooseText The story text to be written above the list of options |
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*/ |
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public void Choose(string chooseText) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new ChooseCommand(chooseText)); |
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} |
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#endregion |
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#region State Methods |
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/** |
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* Sets a boolean flag value. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param key The name of the flag |
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* @param value The boolean value to set the flag to |
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*/ |
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public void SetFlag(string key, bool value) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetFlagCommand(key, value)); |
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} |
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/** |
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* Gets the current state of a flag. |
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* Flag values are set using SetFlag(). |
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* Returns false if the flag has previously been set to false, or has not yet been set. |
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* @param key The name of the flag |
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* @return The boolean state of the flag. |
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*/ |
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public bool GetFlag(string key) |
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{ |
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GameState state = Game.GetInstance().state; |
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return state.GetFlag(key); |
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} |
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/** |
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* Sets an integer counter value. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param key The name of the counter |
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* @param value The value to set the counter to |
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*/ |
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public void SetCounter(string key, int value) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetCounterCommand(key, value)); |
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} |
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/** |
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* Gets the current value of a counter. |
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* Counter values are set using SetCounter(). |
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* Returns zero if the counter has not previously been set to a value. |
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* @param key The name of the counter |
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* @return The current value of the counter |
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*/ |
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public int GetCounter(string key) |
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{ |
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GameState state = Game.GetInstance().state; |
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return state.GetCounter(key); |
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} |
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/** |
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* Sets an inventory item count to 1. |
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* This supports the common case where the player can only collect 1 instance of an inventory item. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param key The name of the inventory item |
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*/ |
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public void SetInventory(string key) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetInventoryCommand(key, 1)); |
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} |
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/** |
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* Sets the inventory count for an item. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param key The name of the inventory item |
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* @param value The inventory count for the item |
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*/ |
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public void SetInventory(string key, int value) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetInventoryCommand(key, value)); |
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} |
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/** |
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* Gets the current inventory count for an item. |
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* Inventory counts are set using SetInventory(). |
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* Returns zero if the inventory count has not previously been set to a value. |
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* @param key The name of the inventory item |
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* @return The current inventory count of the item |
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*/ |
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public int GetInventory(string key) |
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{ |
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GameState state = Game.GetInstance().state; |
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return state.GetInventory(key); |
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} |
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/** |
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* Check if player has an inventory item. |
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* @param key The name of the inventory item |
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* @return Returns true if the inventory count for an item is greater than zero |
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*/ |
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public bool HasInventory(string key) |
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{ |
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GameState state = Game.GetInstance().state; |
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return (state.GetInventory(key) > 0); |
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} |
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#endregion |
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#region Sprite Methods |
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/** |
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* Makes a sprite completely transparent immediately. |
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* This changes the alpha component of the sprite renderer color to 0. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be modified |
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*/ |
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public void HideSprite(SpriteRenderer spriteRenderer) |
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{ |
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FadeSprite(spriteRenderer, 0, 0, Vector2.zero); |
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} |
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/** |
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* Makes a sprite completely opaque immediately. |
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* This changes the alpha component of the sprite renderer color to 1. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be modified |
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*/ |
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public void ShowSprite(SpriteRenderer spriteRenderer) |
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{ |
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FadeSprite(spriteRenderer, 1, 0, Vector2.zero); |
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} |
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/** |
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* Fades the transparency of a sprite over a period of time. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be modified |
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* @param targetAlpha The final required transparency value [0..1] |
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* @param duration The duration of the fade transition in seconds |
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*/ |
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public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration) |
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{ |
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FadeSprite(spriteRenderer, targetAlpha, duration, Vector2.zero); |
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} |
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/** |
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* Fades the transparency of a sprite over a period of time, and applies a sliding motion to the sprite's position. |
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* The sprite starts at a position calculated by adding the current sprite position + the slide offset. |
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* The sprite then smoothly moves from this starting position to the original position of the sprite. |
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* Automatically adds a SpriteFader component to the sprite object to perform the transition. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be modified |
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* @param targetAlpha The final required transparency value [0..1] |
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* @param duration The duration of the fade transition in seconds |
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* @param slideOffset Offset to the starting position for the slide effect. |
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*/ |
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public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration, Vector2 slideOffset) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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Color color = spriteRenderer.color; |
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color.a = targetAlpha; |
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commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, duration, slideOffset)); |
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} |
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/** |
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* Makes a sprite behave as a clickable button. |
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* Automatically adds a Button component to the object to respond to player input. |
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* If no Collider2D already exists on the object, then a BoxCollider2D is automatically added. |
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* Use RemoveButton() to make a sprite non-clickable again. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be made clickable |
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* @param buttonAction The Action delegate method to be called when the player clicks on the button |
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*/ |
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public void AddButton(SpriteRenderer spriteRenderer, Action buttonAction) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction, false)); |
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} |
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/** |
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* Makes a sprite behave as a clickable button. |
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* Same behaviour as AddButton(), except the button will be automatically hidden/shown by the game depending on the context. |
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* All auto buttons are automatically displayed when there is no page content and the player taps on the screen. |
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* If the player does not interact for a period, then all auto buttons are hidden again. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be made clickable |
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* @param buttonAction The Action delegate method to be called when the player clicks on the button |
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*/ |
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public void AddAutoButton(SpriteRenderer spriteRenderer, Action buttonAction) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction, true)); |
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} |
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/** |
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* Makes a sprite stop behaving as a clickable button. |
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* Removes the Button component from the sprite object. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param spriteRenderer The sprite to be made non-clickable |
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*/ |
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public void RemoveButton(SpriteRenderer spriteRenderer) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new RemoveButtonCommand(spriteRenderer)); |
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} |
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/** |
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* Sets an animator trigger to change the animation state for an animated sprite. |
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* This is the primary method of controlling Unity animations from a Fungus command sequence. |
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* This method returns immediately but it queues an asynchronous command for later execution. |
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* @param animator The sprite to be made non-clickable |
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* @param triggerName Name of a trigger parameter in the animator controller |
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*/ |
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public void SetAnimatorTrigger(Animator animator, string triggerName) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetAnimatorTriggerCommand(animator, triggerName)); |
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} |
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#endregion |
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#region Audio Methods |
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/** |
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* Plays game music using an audio clip. |
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* One music clip may be played at a time. |
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* @param audioClip The music clip to play |
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*/ |
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public void PlayMusic(AudioClip audioClip) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new PlayMusicCommand(audioClip)); |
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} |
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/** |
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* Stops playing game music. |
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*/ |
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public void StopMusic() |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new StopMusicCommand()); |
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} |
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/** |
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* Sets the game music volume immediately. |
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* @param musicVolume The new music volume value [0..1] |
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*/ |
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public void SetMusicVolume(float musicVolume) |
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{ |
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SetMusicVolume(musicVolume, 0f); |
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} |
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/** |
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* Fades the game music volume to required level over a period of time. |
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* @param musicVolume The new music volume value [0..1] |
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* @param duration The length of time in seconds needed to complete the volume change. |
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*/ |
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public void SetMusicVolume(float musicVolume, float duration) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new SetMusicVolumeCommand(musicVolume, duration)); |
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} |
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/** |
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* Plays a sound effect once. |
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* Multiple sound effects can be played at the same time. |
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* @param audioClip The sound effect clip to play |
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*/ |
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public void PlaySound(AudioClip audioClip) |
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{ |
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PlaySound(audioClip, 1f); |
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} |
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/** |
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* Plays a sound effect once, at the specified volume. |
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* Multiple sound effects can be played at the same time. |
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* @param audioClip The sound effect clip to play |
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* @param volume The volume level of the sound effect |
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*/ |
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public void PlaySound(AudioClip audioClip, float volume) |
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{ |
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CommandQueue commandQueue = Game.GetInstance().commandQueue; |
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commandQueue.AddCommand(new PlaySoundCommand(audioClip, volume)); |
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} |
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#endregion |
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} |
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} |