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.UI;
using System;
using System.Collections;
using MoonSharp.Interpreter;
namespace Fungus
{
/// <summary>
/// Types of display operations supported by portraits.
/// </summary>
public enum DisplayType
{
/// <summary> Do nothing. </summary>
None,
/// <summary> Show the portrait. </summary>
Show,
/// <summary> Hide the portrait. </summary>
Hide,
/// <summary> Replace the existing portrait. </summary>
Replace,
/// <summary> Move portrait to the front. </summary>
MoveToFront
}
/// <summary>
/// Directions that character portraits can face.
/// </summary>
public enum FacingDirection
{
/// <summary> Unknown direction </summary>
None,
/// <summary> Facing left. </summary>
Left,
/// <summary> Facing right. </summary>
Right
}
/// <summary>
/// Offset direction for position.
/// </summary>
public enum PositionOffset
{
/// <summary> Unknown offset direction. </summary>
None,
/// <summary> Offset applies to the left. </summary>
OffsetLeft,
/// <summary> Offset applies to the right. </summary>
OffsetRight
}
/// <summary>
/// Controls the Portrait sprites on stage
/// </summary>
public class PortraitController : MonoBehaviour
{
// Timer for waitUntilFinished functionality
protected float waitTimer;
protected Stage stage;
protected virtual void Awake()
{
stage = GetComponentInParent<Stage>();
}
protected virtual void FinishCommand(PortraitOptions options)
{
if (options.onComplete != null)
{
if (!options.waitUntilFinished)
{
options.onComplete();
}
else
{
StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete));
}
}
else
{
StartCoroutine(WaitUntilFinished(options.fadeDuration));
}
}
/// <summary>
/// Makes sure all options are set correctly so it won't break whatever command it's sent to
/// </summary>
/// <param name="options"></param>
/// <returns></returns>
protected virtual PortraitOptions CleanPortraitOptions(PortraitOptions options)
{
// Use default stage settings
if (options.useDefaultSettings)
{
options.fadeDuration = stage.FadeDuration;
options.moveDuration = stage.MoveDuration;
options.shiftOffset = stage.ShiftOffset;
}
// if no previous portrait, use default portrait
if (options.character.State.portrait == null)
{
options.character.State.portrait = options.character.ProfileSprite;
}
// Selected "use previous portrait"
if (options.portrait == null)
{
options.portrait = options.character.State.portrait;
}
// if no previous position, use default position
if (options.character.State.position == null)
{
options.character.State.position = stage.DefaultPosition.rectTransform;
}
// Selected "use previous position"
if (options.toPosition == null)
{
options.toPosition = options.character.State.position;
}
if (options.replacedCharacter != null)
{
// if no previous position, use default position
if (options.replacedCharacter.State.position == null)
{
options.replacedCharacter.State.position = stage.DefaultPosition.rectTransform;
}
}
// If swapping, use replaced character's position
if (options.display == DisplayType.Replace)
{
options.toPosition = options.replacedCharacter.State.position;
}
// Selected "use previous position"
if (options.fromPosition == null)
{
options.fromPosition = options.character.State.position;
}
// if portrait not moving, use from position is same as to position
if (!options.move)
{
options.fromPosition = options.toPosition;
}
if (options.display == DisplayType.Hide)
{
options.fromPosition = options.character.State.position;
}
// if no previous facing direction, use default facing direction
if (options.character.State.facing == FacingDirection.None)
{
options.character.State.facing = options.character.PortraitsFace;
}
// Selected "use previous facing direction"
if (options.facing == FacingDirection.None)
{
options.facing = options.character.State.facing;
}
if (options.character.State.portraitImage == null)
{
CreatePortraitObject(options.character, options.fadeDuration);
}
return options;
}
/// <summary>
/// Creates and sets the portrait image for a character
/// </summary>
/// <param name="character"></param>
/// <param name="fadeDuration"></param>
protected virtual void CreatePortraitObject(Character character, float fadeDuration)
{
// Create a new portrait object
GameObject portraitObj = new GameObject(character.name,
typeof(RectTransform),
typeof(CanvasRenderer),
typeof(Image));
// Set it to be a child of the stage
portraitObj.transform.SetParent(stage.PortraitCanvas.transform, true);
// Configure the portrait image
Image portraitImage = portraitObj.GetComponent<Image>();
portraitImage.preserveAspect = true;
portraitImage.sprite = character.ProfileSprite;
portraitImage.color = new Color(1f, 1f, 1f, 0f);
// LeanTween doesn't handle 0 duration properly
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade in character image (first time)
LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false);
// Tell character about portrait image
character.State.portraitImage = portraitImage;
}
protected virtual IEnumerator WaitUntilFinished(float duration, Action onComplete = null)
{
// Wait until the timer has expired
// Any method can modify this timer variable to delay continuing.
waitTimer = duration;
while (waitTimer > 0f)
{
waitTimer -= Time.deltaTime;
yield return null;
}
// Wait until next frame just to be safe
yield return new WaitForEndOfFrame();
if (onComplete != null)
{
onComplete();
}
}
protected virtual void SetupPortrait(PortraitOptions options)
{
SetRectTransform(options.character.State.portraitImage.rectTransform, options.fromPosition);
if (options.character.State.facing != options.character.PortraitsFace)
{
options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
if (options.facing != options.character.PortraitsFace)
{
options.character.State.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f);
}
else
{
options.character.State.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f);
}
}
protected virtual void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.fromPosition = fromPosition;
options.toPosition = toPosition;
options.moveDuration = moveDuration;
options.waitUntilFinished = waitUntilFinished;
DoMoveTween(options);
}
protected virtual void DoMoveTween(PortraitOptions options)
{
CleanPortraitOptions(options);
// LeanTween doesn't handle 0 duration properly
float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon;
// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position
LeanTween.move(options.character.State.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.FadeEaseType);
if (options.waitUntilFinished)
{
waitTimer = duration;
}
}
#region Public members
/// <summary>
/// Performs a deep copy of all values from one RectTransform to another.
/// </summary>
public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform)
{
oldRectTransform.eulerAngles = newRectTransform.eulerAngles;
oldRectTransform.position = newRectTransform.position;
oldRectTransform.rotation = newRectTransform.rotation;
oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition;
oldRectTransform.sizeDelta = newRectTransform.sizeDelta;
oldRectTransform.anchorMax = newRectTransform.anchorMax;
oldRectTransform.anchorMin = newRectTransform.anchorMin;
oldRectTransform.pivot = newRectTransform.pivot;
oldRectTransform.localScale = newRectTransform.localScale;
}
/// <summary>
/// Using all portrait options available, run any portrait command.
/// </summary>
/// <param name="options">Portrait Options</param>
/// <param name="onComplete">The function that will run once the portrait command finishes</param>
public virtual void RunPortraitCommand(PortraitOptions options, Action onComplete)
{
waitTimer = 0f;
// If no character specified, do nothing
if (options.character == null)
{
onComplete();
return;
}
// If Replace and no replaced character specified, do nothing
if (options.display == DisplayType.Replace && options.replacedCharacter == null)
{
onComplete();
return;
}
// Early out if hiding a character that's already hidden
if (options.display == DisplayType.Hide &&
!options.character.State.onScreen)
{
onComplete();
return;
}
options = CleanPortraitOptions(options);
options.onComplete = onComplete;
switch (options.display)
{
case (DisplayType.Show):
Show(options);
break;
case (DisplayType.Hide):
Hide(options);
break;
case (DisplayType.Replace):
Show(options);
Hide(options.replacedCharacter, options.replacedCharacter.State.position.name);
break;
case (DisplayType.MoveToFront):
MoveToFront(options);
break;
}
}
/// <summary>
/// Moves Character in front of other characters on stage
/// </summary>
public virtual void MoveToFront(Character character)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
MoveToFront(CleanPortraitOptions(options));
}
/// <summary>
/// Moves Character in front of other characters on stage
/// </summary>
public virtual void MoveToFront(PortraitOptions options)
{
options.character.State.portraitImage.transform.SetSiblingIndex(options.character.State.portraitImage.transform.parent.childCount);
options.character.State.display = DisplayType.MoveToFront;
FinishCommand(options);
}
/// <summary>
/// Shows character at a named position in the stage
/// </summary>
/// <param name="character"></param>
/// <param name="position">Named position on stage</param>
public virtual void Show(Character character, string position)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.fromPosition = options.toPosition = stage.GetPosition(position);
Show(options);
}
/// <summary>
/// Shows character moving from a position to a position
/// </summary>
/// <param name="character"></param>
/// <param name="portrait"></param>
/// <param name="fromPosition">Where the character will appear</param>
/// <param name="toPosition">Where the character will move to</param>
public virtual void Show(Character character, string portrait, string fromPosition, string toPosition)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.portrait = character.GetPortrait(portrait);
options.fromPosition = stage.GetPosition(fromPosition);
options.toPosition = stage.GetPosition(toPosition);
options.move = true;
Show(options);
}
/// <summary>
/// From lua, you can pass an options table with named arguments
/// example:
/// stage.show{character=jill, portrait="happy", fromPosition="right", toPosition="left"}
/// Any option available in the PortraitOptions is available from Lua
/// </summary>
/// <param name="optionsTable">Moonsharp Table</param>
public virtual void Show(Table optionsTable)
{
Show(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage));
}
/// <summary>
/// Show portrait with the supplied portrait options
/// </summary>
/// <param name="options"></param>
public virtual void Show(PortraitOptions options)
{
options = CleanPortraitOptions(options);
if (options.shiftIntoPlace)
{
options.fromPosition = Instantiate(options.toPosition) as RectTransform;
if (options.offset == PositionOffset.OffsetLeft)
{
options.fromPosition.anchoredPosition =
new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x),
options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y));
}
else if (options.offset == PositionOffset.OffsetRight)
{
options.fromPosition.anchoredPosition =
new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x),
options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y));
}
else
{
options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y);
}
}
SetupPortrait(options);
// LeanTween doesn't handle 0 duration properly
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
// Fade out a duplicate of the existing portrait image
if (options.character.State.portraitImage != null && options.character.State.portraitImage.sprite != null)
{
GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject);
tempGO.transform.SetParent(options.character.State.portraitImage.transform, false);
tempGO.transform.localPosition = Vector3.zero;
tempGO.transform.localScale = options.character.State.position.localScale;
Image tempImage = tempGO.GetComponent<Image>();
tempImage.sprite = options.character.State.portraitImage.sprite;
tempImage.preserveAspect = true;
tempImage.color = options.character.State.portraitImage.color;
LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => {
Destroy(tempGO);
}).setRecursive(false);
}
// Fade in the new sprite image
if (options.character.State.portraitImage.sprite != options.portrait ||
options.character.State.portraitImage.color.a < 1f)
{
options.character.State.portraitImage.sprite = options.portrait;
options.character.State.portraitImage.color = new Color(1f, 1f, 1f, 0f);
LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false);
}
DoMoveTween(options);
FinishCommand(options);
if (!stage.CharactersOnStage.Contains(options.character))
{
stage.CharactersOnStage.Add(options.character);
}
// Update character state after showing
options.character.State.onScreen = true;
options.character.State.display = DisplayType.Show;
options.character.State.portrait = options.portrait;
options.character.State.facing = options.facing;
options.character.State.position = options.toPosition;
}
/// <summary>
/// Simple show command that shows the character with an available named portrait
/// </summary>
/// <param name="character">Character to show</param>
/// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param>
public virtual void ShowPortrait(Character character, string portrait)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.portrait = character.GetPortrait(portrait);
if (character.State.position == null)
{
options.toPosition = options.fromPosition = stage.GetPosition("middle");
}
else
{
options.fromPosition = options.toPosition = character.State.position;
}
Show(options);
}
/// <summary>
/// Simple character hide command
/// </summary>
/// <param name="character">Character to hide</param>
public virtual void Hide(Character character)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
Hide(options);
}
/// <summary>
/// Move the character to a position then hide it
/// </summary>
/// <param name="character">Character to hide</param>
/// <param name="toPosition">Where the character will disapear to</param>
public virtual void Hide(Character character, string toPosition)
{
PortraitOptions options = new PortraitOptions(true);
options.character = character;
options.toPosition = stage.GetPosition(toPosition);
options.move = true;
Hide(options);
}
/// <summary>
/// From lua, you can pass an options table with named arguments
/// example:
/// stage.hide{character=jill, toPosition="left"}
/// Any option available in the PortraitOptions is available from Lua
/// </summary>
/// <param name="optionsTable">Moonsharp Table</param>
public virtual void Hide(Table optionsTable)
{
Hide(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage));
}
/// <summary>
/// Hide portrait with provided options
/// </summary>
public virtual void Hide(PortraitOptions options)
{
CleanPortraitOptions(options);
if (options.character.State.display == DisplayType.None)
{
return;
}
SetupPortrait(options);
// LeanTween doesn't handle 0 duration properly
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
LeanTween.alpha(options.character.State.portraitImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setRecursive(false);
DoMoveTween(options);
stage.CharactersOnStage.Remove(options.character);
//update character state after hiding
options.character.State.onScreen = false;
options.character.State.portrait = options.portrait;
options.character.State.facing = options.facing;
options.character.State.position = options.toPosition;
options.character.State.display = DisplayType.Hide;
FinishCommand(options);
}
/// <summary>
/// Sets the dimmed state of a character on the stage.
/// </summary>
public virtual void SetDimmed(Character character, bool dimmedState)
{
if (character.State.dimmed == dimmedState)
{
return;
}
character.State.dimmed = dimmedState;
Color targetColor = dimmedState ? stage.DimColor : Color.white;
// LeanTween doesn't handle 0 duration properly
float duration = (stage.FadeDuration > 0f) ? stage.FadeDuration : float.Epsilon;
LeanTween.color(character.State.portraitImage.rectTransform, targetColor, duration).setEase(stage.FadeEaseType).setRecursive(false);
}
#endregion
}
}