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387 lines
13 KiB
387 lines
13 KiB
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). |
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) |
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using UnityEngine; |
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using UnityEngine.Serialization; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using Fungus.Commands; |
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using Fungus.Utils; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Execution state of a Block. |
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/// </summary> |
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public enum ExecutionState |
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{ |
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/// <summary> No command executing </summary> |
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Idle, |
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/// <summary> Executing a command </summary> |
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Executing, |
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} |
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/// <summary> |
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/// A container for a sequence of Fungus comands. |
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/// </summary> |
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[ExecuteInEditMode] |
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[RequireComponent(typeof(Flowchart))] |
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[AddComponentMenu("")] |
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public class Block : Node |
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{ |
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[SerializeField] protected int itemId = -1; // Invalid flowchart item id |
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[FormerlySerializedAs("sequenceName")] |
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[Tooltip("The name of the block node as displayed in the Flowchart window")] |
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[SerializeField] protected string blockName = "New Block"; |
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[TextArea(2, 5)] |
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[Tooltip("Description text to display under the block node")] |
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[SerializeField] protected string description = ""; |
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[Tooltip("An optional Event Handler which can execute the block when an event occurs")] |
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[SerializeField] protected EventHandler eventHandler; |
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[SerializeField] protected List<Command> commandList = new List<Command>(); |
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protected ExecutionState executionState; |
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protected Command activeCommand; |
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/// <summary> |
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// Index of last command executed before the current one. |
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// -1 indicates no previous command. |
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/// </summary> |
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protected int previousActiveCommandIndex = -1; |
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protected int jumpToCommandIndex = -1; |
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protected int executionCount; |
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protected bool executionInfoSet = false; |
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protected virtual void Awake() |
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{ |
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SetExecutionInfo(); |
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} |
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/// <summary> |
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/// Populate the command metadata used to control execution. |
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/// </summary> |
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protected virtual void SetExecutionInfo() |
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{ |
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// Give each child command a reference back to its parent block |
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// and tell each command its index in the list. |
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int index = 0; |
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foreach (var command in commandList) |
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{ |
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if (command == null) |
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{ |
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continue; |
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} |
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command.ParentBlock = this; |
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command.CommandIndex = index++; |
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} |
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// Ensure all commands are at their correct indent level |
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// This should have already happened in the editor, but may be necessary |
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// if commands are added to the Block at runtime. |
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UpdateIndentLevels(); |
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executionInfoSet = true; |
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} |
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#if UNITY_EDITOR |
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// The user can modify the command list order while playing in the editor, |
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// so we keep the command indices updated every frame. There's no need to |
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// do this in player builds so we compile this bit out for those builds. |
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protected virtual void Update() |
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{ |
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int index = 0; |
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foreach (var command in commandList) |
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{ |
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if (command == null) // Null entry will be deleted automatically later |
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{ |
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continue; |
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} |
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command.CommandIndex = index++; |
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} |
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} |
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#endif |
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#region Public methods |
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/// <summary> |
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/// The execution state of the Block. |
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/// </summary> |
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public virtual ExecutionState State { get { return executionState; } } |
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/// <summary> |
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/// Unique identifier for the Block. |
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/// </summary> |
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public virtual int ItemId { get { return itemId; } set { itemId = value; } } |
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/// <summary> |
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/// The name of the block node as displayed in the Flowchart window. |
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/// </summary> |
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public virtual string BlockName { get { return blockName; } set { blockName = value; } } |
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/// <summary> |
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/// Description text to display under the block node |
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/// </summary> |
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public virtual string Description { get { return description; } } |
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/// <summary> |
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/// An optional Event Handler which can execute the block when an event occurs. |
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/// Note: Using the concrete class instead of the interface here because of weird editor behaviour. |
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/// </summary> |
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public virtual EventHandler _EventHandler { get { return eventHandler; } set { eventHandler = value; } } |
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/// <summary> |
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/// The currently executing command. |
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/// </summary> |
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public virtual Command ActiveCommand { get { return activeCommand; } } |
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/// <summary> |
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/// Timer for fading Block execution icon. |
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/// </summary> |
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public virtual float ExecutingIconTimer { get; set; } |
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/// <summary> |
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/// The list of commands in the sequence. |
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/// </summary> |
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public virtual List<Command> CommandList { get { return commandList; } } |
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/// <summary> |
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/// Controls the next command to execute in the block execution coroutine. |
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/// </summary> |
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public virtual int JumpToCommandIndex { set { jumpToCommandIndex = value; } } |
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/// <summary> |
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/// Returns the parent Flowchart for this Block. |
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/// </summary> |
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public virtual Flowchart GetFlowchart() |
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{ |
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return GetComponent<Flowchart>(); |
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} |
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/// <summary> |
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/// Returns true if the Block is executing a command. |
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/// </summary> |
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public virtual bool IsExecuting() |
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{ |
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return (executionState == ExecutionState.Executing); |
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} |
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/// <summary> |
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/// Returns the number of times this Block has executed. |
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/// </summary> |
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public virtual int GetExecutionCount() |
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{ |
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return executionCount; |
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} |
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/// <summary> |
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/// Start a coroutine which executes all commands in the Block. Only one running instance of each Block is permitted. |
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/// </summary> |
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public virtual void StartExecution() |
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{ |
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StartCoroutine(Execute()); |
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} |
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/// <summary> |
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/// A coroutine method that executes all commands in the Block. Only one running instance of each Block is permitted. |
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/// </summary> |
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/// <param name="commandIndex">Index of command to start execution at</param> |
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/// <param name="onComplete">Delegate function to call when execution completes</param> |
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public virtual IEnumerator Execute(int commandIndex = 0, Action onComplete = null) |
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{ |
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if (executionState != ExecutionState.Idle) |
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{ |
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yield break; |
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} |
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if (!executionInfoSet) |
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{ |
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SetExecutionInfo(); |
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} |
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executionCount++; |
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var flowchart = GetFlowchart(); |
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executionState = ExecutionState.Executing; |
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#if UNITY_EDITOR |
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// Select the executing block & the first command |
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flowchart.SelectedBlock = this; |
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if (commandList.Count > 0) |
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{ |
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flowchart.ClearSelectedCommands(); |
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flowchart.AddSelectedCommand(commandList[0]); |
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} |
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#endif |
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jumpToCommandIndex = commandIndex; |
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int i = 0; |
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while (true) |
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{ |
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// Executing commands specify the next command to skip to by setting jumpToCommandIndex using Command.Continue() |
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if (jumpToCommandIndex > -1) |
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{ |
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i = jumpToCommandIndex; |
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jumpToCommandIndex = -1; |
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} |
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// Skip disabled commands, comments and labels |
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while (i < commandList.Count && |
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(!commandList[i].enabled || |
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commandList[i].GetType() == typeof(Comment) || |
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commandList[i].GetType() == typeof(Label))) |
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{ |
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i = commandList[i].CommandIndex + 1; |
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} |
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if (i >= commandList.Count) |
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{ |
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break; |
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} |
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// The previous active command is needed for if / else / else if commands |
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if (activeCommand == null) |
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{ |
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previousActiveCommandIndex = -1; |
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} |
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else |
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{ |
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previousActiveCommandIndex = activeCommand.CommandIndex; |
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} |
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var command = commandList[i]; |
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activeCommand = command; |
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if (flowchart.IsActive()) |
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{ |
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// Auto select a command in some situations |
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if ((flowchart.SelectedCommands.Count == 0 && i == 0) || |
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(flowchart.SelectedCommands.Count == 1 && flowchart.SelectedCommands[0].CommandIndex == previousActiveCommandIndex)) |
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{ |
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flowchart.ClearSelectedCommands(); |
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flowchart.AddSelectedCommand(commandList[i]); |
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} |
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} |
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command.IsExecuting = true; |
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// This icon timer is managed by the FlowchartWindow class, but we also need to |
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// set it here in case a command starts and finishes execution before the next window update. |
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command.ExecutingIconTimer = Time.realtimeSinceStartup + FungusConstants.ExecutingIconFadeTime; |
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command.Execute(); |
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// Wait until the executing command sets another command to jump to via Command.Continue() |
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while (jumpToCommandIndex == -1) |
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{ |
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yield return null; |
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} |
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#if UNITY_EDITOR |
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if (flowchart.StepPause > 0f) |
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{ |
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yield return new WaitForSeconds(flowchart.StepPause); |
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} |
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#endif |
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command.IsExecuting = false; |
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} |
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executionState = ExecutionState.Idle; |
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activeCommand = null; |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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} |
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/// <summary> |
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/// Stop executing commands in this Block. |
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/// </summary> |
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public virtual void Stop() |
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{ |
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// Tell the executing command to stop immediately |
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if (activeCommand != null) |
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{ |
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activeCommand.IsExecuting = false; |
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activeCommand.OnStopExecuting(); |
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} |
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// This will cause the execution loop to break on the next iteration |
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jumpToCommandIndex = int.MaxValue; |
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} |
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/// <summary> |
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/// Returns a list of all Blocks connected to this one. |
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/// </summary> |
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public virtual List<Block> GetConnectedBlocks() |
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{ |
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var connectedBlocks = new List<Block>(); |
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foreach (var command in commandList) |
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{ |
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if (command != null) |
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{ |
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command.GetConnectedBlocks(ref connectedBlocks); |
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} |
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} |
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return connectedBlocks; |
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} |
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/// <summary> |
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/// Returns the type of the previously executing command. |
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/// </summary> |
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/// <returns>The previous active command type.</returns> |
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public virtual System.Type GetPreviousActiveCommandType() |
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{ |
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if (previousActiveCommandIndex >= 0 && |
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previousActiveCommandIndex < commandList.Count) |
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{ |
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return commandList[previousActiveCommandIndex].GetType(); |
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} |
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return null; |
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} |
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/// <summary> |
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/// Recalculate the indent levels for all commands in the list. |
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/// </summary> |
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public virtual void UpdateIndentLevels() |
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{ |
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int indentLevel = 0; |
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foreach (var command in commandList) |
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{ |
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if (command == null) |
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{ |
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continue; |
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} |
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if (command.CloseBlock()) |
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{ |
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indentLevel--; |
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} |
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// Negative indent level is not permitted |
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indentLevel = Math.Max(indentLevel, 0); |
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command.IndentLevel = indentLevel; |
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if (command.OpenBlock()) |
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{ |
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indentLevel++; |
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} |
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} |
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} |
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#endregion |
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} |
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}
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