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114 lines
2.6 KiB
114 lines
2.6 KiB
using UnityEngine; |
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using UnityEngine.EventSystems; |
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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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namespace Fungus |
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{ |
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[CommandInfo("Dialog", |
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"Menu", |
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"Displays a multiple choice menu")] |
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[AddComponentMenu("")] |
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public class Menu : Command |
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{ |
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// Menu displays a menu button which will execute the target sequence when clicked |
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// Menu Timeout executes a sequence if the timeout expires |
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// The 'Hide If Visited' option checks the execution count of the target sequence |
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// Hide Say dialog when finished? Let Say command handle that |
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// Can wrap in an If statement if you need a conditional option |
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public string text = "Option Text"; |
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public Sequence targetSequence; |
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public bool hideIfVisited; |
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public MenuDialog setMenuDialog; |
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protected static bool eventSystemPresent; |
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public override void OnEnter() |
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{ |
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CheckEventSystem(); |
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if (setMenuDialog != null) |
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{ |
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// Override the active menu dialog |
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MenuDialog.activeMenuDialog = setMenuDialog; |
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} |
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bool hideOption = (hideIfVisited && targetSequence != null && targetSequence.GetExecutionCount() > 0); |
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if (!hideOption) |
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{ |
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MenuDialog menuDialog = MenuDialog.GetMenuDialog(); |
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if (menuDialog != null) |
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{ |
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menuDialog.gameObject.SetActive(true); |
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string displayText = text; |
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menuDialog.AddOption(displayText, targetSequence); |
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} |
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} |
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Continue(); |
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} |
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// There must be an Event System in the scene for Menu input to work. |
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// This function will automatically instantiate one if none exists. |
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protected virtual void CheckEventSystem() |
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{ |
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if (eventSystemPresent) |
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{ |
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return; |
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} |
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EventSystem eventSystem = GameObject.FindObjectOfType<EventSystem>(); |
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if (eventSystem == null) |
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{ |
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// Auto spawn an Event System from the prefab |
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GameObject go = Resources.Load<GameObject>("FungusEventSystem"); |
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if (go != null) |
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{ |
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GameObject spawnedGO = Instantiate(go) as GameObject; |
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spawnedGO.name = "EventSystem"; |
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} |
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} |
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eventSystemPresent = true; |
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} |
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public override void GetConnectedSequences(ref List<Sequence> connectedSequences) |
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{ |
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if (targetSequence != null) |
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{ |
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connectedSequences.Add(targetSequence); |
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} |
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} |
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public override string GetSummary() |
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{ |
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if (targetSequence == null) |
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{ |
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return "Error: No target sequence selected"; |
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} |
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if (text == "") |
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{ |
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return "Error: No button text selected"; |
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} |
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return text + " : " + targetSequence.sequenceName; |
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} |
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public override Color GetButtonColor() |
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{ |
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return new Color32(184, 210, 235, 255); |
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} |
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public override bool RunSlowInEditor() |
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{ |
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return false; |
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} |
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} |
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} |