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1388 lines
46 KiB
1388 lines
46 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.EventSystems; |
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using System; |
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using System.Text; |
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using System.Linq; |
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using System.Collections.Generic; |
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using System.Text.RegularExpressions; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Visual scripting controller for the Flowchart programming language. |
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/// Flowchart objects may be edited visually using the Flowchart editor window. |
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/// </summary> |
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[ExecuteInEditMode] |
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public class Flowchart : MonoBehaviour, ISubstitutionHandler |
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{ |
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public const string SubstituteVariableRegexString = "{\\$.*?}"; |
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[HideInInspector] |
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[SerializeField] protected int version = 0; // Default to 0 to always trigger an update for older versions of Fungus. |
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[HideInInspector] |
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[SerializeField] protected Vector2 scrollPos; |
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[HideInInspector] |
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[SerializeField] protected Vector2 variablesScrollPos; |
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[HideInInspector] |
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[SerializeField] protected bool variablesExpanded = true; |
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[HideInInspector] |
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[SerializeField] protected float blockViewHeight = 400; |
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[HideInInspector] |
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[SerializeField] protected float zoom = 1f; |
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[HideInInspector] |
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[SerializeField] protected Rect scrollViewRect; |
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[HideInInspector] |
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[SerializeField] protected List<Block> selectedBlocks = new List<Block>(); |
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[HideInInspector] |
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[SerializeField] protected List<Command> selectedCommands = new List<Command>(); |
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[HideInInspector] |
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[SerializeField] protected List<Variable> variables = new List<Variable>(); |
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[TextArea(3, 5)] |
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[Tooltip("Description text displayed in the Flowchart editor window")] |
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[SerializeField] protected string description = ""; |
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[Range(0f, 5f)] |
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[Tooltip("Adds a pause after each execution step to make it easier to visualise program flow. Editor only, has no effect in platform builds.")] |
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[SerializeField] protected float stepPause = 0f; |
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[Tooltip("Use command color when displaying the command list in the Fungus Editor window")] |
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[SerializeField] protected bool colorCommands = true; |
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[Tooltip("Hides the Flowchart block and command components in the inspector. Deselect to inspect the block and command components that make up the Flowchart.")] |
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[SerializeField] protected bool hideComponents = true; |
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[Tooltip("Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection.")] |
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[SerializeField] protected bool saveSelection = true; |
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[Tooltip("Unique identifier for this flowchart in localized string keys. If no id is specified then the name of the Flowchart object will be used.")] |
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[SerializeField] protected string localizationId = ""; |
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[Tooltip("Display line numbers in the command list in the Block inspector.")] |
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[SerializeField] protected bool showLineNumbers = false; |
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[Tooltip("List of commands to hide in the Add Command menu. Use this to restrict the set of commands available when editing a Flowchart.")] |
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[SerializeField] protected List<string> hideCommands = new List<string>(); |
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[Tooltip("Lua Environment to be used by default for all Execute Lua commands in this Flowchart")] |
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[SerializeField] protected LuaEnvironment luaEnvironment; |
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[Tooltip("The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing.")] |
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[SerializeField] protected string luaBindingName = "flowchart"; |
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protected static List<Flowchart> cachedFlowcharts = new List<Flowchart>(); |
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protected static bool eventSystemPresent; |
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protected StringSubstituter stringSubstituer; |
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#if UNITY_EDITOR |
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public bool SelectedCommandsStale { get; set; } |
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#endif |
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#if UNITY_5_4_OR_NEWER |
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#else |
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protected virtual void OnLevelWasLoaded(int level) |
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{ |
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LevelWasLoaded(); |
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} |
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#endif |
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protected virtual void LevelWasLoaded() |
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{ |
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// Reset the flag for checking for an event system as there may not be one in the newly loaded scene. |
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eventSystemPresent = false; |
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} |
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protected virtual void Start() |
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{ |
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CheckEventSystem(); |
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} |
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// There must be an Event System in the scene for Say and Menu input to work. |
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// This method 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 prefab = Resources.Load<GameObject>("Prefabs/EventSystem"); |
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if (prefab != null) |
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{ |
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GameObject go = Instantiate(prefab) as GameObject; |
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go.name = "EventSystem"; |
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} |
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} |
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eventSystemPresent = true; |
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} |
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private void SceneManager_activeSceneChanged(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.Scene arg1) |
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{ |
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LevelWasLoaded(); |
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} |
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protected virtual void OnEnable() |
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{ |
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if (!cachedFlowcharts.Contains(this)) |
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{ |
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cachedFlowcharts.Add(this); |
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//TODO these pairs could be replaced by something static that manages all active flowcharts |
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#if UNITY_5_4_OR_NEWER |
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UnityEngine.SceneManagement.SceneManager.activeSceneChanged += SceneManager_activeSceneChanged; |
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#endif |
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} |
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CheckItemIds(); |
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CleanupComponents(); |
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UpdateVersion(); |
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StringSubstituter.RegisterHandler(this); |
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} |
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protected virtual void OnDisable() |
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{ |
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cachedFlowcharts.Remove(this); |
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#if UNITY_5_4_OR_NEWER |
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UnityEngine.SceneManagement.SceneManager.activeSceneChanged -= SceneManager_activeSceneChanged; |
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#endif |
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StringSubstituter.UnregisterHandler(this); |
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} |
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protected virtual void UpdateVersion() |
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{ |
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if (version == FungusConstants.CurrentVersion) |
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{ |
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// No need to update |
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return; |
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} |
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// Tell all components that implement IUpdateable to update to the new version |
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var components = GetComponents<Component>(); |
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for (int i = 0; i < components.Length; i++) |
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{ |
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var component = components[i]; |
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IUpdateable u = component as IUpdateable; |
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if (u != null) |
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{ |
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u.UpdateToVersion(version, FungusConstants.CurrentVersion); |
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} |
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} |
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version = FungusConstants.CurrentVersion; |
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} |
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protected virtual void CheckItemIds() |
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{ |
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// Make sure item ids are unique and monotonically increasing. |
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// This should always be the case, but some legacy Flowcharts may have issues. |
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List<int> usedIds = new List<int>(); |
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var blocks = GetComponents<Block>(); |
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for (int i = 0; i < blocks.Length; i++) |
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{ |
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var block = blocks[i]; |
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if (block.ItemId == -1 || usedIds.Contains(block.ItemId)) |
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{ |
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block.ItemId = NextItemId(); |
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} |
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usedIds.Add(block.ItemId); |
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} |
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var commands = GetComponents<Command>(); |
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for (int i = 0; i < commands.Length; i++) |
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{ |
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var command = commands[i]; |
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if (command.ItemId == -1 || usedIds.Contains(command.ItemId)) |
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{ |
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command.ItemId = NextItemId(); |
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} |
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usedIds.Add(command.ItemId); |
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} |
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} |
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protected virtual void CleanupComponents() |
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{ |
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// Delete any unreferenced components which shouldn't exist any more |
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// Unreferenced components don't have any effect on the flowchart behavior, but |
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// they waste memory so should be cleared out periodically. |
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// Remove any null entries in the variables list |
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// It shouldn't happen but it seemed to occur for a user on the forum |
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variables.RemoveAll(item => item == null); |
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if (selectedBlocks == null) selectedBlocks = new List<Block>(); |
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if (selectedCommands == null) selectedCommands = new List<Command>(); |
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selectedBlocks.RemoveAll(item => item == null); |
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selectedCommands.RemoveAll(item => item == null); |
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var allVariables = GetComponents<Variable>(); |
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for (int i = 0; i < allVariables.Length; i++) |
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{ |
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var variable = allVariables[i]; |
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if (!variables.Contains(variable)) |
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{ |
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DestroyImmediate(variable); |
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} |
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} |
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var blocks = GetComponents<Block>(); |
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var commands = GetComponents<Command>(); |
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for (int i = 0; i < commands.Length; i++) |
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{ |
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var command = commands[i]; |
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bool found = false; |
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for (int j = 0; j < blocks.Length; j++) |
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{ |
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var block = blocks[j]; |
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if (block.CommandList.Contains(command)) |
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{ |
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found = true; |
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break; |
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} |
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} |
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if (!found) |
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{ |
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DestroyImmediate(command); |
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} |
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} |
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var eventHandlers = GetComponents<EventHandler>(); |
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for (int i = 0; i < eventHandlers.Length; i++) |
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{ |
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var eventHandler = eventHandlers[i]; |
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bool found = false; |
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for (int j = 0; j < blocks.Length; j++) |
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{ |
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var block = blocks[j]; |
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if (block._EventHandler == eventHandler) |
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{ |
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found = true; |
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break; |
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} |
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} |
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if (!found) |
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{ |
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DestroyImmediate(eventHandler); |
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} |
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} |
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} |
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protected virtual Block CreateBlockComponent(GameObject parent) |
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{ |
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Block block = parent.AddComponent<Block>(); |
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return block; |
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} |
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#region Public members |
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/// <summary> |
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/// Cached list of flowchart objects in the scene for fast lookup. |
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/// </summary> |
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public static List<Flowchart> CachedFlowcharts { get { return cachedFlowcharts; } } |
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/// <summary> |
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/// Sends a message to all Flowchart objects in the current scene. |
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/// Any block with a matching MessageReceived event handler will start executing. |
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/// </summary> |
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public static void BroadcastFungusMessage(string messageName) |
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{ |
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var eventHandlers = UnityEngine.Object.FindObjectsOfType<MessageReceived>(); |
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for (int i = 0; i < eventHandlers.Length; i++) |
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{ |
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var eventHandler = eventHandlers[i]; |
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eventHandler.OnSendFungusMessage(messageName); |
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} |
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} |
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/// <summary> |
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/// Scroll position of Flowchart editor window. |
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/// </summary> |
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public virtual Vector2 ScrollPos { get { return scrollPos; } set { scrollPos = value; } } |
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/// <summary> |
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/// Scroll position of Flowchart variables window. |
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/// </summary> |
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public virtual Vector2 VariablesScrollPos { get { return variablesScrollPos; } set { variablesScrollPos = value; } } |
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/// <summary> |
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/// Show the variables pane. |
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/// </summary> |
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public virtual bool VariablesExpanded { get { return variablesExpanded; } set { variablesExpanded = value; } } |
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/// <summary> |
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/// Height of command block view in inspector. |
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/// </summary> |
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public virtual float BlockViewHeight { get { return blockViewHeight; } set { blockViewHeight = value; } } |
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/// <summary> |
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/// Zoom level of Flowchart editor window. |
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/// </summary> |
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public virtual float Zoom { get { return zoom; } set { zoom = value; } } |
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/// <summary> |
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/// Scrollable area for Flowchart editor window. |
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/// </summary> |
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public virtual Rect ScrollViewRect { get { return scrollViewRect; } set { scrollViewRect = value; } } |
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/// <summary> |
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/// Current actively selected block in the Flowchart editor. |
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/// </summary> |
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public virtual Block SelectedBlock |
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{ |
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get |
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{ |
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if (selectedBlocks == null || selectedBlocks.Count == 0) |
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return null; |
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return selectedBlocks[0]; |
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} |
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set |
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{ |
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ClearSelectedBlocks(); |
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AddSelectedBlock(value); |
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} |
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} |
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public virtual List<Block> SelectedBlocks { get { return selectedBlocks; } set { selectedBlocks = value; } } |
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/// <summary> |
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/// Currently selected command in the Flowchart editor. |
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/// </summary> |
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public virtual List<Command> SelectedCommands { get { return selectedCommands; } } |
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/// <summary> |
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/// The list of variables that can be accessed by the Flowchart. |
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/// </summary> |
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public virtual List<Variable> Variables { get { return variables; } } |
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public virtual int VariableCount { get { return variables.Count; } } |
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/// <summary> |
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/// Description text displayed in the Flowchart editor window |
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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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/// Slow down execution in the editor to make it easier to visualise program flow. |
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/// </summary> |
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public virtual float StepPause { get { return stepPause; } } |
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/// <summary> |
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/// Use command color when displaying the command list in the inspector. |
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/// </summary> |
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public virtual bool ColorCommands { get { return colorCommands; } } |
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/// <summary> |
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/// Saves the selected block and commands when saving the scene. Helps avoid version control conflicts if you've only changed the active selection. |
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/// </summary> |
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public virtual bool SaveSelection { get { return saveSelection; } } |
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/// <summary> |
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/// Unique identifier for identifying this flowchart in localized string keys. |
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/// </summary> |
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public virtual string LocalizationId { get { return localizationId; } } |
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/// <summary> |
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/// Display line numbers in the command list in the Block inspector. |
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/// </summary> |
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public virtual bool ShowLineNumbers { get { return showLineNumbers; } } |
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/// <summary> |
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/// Lua Environment to be used by default for all Execute Lua commands in this Flowchart. |
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/// </summary> |
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public virtual LuaEnvironment LuaEnv { get { return luaEnvironment; } } |
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/// <summary> |
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/// The ExecuteLua command adds a global Lua variable with this name bound to the flowchart prior to executing. |
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/// </summary> |
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public virtual string LuaBindingName { get { return luaBindingName; } } |
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/// <summary> |
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/// Position in the center of all blocks in the flowchart. |
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/// </summary> |
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public virtual Vector2 CenterPosition { set; get; } |
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/// <summary> |
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/// Variable to track flowchart's version so components can update to new versions. |
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/// </summary> |
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public int Version { set { version = value; } } |
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/// <summary> |
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/// Returns true if the Flowchart gameobject is active. |
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/// </summary> |
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public bool IsActive() |
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{ |
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return gameObject.activeInHierarchy; |
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} |
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/// <summary> |
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/// Returns the Flowchart gameobject name. |
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/// </summary> |
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public string GetName() |
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{ |
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return gameObject.name; |
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} |
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/// <summary> |
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/// Returns the next id to assign to a new flowchart item. |
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/// Item ids increase monotically so they are guaranteed to |
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/// be unique within a Flowchart. |
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/// </summary> |
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public int NextItemId() |
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{ |
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int maxId = -1; |
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var blocks = GetComponents<Block>(); |
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for (int i = 0; i < blocks.Length; i++) |
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{ |
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var block = blocks[i]; |
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maxId = Math.Max(maxId, block.ItemId); |
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} |
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var commands = GetComponents<Command>(); |
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for (int i = 0; i < commands.Length; i++) |
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{ |
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var command = commands[i]; |
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maxId = Math.Max(maxId, command.ItemId); |
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} |
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return maxId + 1; |
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} |
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/// <summary> |
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/// Create a new block node which you can then add commands to. |
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/// </summary> |
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public virtual Block CreateBlock(Vector2 position) |
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{ |
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Block b = CreateBlockComponent(gameObject); |
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b._NodeRect = new Rect(position.x, position.y, 0, 0); |
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b.BlockName = GetUniqueBlockKey(b.BlockName, b); |
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b.ItemId = NextItemId(); |
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return b; |
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} |
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/// <summary> |
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/// Returns the named Block in the flowchart, or null if not found. |
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/// </summary> |
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public virtual Block FindBlock(string blockName) |
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{ |
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var blocks = GetComponents<Block>(); |
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for (int i = 0; i < blocks.Length; i++) |
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{ |
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var block = blocks[i]; |
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if (block.BlockName == blockName) |
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{ |
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return block; |
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} |
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} |
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return null; |
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} |
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/// <summary> |
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/// Checks availability of the block in the Flowchart. |
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/// You can use this method in a UI event. e.g. to test availability block, before handle it. |
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public virtual bool HasBlock(string blockName) |
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{ |
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var block = FindBlock(blockName); |
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return block != null; |
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} |
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/// <summary> |
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/// Executes the block if it is available in the Flowchart. |
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/// You can use this method in a UI event. e.g. to try executing block without confidence in its existence. |
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public virtual bool ExecuteIfHasBlock(string blockName) |
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{ |
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if (HasBlock(blockName)) |
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{ |
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ExecuteBlock(blockName); |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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/// <summary> |
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/// Execute a child block in the Flowchart. |
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/// You can use this method in a UI event. e.g. to handle a button click. |
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public virtual void ExecuteBlock(string blockName) |
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{ |
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var block = FindBlock(blockName); |
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if (block == null) |
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{ |
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Debug.LogError("Block " + blockName + " does not exist"); |
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return; |
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} |
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if (!ExecuteBlock(block)) |
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{ |
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Debug.LogWarning("Block " + blockName + " failed to execute"); |
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} |
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} |
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/// <summary> |
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/// Stops an executing Block in the Flowchart. |
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/// </summary> |
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public virtual void StopBlock(string blockName) |
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{ |
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var block = FindBlock(blockName); |
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if (block == null) |
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{ |
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Debug.LogError("Block " + blockName + " does not exist"); |
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return; |
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} |
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if (block.IsExecuting()) |
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{ |
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block.Stop(); |
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} |
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} |
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/// <summary> |
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/// Execute a child block in the flowchart. |
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/// The block must be in an idle state to be executed. |
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/// This version provides extra options to control how the block is executed. |
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/// Returns true if the Block started execution. |
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/// </summary> |
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public virtual bool ExecuteBlock(Block block, int commandIndex = 0, Action onComplete = null) |
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{ |
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if (block == null) |
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{ |
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Debug.LogError("Block must not be null"); |
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return false; |
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} |
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if (((Block)block).gameObject != gameObject) |
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{ |
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Debug.LogError("Block must belong to the same gameobject as this Flowchart"); |
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return false; |
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} |
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// Can't restart a running block, have to wait until it's idle again |
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if (block.IsExecuting()) |
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{ |
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Debug.LogWarning(block.BlockName + " cannot be called/executed, it is already running."); |
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return false; |
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} |
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// Start executing the Block as a new coroutine |
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StartCoroutine(block.Execute(commandIndex, onComplete)); |
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return true; |
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} |
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/// <summary> |
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/// Stop all executing Blocks in this Flowchart. |
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/// </summary> |
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public virtual void StopAllBlocks() |
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{ |
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var blocks = GetComponents<Block>(); |
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for (int i = 0; i < blocks.Length; i++) |
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{ |
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var block = blocks[i]; |
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if (block.IsExecuting()) |
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{ |
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block.Stop(); |
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} |
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} |
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} |
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/// <summary> |
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/// Sends a message to this Flowchart only. |
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/// Any block with a matching MessageReceived event handler will start executing. |
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/// </summary> |
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public virtual void SendFungusMessage(string messageName) |
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{ |
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var eventHandlers = GetComponents<MessageReceived>(); |
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for (int i = 0; i < eventHandlers.Length; i++) |
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{ |
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var eventHandler = eventHandlers[i]; |
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eventHandler.OnSendFungusMessage(messageName); |
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} |
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} |
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|
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/// <summary> |
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/// Returns a new variable key that is guaranteed not to clash with any existing variable in the list. |
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/// </summary> |
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public virtual string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey; |
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|
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// Only letters and digits allowed |
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char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray(); |
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baseKey = new string(arr); |
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|
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// No leading digits allowed |
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baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9'); |
|
|
|
// No empty keys allowed |
|
if (baseKey.Length == 0) |
|
{ |
|
baseKey = "Var"; |
|
} |
|
|
|
string key = baseKey; |
|
while (true) |
|
{ |
|
bool collision = false; |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var variable = variables[i]; |
|
if (variable == null || variable == ignoreVariable || variable.Key == null) |
|
{ |
|
continue; |
|
} |
|
if (variable.Key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
|
{ |
|
collision = true; |
|
suffix++; |
|
key = baseKey + suffix; |
|
} |
|
} |
|
|
|
if (!collision) |
|
{ |
|
return key; |
|
} |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Returns a new Block key that is guaranteed not to clash with any existing Block in the Flowchart. |
|
/// </summary> |
|
public virtual string GetUniqueBlockKey(string originalKey, Block ignoreBlock = null) |
|
{ |
|
int suffix = 0; |
|
string baseKey = originalKey.Trim(); |
|
|
|
// No empty keys allowed |
|
if (baseKey.Length == 0) |
|
{ |
|
baseKey = FungusConstants.DefaultBlockName; |
|
} |
|
|
|
var blocks = GetComponents<Block>(); |
|
|
|
string key = baseKey; |
|
while (true) |
|
{ |
|
bool collision = false; |
|
for (int i = 0; i < blocks.Length; i++) |
|
{ |
|
var block = blocks[i]; |
|
if (block == ignoreBlock || block.BlockName == null) |
|
{ |
|
continue; |
|
} |
|
if (block.BlockName.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
|
{ |
|
collision = true; |
|
suffix++; |
|
key = baseKey + suffix; |
|
} |
|
} |
|
|
|
if (!collision) |
|
{ |
|
return key; |
|
} |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Returns a new Label key that is guaranteed not to clash with any existing Label in the Block. |
|
/// </summary> |
|
public virtual string GetUniqueLabelKey(string originalKey, Label ignoreLabel) |
|
{ |
|
int suffix = 0; |
|
string baseKey = originalKey.Trim(); |
|
|
|
// No empty keys allowed |
|
if (baseKey.Length == 0) |
|
{ |
|
baseKey = "New Label"; |
|
} |
|
|
|
var block = ignoreLabel.ParentBlock; |
|
|
|
string key = baseKey; |
|
while (true) |
|
{ |
|
bool collision = false; |
|
var commandList = block.CommandList; |
|
for (int i = 0; i < commandList.Count; i++) |
|
{ |
|
var command = commandList[i]; |
|
Label label = command as Label; |
|
if (label == null || label == ignoreLabel) |
|
{ |
|
continue; |
|
} |
|
if (label.Key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
|
{ |
|
collision = true; |
|
suffix++; |
|
key = baseKey + suffix; |
|
} |
|
} |
|
|
|
if (!collision) |
|
{ |
|
return key; |
|
} |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Returns the variable with the specified key, or null if the key is not found. |
|
/// You will need to cast the returned variable to the correct sub-type. |
|
/// You can then access the variable's value using the Value property. e.g. |
|
/// BooleanVariable boolVar = flowchart.GetVariable("MyBool") as BooleanVariable; |
|
/// boolVar.Value = false; |
|
/// </summary> |
|
public Variable GetVariable(string key) |
|
{ |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var variable = variables[i]; |
|
if (variable != null && variable.Key == key) |
|
{ |
|
return variable; |
|
} |
|
} |
|
|
|
return null; |
|
} |
|
|
|
/// <summary> |
|
/// Returns the variable with the specified key, or null if the key is not found. |
|
/// You can then access the variable's value using the Value property. e.g. |
|
/// BooleanVariable boolVar = flowchart.GetVariable<BooleanVariable>("MyBool"); |
|
/// boolVar.Value = false; |
|
/// </summary> |
|
public T GetVariable<T>(string key) where T : Variable |
|
{ |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var variable = variables[i]; |
|
if (variable != null && variable.Key == key) |
|
{ |
|
return variable as T; |
|
} |
|
} |
|
|
|
Debug.LogWarning("Variable " + key + " not found."); |
|
return null; |
|
} |
|
|
|
/// <summary> |
|
/// Register a new variable with the Flowchart at runtime. |
|
/// The variable should be added as a component on the Flowchart game object. |
|
/// </summary> |
|
public void SetVariable<T>(string key, T newvariable) where T : Variable |
|
{ |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var v = variables[i]; |
|
if (v != null && v.Key == key) |
|
{ |
|
T variable = v as T; |
|
if (variable != null) |
|
{ |
|
variable = newvariable; |
|
return; |
|
} |
|
} |
|
} |
|
|
|
Debug.LogWarning("Variable " + key + " not found."); |
|
} |
|
|
|
/// <summary> |
|
/// Checks if a given variable exists in the flowchart. |
|
/// </summary> |
|
public virtual bool HasVariable(string key) |
|
{ |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var v = variables[i]; |
|
if (v != null && v.Key == key) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
/// <summary> |
|
/// Returns the list of variable names in the Flowchart. |
|
/// </summary> |
|
public virtual string[] GetVariableNames() |
|
{ |
|
var vList = new string[variables.Count]; |
|
|
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var v = variables[i]; |
|
if (v != null) |
|
{ |
|
vList[i] = v.Key; |
|
} |
|
} |
|
return vList; |
|
} |
|
|
|
/// <summary> |
|
/// Gets a list of all variables with public scope in this Flowchart. |
|
/// </summary> |
|
public virtual List<Variable> GetPublicVariables() |
|
{ |
|
var publicVariables = new List<Variable>(); |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var v = variables[i]; |
|
if (v != null && v.Scope == VariableScope.Public) |
|
{ |
|
publicVariables.Add(v); |
|
} |
|
} |
|
|
|
return publicVariables; |
|
} |
|
|
|
/// <summary> |
|
/// Gets the value of a boolean variable. |
|
/// Returns false if the variable key does not exist. |
|
/// </summary> |
|
public virtual bool GetBooleanVariable(string key) |
|
{ |
|
var variable = GetVariable<BooleanVariable>(key); |
|
if(variable != null) |
|
{ |
|
return GetVariable<BooleanVariable>(key).Value; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Sets the value of a boolean variable. |
|
/// The variable must already be added to the list of variables for this Flowchart. |
|
/// </summary> |
|
public virtual void SetBooleanVariable(string key, bool value) |
|
{ |
|
var variable = GetVariable<BooleanVariable>(key); |
|
if(variable != null) |
|
{ |
|
variable.Value = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Gets the value of an integer variable. |
|
/// Returns 0 if the variable key does not exist. |
|
/// </summary> |
|
public virtual int GetIntegerVariable(string key) |
|
{ |
|
var variable = GetVariable<IntegerVariable>(key); |
|
if (variable != null) |
|
{ |
|
return GetVariable<IntegerVariable>(key).Value; |
|
} |
|
else |
|
{ |
|
return 0; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Sets the value of an integer variable. |
|
/// The variable must already be added to the list of variables for this Flowchart. |
|
/// </summary> |
|
public virtual void SetIntegerVariable(string key, int value) |
|
{ |
|
var variable = GetVariable<IntegerVariable>(key); |
|
if (variable != null) |
|
{ |
|
variable.Value = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Gets the value of a float variable. |
|
/// Returns 0 if the variable key does not exist. |
|
/// </summary> |
|
public virtual float GetFloatVariable(string key) |
|
{ |
|
var variable = GetVariable<FloatVariable>(key); |
|
if (variable != null) |
|
{ |
|
return GetVariable<FloatVariable>(key).Value; |
|
} |
|
else |
|
{ |
|
return 0f; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Sets the value of a float variable. |
|
/// The variable must already be added to the list of variables for this Flowchart. |
|
/// </summary> |
|
public virtual void SetFloatVariable(string key, float value) |
|
{ |
|
var variable = GetVariable<FloatVariable>(key); |
|
if (variable != null) |
|
{ |
|
variable.Value = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Gets the value of a string variable. |
|
/// Returns the empty string if the variable key does not exist. |
|
/// </summary> |
|
public virtual string GetStringVariable(string key) |
|
{ |
|
var variable = GetVariable<StringVariable>(key); |
|
if (variable != null) |
|
{ |
|
return GetVariable<StringVariable>(key).Value; |
|
} |
|
else |
|
{ |
|
return ""; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Sets the value of a string variable. |
|
/// The variable must already be added to the list of variables for this Flowchart. |
|
/// </summary> |
|
public virtual void SetStringVariable(string key, string value) |
|
{ |
|
var variable = GetVariable<StringVariable>(key); |
|
if (variable != null) |
|
{ |
|
variable.Value = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Gets the value of a GameObject variable. |
|
/// Returns null if the variable key does not exist. |
|
/// </summary> |
|
public virtual GameObject GetGameObjectVariable(string key) |
|
{ |
|
var variable = GetVariable<GameObjectVariable>(key); |
|
|
|
if (variable != null) |
|
{ |
|
return GetVariable<GameObjectVariable>(key).Value; |
|
} |
|
else |
|
{ |
|
return null; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Sets the value of a GameObject variable. |
|
/// The variable must already be added to the list of variables for this Flowchart. |
|
/// </summary> |
|
public virtual void SetGameObjectVariable(string key, GameObject value) |
|
{ |
|
var variable = GetVariable<GameObjectVariable>(key); |
|
if (variable != null) |
|
{ |
|
variable.Value = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Gets the value of a Transform variable. |
|
/// Returns null if the variable key does not exist. |
|
/// </summary> |
|
public virtual Transform GetTransformVariable(string key) |
|
{ |
|
var variable = GetVariable<TransformVariable>(key); |
|
|
|
if (variable != null) |
|
{ |
|
return GetVariable<TransformVariable>(key).Value; |
|
} |
|
else |
|
{ |
|
return null; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Sets the value of a Transform variable. |
|
/// The variable must already be added to the list of variables for this Flowchart. |
|
/// </summary> |
|
public virtual void SetTransformVariable(string key, Transform value) |
|
{ |
|
var variable = GetVariable<TransformVariable>(key); |
|
if (variable != null) |
|
{ |
|
variable.Value = value; |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Set the block objects to be hidden or visible depending on the hideComponents property. |
|
/// </summary> |
|
public virtual void UpdateHideFlags() |
|
{ |
|
if (hideComponents) |
|
{ |
|
var blocks = GetComponents<Block>(); |
|
for (int i = 0; i < blocks.Length; i++) |
|
{ |
|
var block = blocks[i]; |
|
block.hideFlags = HideFlags.HideInInspector; |
|
if (block.gameObject != gameObject) |
|
{ |
|
block.hideFlags = HideFlags.HideInHierarchy; |
|
} |
|
} |
|
|
|
var commands = GetComponents<Command>(); |
|
for (int i = 0; i < commands.Length; i++) |
|
{ |
|
var command = commands[i]; |
|
command.hideFlags = HideFlags.HideInInspector; |
|
} |
|
|
|
var eventHandlers = GetComponents<EventHandler>(); |
|
for (int i = 0; i < eventHandlers.Length; i++) |
|
{ |
|
var eventHandler = eventHandlers[i]; |
|
eventHandler.hideFlags = HideFlags.HideInInspector; |
|
} |
|
} |
|
else |
|
{ |
|
var monoBehaviours = GetComponents<MonoBehaviour>(); |
|
for (int i = 0; i < monoBehaviours.Length; i++) |
|
{ |
|
var monoBehaviour = monoBehaviours[i]; |
|
if (monoBehaviour == null) |
|
{ |
|
continue; |
|
} |
|
monoBehaviour.hideFlags = HideFlags.None; |
|
monoBehaviour.gameObject.hideFlags = HideFlags.None; |
|
} |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Clears the list of selected commands. |
|
/// </summary> |
|
public virtual void ClearSelectedCommands() |
|
{ |
|
selectedCommands.Clear(); |
|
#if UNITY_EDITOR |
|
SelectedCommandsStale = true; |
|
#endif |
|
} |
|
|
|
/// <summary> |
|
/// Adds a command to the list of selected commands. |
|
/// </summary> |
|
public virtual void AddSelectedCommand(Command command) |
|
{ |
|
if (!selectedCommands.Contains(command)) |
|
{ |
|
selectedCommands.Add(command); |
|
#if UNITY_EDITOR |
|
SelectedCommandsStale = true; |
|
#endif |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Clears the list of selected blocks. |
|
/// </summary> |
|
public virtual void ClearSelectedBlocks() |
|
{ |
|
if(selectedBlocks == null) |
|
{ |
|
selectedBlocks = new List<Block>(); |
|
} |
|
|
|
for (int i = 0; i < selectedBlocks.Count; i++) |
|
{ |
|
var item = selectedBlocks[i]; |
|
|
|
if(item != null) |
|
{ |
|
item.IsSelected = false; |
|
} |
|
} |
|
selectedBlocks.Clear(); |
|
} |
|
|
|
/// <summary> |
|
/// Adds a block to the list of selected blocks. |
|
/// </summary> |
|
public virtual void AddSelectedBlock(Block block) |
|
{ |
|
if (!selectedBlocks.Contains(block)) |
|
{ |
|
block.IsSelected = true; |
|
selectedBlocks.Add(block); |
|
} |
|
} |
|
|
|
public virtual bool DeselectBlock(Block block) |
|
{ |
|
if (selectedBlocks.Contains(block)) |
|
{ |
|
DeselectBlockNoCheck(block); |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
public virtual void DeselectBlockNoCheck(Block b) |
|
{ |
|
b.IsSelected = false; |
|
selectedBlocks.Remove(b); |
|
} |
|
|
|
public void UpdateSelectedCache() |
|
{ |
|
selectedBlocks.Clear(); |
|
var res = gameObject.GetComponents<Block>(); |
|
selectedBlocks = res.Where(x => x.IsSelected).ToList(); |
|
} |
|
|
|
/// <summary> |
|
/// Reset the commands and variables in the Flowchart. |
|
/// </summary> |
|
public virtual void Reset(bool resetCommands, bool resetVariables) |
|
{ |
|
if (resetCommands) |
|
{ |
|
var commands = GetComponents<Command>(); |
|
for (int i = 0; i < commands.Length; i++) |
|
{ |
|
var command = commands[i]; |
|
command.OnReset(); |
|
} |
|
} |
|
|
|
if (resetVariables) |
|
{ |
|
for (int i = 0; i < variables.Count; i++) |
|
{ |
|
var variable = variables[i]; |
|
variable.OnReset(); |
|
} |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Override this in a Flowchart subclass to filter which commands are shown in the Add Command list. |
|
/// </summary> |
|
public virtual bool IsCommandSupported(CommandInfoAttribute commandInfo) |
|
{ |
|
for (int i = 0; i < hideCommands.Count; i++) |
|
{ |
|
// Match on category or command name (case insensitive) |
|
var key = hideCommands[i]; |
|
if (String.Compare(commandInfo.Category, key, StringComparison.OrdinalIgnoreCase) == 0 || String.Compare(commandInfo.CommandName, key, StringComparison.OrdinalIgnoreCase) == 0) |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
/// <summary> |
|
/// Returns true if there are any executing blocks in this Flowchart. |
|
/// </summary> |
|
public virtual bool HasExecutingBlocks() |
|
{ |
|
var blocks = GetComponents<Block>(); |
|
for (int i = 0; i < blocks.Length; i++) |
|
{ |
|
var block = blocks[i]; |
|
if (block.IsExecuting()) |
|
{ |
|
return true; |
|
} |
|
} |
|
return false; |
|
} |
|
|
|
/// <summary> |
|
/// Returns a list of all executing blocks in this Flowchart. |
|
/// </summary> |
|
public virtual List<Block> GetExecutingBlocks() |
|
{ |
|
var executingBlocks = new List<Block>(); |
|
var blocks = GetComponents<Block>(); |
|
for (int i = 0; i < blocks.Length; i++) |
|
{ |
|
var block = blocks[i]; |
|
if (block.IsExecuting()) |
|
{ |
|
executingBlocks.Add(block); |
|
} |
|
} |
|
|
|
return executingBlocks; |
|
} |
|
|
|
/// <summary> |
|
/// Substitute variables in the input text with the format {$VarName} |
|
/// This will first match with private variables in this Flowchart, and then |
|
/// with public variables in all Flowcharts in the scene (and any component |
|
/// in the scene that implements StringSubstituter.ISubstitutionHandler). |
|
/// </summary> |
|
public virtual string SubstituteVariables(string input) |
|
{ |
|
if (stringSubstituer == null) |
|
{ |
|
stringSubstituer = new StringSubstituter(); |
|
} |
|
|
|
// Use the string builder from StringSubstituter for efficiency. |
|
StringBuilder sb = stringSubstituer._StringBuilder; |
|
sb.Length = 0; |
|
sb.Append(input); |
|
|
|
// Instantiate the regular expression object. |
|
Regex r = new Regex(SubstituteVariableRegexString); |
|
|
|
bool changed = false; |
|
|
|
// Match the regular expression pattern against a text string. |
|
var results = r.Matches(input); |
|
for (int i = 0; i < results.Count; i++) |
|
{ |
|
Match match = results[i]; |
|
string key = match.Value.Substring(2, match.Value.Length - 3); |
|
// Look for any matching private variables in this Flowchart first |
|
for (int j = 0; j < variables.Count; j++) |
|
{ |
|
var variable = variables[j]; |
|
if (variable == null) |
|
continue; |
|
if (variable.Scope == VariableScope.Private && variable.Key == key) |
|
{ |
|
string value = variable.ToString(); |
|
sb.Replace(match.Value, value); |
|
changed = true; |
|
} |
|
} |
|
} |
|
|
|
// Now do all other substitutions in the scene |
|
changed |= stringSubstituer.SubstituteStrings(sb); |
|
|
|
if (changed) |
|
{ |
|
return sb.ToString(); |
|
} |
|
else |
|
{ |
|
return input; |
|
} |
|
} |
|
|
|
public virtual void DetermineSubstituteVariables(string str, List<Variable> vars) |
|
{ |
|
Regex r = new Regex(Flowchart.SubstituteVariableRegexString); |
|
|
|
// Match the regular expression pattern against a text string. |
|
var results = r.Matches(str); |
|
for (int i = 0; i < results.Count; i++) |
|
{ |
|
var match = results[i]; |
|
var v = GetVariable(match.Value.Substring(2, match.Value.Length - 3)); |
|
if (v != null) |
|
{ |
|
vars.Add(v); |
|
} |
|
} |
|
} |
|
|
|
#endregion |
|
|
|
#region IStringSubstituter implementation |
|
|
|
/// <summary> |
|
/// Implementation of StringSubstituter.ISubstitutionHandler which matches any public variable in the Flowchart. |
|
/// To perform full variable substitution with all substitution handlers in the scene, you should |
|
/// use the SubstituteVariables() method instead. |
|
/// </summary> |
|
[MoonSharp.Interpreter.MoonSharpHidden] |
|
public virtual bool SubstituteStrings(StringBuilder input) |
|
{ |
|
// Instantiate the regular expression object. |
|
Regex r = new Regex(SubstituteVariableRegexString); |
|
|
|
bool modified = false; |
|
|
|
// Match the regular expression pattern against a text string. |
|
var results = r.Matches(input.ToString()); |
|
for (int i = 0; i < results.Count; i++) |
|
{ |
|
Match match = results[i]; |
|
string key = match.Value.Substring(2, match.Value.Length - 3); |
|
// Look for any matching public variables in this Flowchart |
|
for (int j = 0; j < variables.Count; j++) |
|
{ |
|
var variable = variables[j]; |
|
if (variable == null) |
|
{ |
|
continue; |
|
} |
|
if (variable.Scope == VariableScope.Public && variable.Key == key) |
|
{ |
|
string value = variable.ToString(); |
|
input.Replace(match.Value, value); |
|
modified = true; |
|
} |
|
} |
|
} |
|
|
|
return modified; |
|
} |
|
|
|
#endregion |
|
} |
|
}
|
|
|