An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{
/**
* Command classes have their own namespace to prevent them popping up in code completion.
*/
namespace Command
{
/**
* Sets the display rect for the PageController using a Page object.
*/
public class SetPage : CommandQueue.Command
{
Page page;
PageController.Layout pageLayout;
public SetPage(Page _page, PageController.Layout _pageLayout)
{
page = _page;
pageLayout = _pageLayout;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
if (page != null)
{
page.UpdatePageRect();
Game.GetInstance().pageController.layout = pageLayout;
}
if (onComplete != null)
{
onComplete();
}
}
}
/**
* Sets the screen rect for displaying story text using normalized screen space coords.
*/
public class SetPageRect : CommandQueue.Command
{
PageController.ScreenRect screenRect;
PageController.Layout layout;
public SetPageRect(PageController.ScreenRect _screenRect, PageController.Layout _layout)
{
screenRect = _screenRect;
layout = _layout;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
PageController page = Game.GetInstance().pageController;
page.pageRect = PageController.CalcPageRect(screenRect);
page.layout = layout;
if (onComplete != null)
{
onComplete();
}
}
}
/**
* Sets the active Page Style for rendering story text.
*/
public class SetPageStyle : CommandQueue.Command
{
PageStyle pageStyle;
public SetPageStyle(PageStyle _pageStyle)
{
pageStyle = _pageStyle;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
Game.GetInstance().pageController.activePageStyle = pageStyle;
if (onComplete != null)
{
onComplete();
}
}
}
/**
* Sets the header text displayed at the top of the page.
*/
public class SetHeader : CommandQueue.Command
{
string titleText;
public SetHeader(string _titleText)
{
titleText = _titleText;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
PageController page = Game.GetInstance().pageController;
page.SetHeader(titleText);
if (onComplete != null)
{
onComplete();
}
}
}
/**
* Sets the footer text displayed at the bottom of the page.
*/
public class SetFooter : CommandQueue.Command
{
string titleText;
public SetFooter(string _titleText)
{
titleText = _titleText;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
PageController page = Game.GetInstance().pageController;
page.SetFooter(titleText);
if (onComplete != null)
{
onComplete();
}
}
}
/**
* Writes story text to the page.
* A continue icon is displayed when the text has fully appeared.
*/
public class Say : CommandQueue.Command
{
string storyText;
public Say(string _storyText)
{
storyText = _storyText;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
IDialog sayDialog = Game.GetInstance().GetDialog();
sayDialog.Say(storyText, onComplete);
}
}
/**
* Adds an option button to the current list of options.
* Use the Choose command to display added options.
*/
public class AddOption : CommandQueue.Command
{
string optionText;
Action optionAction;
public AddOption(string _optionText, Action _optionAction)
{
optionText = _optionText;
optionAction = _optionAction;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
IDialog characterDialog = Game.GetInstance().GetDialog();
characterDialog.AddOption(optionText, optionAction);
if (onComplete != null)
{
onComplete();
}
}
}
/**
* Displays all previously added options.
*/
public class Choose : CommandQueue.Command
{
string chooseText;
public Choose(string _chooseText)
{
chooseText = _chooseText;
}
public override void Execute(CommandQueue commandQueue, Action onComplete)
{
IDialog dialog = Game.GetInstance().GetDialog();
PageController pageController = dialog as PageController;
if (pageController != null)
{
// Legacy support for old Pages system
pageController.Choose(chooseText);
}
else
{
// Support for modern IDialog interface
dialog.Say(chooseText, null);
}
// Choose always clears the commandQueue, so there's no need to call onComplete()
}
}
}
}