An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections.Generic;
namespace Fungus
{
/// <summary>
/// Commands can be added to Blocks to create an execution sequence.
/// </summary>
public interface ICommand
{
/// <summary>
/// Unique identifier for this command.
/// Unique for this Flowchart.
/// </summary>
int ItemId { get; set; }
/// <summary>
/// Error message to display in the command inspector.
/// </summary>
string ErrorMessage { get; }
/// <summary>
/// Indent depth of the current commands.
/// Commands are indented inside If, While, etc. sections.
/// </summary>
int IndentLevel { get; set; }
/// <summary>
/// Index of the command in the parent block's command list.
/// </summary>
int CommandIndex { get; set; }
/// <summary>
/// Set to true by the parent block while the command is executing.
/// </summary>
bool IsExecuting { get; set; }
/// <summary>
/// Timer used to control appearance of executing icon in inspector.
/// </summary>
float ExecutingIconTimer { get; set; }
/// <summary>
/// Reference to the Block object that this command belongs to.
/// This reference is only populated at runtime and in the editor when the
/// block is selected.
/// </summary>
Block ParentBlock { get; set; }
/// <summary>
/// Returns the Flowchart that this command belongs to.
/// </summary>
IFlowchart GetFlowchart();
/// <summary>
/// Execute the command.
/// </summary>
void Execute();
/// <summary>
/// End execution of this command and continue execution at the next command.
/// </summary>
void Continue();
/// <summary>
/// End execution of this command and continue execution at a specific command index.
/// </summary>
/// <param name="nextCommandIndex">Next command index.</param>
void Continue(int nextCommandIndex);
/// <summary>
/// Stops the parent Block executing.
/// </summary>
void StopParentBlock();
/// <summary>
/// Called when the parent block has been requested to stop executing, and
/// this command is the currently executing command.
/// Use this callback to terminate any asynchronous operations and
/// cleanup state so that the command is ready to execute again later on.
/// </summary>
void OnStopExecuting();
/// <summary>
/// Called when the new command is added to a block in the editor.
/// </summary>
void OnCommandAdded(Block parentBlock);
/// <summary>
/// Called when the command is deleted from a block in the editor.
/// </summary>
void OnCommandRemoved(Block parentBlock);
/// <summary>
/// Called when this command starts execution.
/// </summary>
void OnEnter();
/// <summary>
/// Called when this command ends execution.
/// </summary>
void OnExit();
/// <summary>
/// Called when this command is reset. This happens when the Reset command is used.
/// </summary>
void OnReset();
/// <summary>
/// Populates a list with the Blocks that this command references.
/// </summary>
void GetConnectedBlocks(ref List<Block> connectedBlocks);
/// <summary>
/// Returns true if this command references the variable.
/// Used to highlight variables in the variable list when a command is selected.
/// </summary>
bool HasReference(Variable variable);
/// <summary>
/// Returns the summary text to display in the command inspector.
/// </summary>
string GetSummary();
/// <summary>
/// Returns the help text to display for this command.
/// </summary>
string GetHelpText();
/// <summary>
/// Return true if this command opens a block of commands. Used for indenting commands.
/// </summary>
bool OpenBlock();
/// <summary>
/// Return true if this command closes a block of commands. Used for indenting commands.
/// </summary>
bool CloseBlock();
/// <summary>
/// Return the color for the command background in inspector.
/// </summary>
/// <returns>The button color.</returns>
Color GetButtonColor();
/// <summary>
/// Returns true if the specified property should be displayed in the inspector.
/// This is useful for hiding certain properties based on the value of another property.
/// </summary>
bool IsPropertyVisible(string propertyName);
/// <summary>
/// Returns true if the specified property should be displayed as a reorderable list in the inspector.
/// This only applies for array properties and has no effect for non-array properties.
/// </summary>
bool IsReorderableArray(string propertyName);
/// <summary>
/// Returns the localization id for the Flowchart that contains this command.
/// </summary>
string GetFlowchartLocalizationId();
}
}