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417 lines
14 KiB
417 lines
14 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.UI; |
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using System.Collections; |
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using UnityEngine.EventSystems; |
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using System.Linq; |
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using MoonSharp.Interpreter; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Presents multiple choice buttons to the players. |
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/// </summary> |
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public class MenuDialog : MonoBehaviour |
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{ |
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[Tooltip("Automatically select the first interactable button when the menu is shown.")] |
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[SerializeField] protected bool autoSelectFirstButton = false; |
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protected Button[] cachedButtons; |
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protected Slider cachedSlider; |
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private int nextOptionIndex; |
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#region Public members |
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/// <summary> |
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/// Currently active Menu Dialog used to display Menu options |
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/// </summary> |
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public static MenuDialog ActiveMenuDialog { get; set; } |
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/// <summary> |
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/// A cached list of button objects in the menu dialog. |
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/// </summary> |
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/// <value>The cached buttons.</value> |
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public virtual Button[] CachedButtons { get { return cachedButtons; } } |
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/// <summary> |
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/// A cached slider object used for the timer in the menu dialog. |
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/// </summary> |
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/// <value>The cached slider.</value> |
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public virtual Slider CachedSlider { get { return cachedSlider; } } |
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/// <summary> |
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/// Sets the active state of the Menu Dialog gameobject. |
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/// </summary> |
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public virtual void SetActive(bool state) |
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{ |
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gameObject.SetActive(state); |
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} |
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/// <summary> |
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/// Returns a menu dialog by searching for one in the scene or creating one if none exists. |
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/// </summary> |
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public static MenuDialog GetMenuDialog() |
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{ |
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if (ActiveMenuDialog == null) |
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{ |
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// Use first Menu Dialog found in the scene (if any) |
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var md = GameObject.FindObjectOfType<MenuDialog>(); |
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if (md != null) |
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{ |
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ActiveMenuDialog = md; |
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} |
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if (ActiveMenuDialog == null) |
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{ |
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// Auto spawn a menu dialog object from the prefab |
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GameObject prefab = Resources.Load<GameObject>("Prefabs/MenuDialog"); |
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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.SetActive(false); |
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go.name = "MenuDialog"; |
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ActiveMenuDialog = go.GetComponent<MenuDialog>(); |
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} |
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} |
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} |
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return ActiveMenuDialog; |
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} |
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protected virtual void Awake() |
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{ |
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Button[] optionButtons = GetComponentsInChildren<Button>(); |
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cachedButtons = optionButtons; |
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Slider timeoutSlider = GetComponentInChildren<Slider>(); |
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cachedSlider = timeoutSlider; |
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if (Application.isPlaying) |
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{ |
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// Don't auto disable buttons in the editor |
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Clear(); |
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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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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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} |
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protected virtual void OnEnable() |
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{ |
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// The canvas may fail to update if the menu dialog is enabled in the first game frame. |
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// To fix this we just need to force a canvas update when the object is enabled. |
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Canvas.ForceUpdateCanvases(); |
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} |
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protected virtual IEnumerator WaitForTimeout(float timeoutDuration, Block targetBlock) |
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{ |
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float elapsedTime = 0; |
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Slider timeoutSlider = CachedSlider; |
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while (elapsedTime < timeoutDuration) |
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{ |
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if (timeoutSlider != null) |
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{ |
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float t = 1f - elapsedTime / timeoutDuration; |
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timeoutSlider.value = t; |
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} |
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elapsedTime += Time.deltaTime; |
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yield return null; |
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} |
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Clear(); |
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gameObject.SetActive(false); |
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HideSayDialog(); |
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if (targetBlock != null) |
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{ |
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targetBlock.StartExecution(); |
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} |
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} |
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protected IEnumerator CallBlock(Block block) |
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{ |
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yield return new WaitForEndOfFrame(); |
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block.StartExecution(); |
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} |
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protected IEnumerator CallLuaClosure(LuaEnvironment luaEnv, Closure callback) |
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{ |
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yield return new WaitForEndOfFrame(); |
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if (callback != null) |
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{ |
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luaEnv.RunLuaFunction(callback, true); |
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} |
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} |
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/// <summary> |
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/// Clear all displayed options in the Menu Dialog. |
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/// </summary> |
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public virtual void Clear() |
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{ |
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StopAllCoroutines(); |
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nextOptionIndex = 0; |
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var optionButtons = CachedButtons; |
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for (int i = 0; i < optionButtons.Length; i++) |
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{ |
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var button = optionButtons[i]; |
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button.onClick.RemoveAllListeners(); |
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} |
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for (int i = 0; i < optionButtons.Length; i++) |
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{ |
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var button = optionButtons[i]; |
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if (button != null) |
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{ |
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button.transform.SetSiblingIndex(i); |
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button.gameObject.SetActive(false); |
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} |
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} |
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Slider timeoutSlider = CachedSlider; |
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if (timeoutSlider != null) |
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{ |
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timeoutSlider.gameObject.SetActive(false); |
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} |
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} |
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/// <summary> |
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/// Hides any currently displayed Say Dialog. |
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/// </summary> |
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public virtual void HideSayDialog() |
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{ |
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var sayDialog = SayDialog.GetSayDialog(); |
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if (sayDialog != null) |
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{ |
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sayDialog.FadeWhenDone = true; |
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} |
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} |
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/// <summary> |
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/// Adds the option to the list of displayed options. Calls a Block when selected. |
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/// Will cause the Menu dialog to become visible if it is not already visible. |
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/// </summary> |
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/// <returns><c>true</c>, if the option was added successfully.</returns> |
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/// <param name="text">The option text to display on the button.</param> |
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/// <param name="interactable">If false, the option is displayed but is not selectable.</param> |
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/// <param name="hideOption">If true, the option is not displayed but the menu knows that option can or did exist</param> |
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/// <param name="targetBlock">Block to execute when the option is selected.</param> |
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public virtual bool AddOption(string text, bool interactable, bool hideOption, Block targetBlock) |
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{ |
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var block = targetBlock; |
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UnityEngine.Events.UnityAction action = delegate |
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{ |
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EventSystem.current.SetSelectedGameObject(null); |
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StopAllCoroutines(); |
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// Stop timeout |
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Clear(); |
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HideSayDialog(); |
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if (block != null) |
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{ |
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var flowchart = block.GetFlowchart(); |
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#if UNITY_EDITOR |
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// Select the new target block in the Flowchart window |
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flowchart.SelectedBlock = block; |
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#endif |
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gameObject.SetActive(false); |
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// Use a coroutine to call the block on the next frame |
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// Have to use the Flowchart gameobject as the MenuDialog is now inactive |
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flowchart.StartCoroutine(CallBlock(block)); |
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} |
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}; |
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return AddOption(text, interactable, hideOption, action); |
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} |
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/// <summary> |
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/// Adds the option to the list of displayed options, calls a Lua function when selected. |
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/// Will cause the Menu dialog to become visible if it is not already visible. |
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/// </summary> |
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/// <returns><c>true</c>, if the option was added successfully.</returns> |
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public virtual bool AddOption(string text, bool interactable, LuaEnvironment luaEnv, Closure callBack) |
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{ |
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if (!gameObject.activeSelf) |
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{ |
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gameObject.SetActive(true); |
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} |
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// Copy to local variables |
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LuaEnvironment env = luaEnv; |
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Closure call = callBack; |
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UnityEngine.Events.UnityAction action = delegate |
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{ |
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StopAllCoroutines(); |
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// Stop timeout |
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Clear(); |
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HideSayDialog(); |
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// Use a coroutine to call the callback on the next frame |
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StartCoroutine(CallLuaClosure(env, call)); |
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}; |
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return AddOption(text, interactable, false, action); |
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} |
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/// <summary> |
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/// Adds the option to the list of displayed options. Calls a Block when selected. |
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/// Will cause the Menu dialog to become visible if it is not already visible. |
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/// </summary> |
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/// <returns><c>true</c>, if the option was added successfully.</returns> |
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/// <param name="text">The option text to display on the button.</param> |
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/// <param name="interactable">If false, the option is displayed but is not selectable.</param> |
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/// <param name="hideOption">If true, the option is not displayed but the menu knows that option can or did exist</param> |
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/// <param name="action">Action attached to the button on the menu item</param> |
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private bool AddOption(string text, bool interactable, bool hideOption, UnityEngine.Events.UnityAction action) |
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{ |
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if (nextOptionIndex >= CachedButtons.Length) |
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return false; |
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var button = cachedButtons[nextOptionIndex]; |
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//move forward for next call |
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nextOptionIndex++; |
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//don't need to set anything on it |
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if (hideOption) |
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return true; |
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button.gameObject.SetActive(true); |
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button.interactable = interactable; |
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if (interactable && autoSelectFirstButton && !cachedButtons.Select(x => x.gameObject).Contains(EventSystem.current.currentSelectedGameObject)) |
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{ |
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EventSystem.current.SetSelectedGameObject(button.gameObject); |
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} |
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Text textComponent = button.GetComponentInChildren<Text>(); |
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if (textComponent != null) |
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{ |
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textComponent.text = text; |
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} |
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button.onClick.AddListener(action); |
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return true; |
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} |
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/// <summary> |
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/// Show a timer during which the player can select an option. Calls a Block when the timer expires. |
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/// </summary> |
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/// <param name="duration">The duration during which the player can select an option.</param> |
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/// <param name="targetBlock">Block to execute if the player does not select an option in time.</param> |
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public virtual void ShowTimer(float duration, Block targetBlock) |
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{ |
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if (cachedSlider != null) |
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{ |
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cachedSlider.gameObject.SetActive(true); |
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gameObject.SetActive(true); |
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StopAllCoroutines(); |
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StartCoroutine(WaitForTimeout(duration, targetBlock)); |
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} |
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} |
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/// <summary> |
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/// Show a timer during which the player can select an option. Calls a Lua function when the timer expires. |
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/// </summary> |
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public virtual IEnumerator ShowTimer(float duration, LuaEnvironment luaEnv, Closure callBack) |
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{ |
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if (CachedSlider == null || |
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duration <= 0f) |
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{ |
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yield break; |
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} |
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CachedSlider.gameObject.SetActive(true); |
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StopAllCoroutines(); |
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float elapsedTime = 0; |
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Slider timeoutSlider = CachedSlider; |
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while (elapsedTime < duration) |
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{ |
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if (timeoutSlider != null) |
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{ |
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float t = 1f - elapsedTime / duration; |
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timeoutSlider.value = t; |
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} |
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elapsedTime += Time.deltaTime; |
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yield return null; |
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} |
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Clear(); |
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gameObject.SetActive(false); |
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HideSayDialog(); |
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if (callBack != null) |
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{ |
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luaEnv.RunLuaFunction(callBack, true); |
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} |
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} |
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/// <summary> |
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/// Returns true if the Menu Dialog is currently displayed. |
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/// </summary> |
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public virtual 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 number of currently displayed options. |
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/// </summary> |
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public virtual int DisplayedOptionsCount |
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{ |
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get { |
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int count = 0; |
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for (int i = 0; i < cachedButtons.Length; i++) |
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{ |
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var button = cachedButtons[i]; |
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if (button.gameObject.activeSelf) |
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{ |
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count++; |
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} |
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} |
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return count; |
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} |
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} |
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/// <summary> |
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/// Shuffle the parent order of the cached buttons, allows for randomising button order, buttons are auto reordered when cleared |
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/// </summary> |
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public void Shuffle(System.Random r) |
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{ |
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for (int i = 0; i < CachedButtons.Length; i++) |
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{ |
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CachedButtons[i].transform.SetSiblingIndex(r.Next(CachedButtons.Length)); |
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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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