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745 lines
21 KiB
745 lines
21 KiB
/** |
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* 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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*/ |
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using UnityEngine; |
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using UnityEngine.Events; |
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using UnityEngine.UI; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using MoonSharp.Interpreter; |
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namespace Fungus |
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{ |
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public class PortraitOptions |
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{ |
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public Character character; |
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public Character replacedCharacter; |
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public Sprite portrait; |
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public DisplayType display; |
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public PositionOffset offset; |
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public RectTransform fromPosition; |
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public RectTransform toPosition; |
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public FacingDirection facing; |
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public bool useDefaultSettings; |
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public float fadeDuration; |
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public float moveDuration; |
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public Vector2 shiftOffset; |
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public bool move; //sets to position to be the same as from |
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public bool shiftIntoPlace; |
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public bool waitUntilFinished; |
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public Action onComplete; |
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/// <summary> |
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/// Contains all options to run a portrait command. |
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/// </summary> |
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/// <param name="useDefaultSettings">Will use stage default times for animation and fade</param> |
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public PortraitOptions(bool useDefaultSettings = true) |
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{ |
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character = null; |
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replacedCharacter = null; |
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portrait = null; |
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display = DisplayType.None; |
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offset = PositionOffset.None; |
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fromPosition = null; |
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toPosition = null; |
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facing = FacingDirection.None; |
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shiftOffset = new Vector2(0, 0); |
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move = false; |
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shiftIntoPlace = false; |
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waitUntilFinished = false; |
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onComplete = null; |
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// Special values that can be overridden |
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fadeDuration = 0.5f; |
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moveDuration = 1f; |
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this.useDefaultSettings = useDefaultSettings; |
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} |
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public override string ToString() |
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{ |
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return base.ToString(); |
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} |
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} |
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public class PortraitState |
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{ |
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public bool onScreen; |
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public bool dimmed; |
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public DisplayType display; |
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public Sprite portrait; |
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public RectTransform position; |
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public FacingDirection facing; |
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public Image portraitImage; |
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} |
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public enum DisplayType |
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{ |
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None, |
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Show, |
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Hide, |
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Replace, |
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MoveToFront |
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} |
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public enum FacingDirection |
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{ |
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None, |
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Left, |
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Right |
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} |
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public enum PositionOffset |
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{ |
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None, |
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OffsetLeft, |
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OffsetRight |
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} |
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/// <summary> |
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/// Controls the Portrait sprites on stage |
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/// </summary> |
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public class PortraitController : MonoBehaviour |
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{ |
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// Timer for waitUntilFinished functionality |
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protected float waitTimer; |
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protected Stage stage; |
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void Awake() |
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{ |
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stage = GetComponentInParent<Stage>(); |
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stage.CachePositions(); |
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} |
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/// <summary> |
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/// Using all portrait options available, run any portrait command. |
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/// </summary> |
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/// <param name="options">Portrait Options</param> |
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/// <param name="onComplete">The function that will run once the portrait command finishes</param> |
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public void RunPortraitCommand(PortraitOptions options, Action onComplete) |
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{ |
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waitTimer = 0f; |
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// If no character specified, do nothing |
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if (options.character == null) |
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{ |
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onComplete(); |
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return; |
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} |
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// If Replace and no replaced character specified, do nothing |
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if (options.display == DisplayType.Replace && options.replacedCharacter == null) |
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{ |
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onComplete(); |
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return; |
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} |
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// Early out if hiding a character that's already hidden |
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if (options.display == DisplayType.Hide && |
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!options.character.state.onScreen) |
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{ |
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onComplete(); |
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return; |
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} |
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options = CleanPortraitOptions(options); |
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options.onComplete = onComplete; |
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switch (options.display) |
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{ |
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case (DisplayType.Show): |
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Show(options); |
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break; |
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case (DisplayType.Hide): |
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Hide(options); |
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break; |
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case (DisplayType.Replace): |
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Show(options); |
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Hide(options.replacedCharacter, options.replacedCharacter.state.position.name); |
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break; |
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case (DisplayType.MoveToFront): |
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MoveToFront(options); |
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break; |
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} |
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} |
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private void FinishCommand(PortraitOptions options) |
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{ |
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if (options.onComplete != null) |
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{ |
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if (!options.waitUntilFinished) |
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{ |
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options.onComplete(); |
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} |
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else |
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{ |
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StartCoroutine(WaitUntilFinished(options.fadeDuration, options.onComplete)); |
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} |
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} |
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else |
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{ |
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StartCoroutine(WaitUntilFinished(options.fadeDuration)); |
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} |
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} |
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/// <summary> |
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/// Makes sure all options are set correctly so it won't break whatever command it's sent to |
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/// </summary> |
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/// <param name="options"></param> |
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/// <returns></returns> |
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private PortraitOptions CleanPortraitOptions(PortraitOptions options) |
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{ |
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// Use default stage settings |
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if (options.useDefaultSettings) |
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{ |
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options.fadeDuration = stage.fadeDuration; |
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options.moveDuration = stage.moveDuration; |
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options.shiftOffset = stage.shiftOffset; |
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} |
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// if no previous portrait, use default portrait |
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if (options.character.state.portrait == null) |
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{ |
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options.character.state.portrait = options.character.profileSprite; |
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} |
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// Selected "use previous portrait" |
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if (options.portrait == null) |
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{ |
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options.portrait = options.character.state.portrait; |
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} |
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// if no previous position, use default position |
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if (options.character.state.position == null) |
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{ |
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options.character.state.position = stage.defaultPosition.rectTransform; |
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} |
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// Selected "use previous position" |
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if (options.toPosition == null) |
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{ |
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options.toPosition = options.character.state.position; |
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} |
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if (options.replacedCharacter != null) |
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{ |
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// if no previous position, use default position |
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if (options.replacedCharacter.state.position == null) |
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{ |
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options.replacedCharacter.state.position = stage.defaultPosition.rectTransform; |
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} |
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} |
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// If swapping, use replaced character's position |
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if (options.display == DisplayType.Replace) |
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{ |
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options.toPosition = options.replacedCharacter.state.position; |
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} |
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// Selected "use previous position" |
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if (options.fromPosition == null) |
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{ |
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options.fromPosition = options.character.state.position; |
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} |
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// if portrait not moving, use from position is same as to position |
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if (!options.move) |
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{ |
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options.fromPosition = options.toPosition; |
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} |
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if (options.display == DisplayType.Hide) |
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{ |
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options.fromPosition = options.character.state.position; |
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} |
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// if no previous facing direction, use default facing direction |
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if (options.character.state.facing == FacingDirection.None) |
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{ |
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options.character.state.facing = options.character.portraitsFace; |
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} |
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// Selected "use previous facing direction" |
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if (options.facing == FacingDirection.None) |
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{ |
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options.facing = options.character.state.facing; |
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} |
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if (options.character.state.portraitImage == null) |
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{ |
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CreatePortraitObject(options.character, options.fadeDuration); |
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} |
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return options; |
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} |
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/// <summary> |
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/// Creates and sets the portrait image for a character |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="fadeDuration"></param> |
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private void CreatePortraitObject(Character character, float fadeDuration) |
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{ |
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// Create a new portrait object |
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GameObject portraitObj = new GameObject(character.name, |
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typeof(RectTransform), |
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typeof(CanvasRenderer), |
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typeof(Image)); |
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// Set it to be a child of the stage |
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portraitObj.transform.SetParent(stage.portraitCanvas.transform, true); |
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// Configure the portrait image |
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Image portraitImage = portraitObj.GetComponent<Image>(); |
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portraitImage.preserveAspect = true; |
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portraitImage.sprite = character.profileSprite; |
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portraitImage.color = new Color(1f, 1f, 1f, 0f); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon; |
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// Fade in character image (first time) |
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LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.fadeEaseType); |
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// Tell character about portrait image |
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character.state.portraitImage = portraitImage; |
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} |
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private IEnumerator WaitUntilFinished(float duration, Action onComplete = null) |
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{ |
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// Wait until the timer has expired |
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// Any method can modify this timer variable to delay continuing. |
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waitTimer = duration; |
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while (waitTimer > 0f) |
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{ |
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waitTimer -= Time.deltaTime; |
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yield return null; |
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} |
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if (onComplete != null) |
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{ |
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onComplete(); |
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} |
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} |
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private void SetupPortrait(PortraitOptions options) |
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{ |
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SetRectTransform(options.character.state.portraitImage.rectTransform, options.fromPosition); |
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if (options.character.state.facing != options.character.portraitsFace) |
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{ |
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options.character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f); |
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} |
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else |
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{ |
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options.character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f); |
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} |
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if (options.facing != options.character.portraitsFace) |
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{ |
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options.character.state.portraitImage.rectTransform.localScale = new Vector3(-1f, 1f, 1f); |
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} |
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else |
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{ |
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options.character.state.portraitImage.rectTransform.localScale = new Vector3(1f, 1f, 1f); |
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} |
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} |
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public static void SetRectTransform(RectTransform oldRectTransform, RectTransform newRectTransform) |
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{ |
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oldRectTransform.eulerAngles = newRectTransform.eulerAngles; |
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oldRectTransform.position = newRectTransform.position; |
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oldRectTransform.rotation = newRectTransform.rotation; |
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oldRectTransform.anchoredPosition = newRectTransform.anchoredPosition; |
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oldRectTransform.sizeDelta = newRectTransform.sizeDelta; |
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oldRectTransform.anchorMax = newRectTransform.anchorMax; |
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oldRectTransform.anchorMin = newRectTransform.anchorMin; |
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oldRectTransform.pivot = newRectTransform.pivot; |
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oldRectTransform.localScale = newRectTransform.localScale; |
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} |
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/// <summary> |
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/// Moves Character in front of other characters on stage |
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/// </summary> |
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/// <param name="character"></param> |
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public void MoveToFront(Character character) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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MoveToFront(CleanPortraitOptions(options)); |
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} |
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public void MoveToFront(PortraitOptions options) |
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{ |
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options.character.state.portraitImage.transform.SetSiblingIndex(options.character.state.portraitImage.transform.parent.childCount); |
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options.character.state.display = DisplayType.MoveToFront; |
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FinishCommand(options); |
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} |
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public void DoMoveTween(Character character, RectTransform fromPosition, RectTransform toPosition, float moveDuration, Boolean waitUntilFinished) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.fromPosition = fromPosition; |
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options.toPosition = toPosition; |
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options.moveDuration = moveDuration; |
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options.waitUntilFinished = waitUntilFinished; |
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DoMoveTween(options); |
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} |
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public void DoMoveTween(PortraitOptions options) |
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{ |
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CleanPortraitOptions(options); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (options.moveDuration > 0f) ? options.moveDuration : float.Epsilon; |
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// LeanTween.move uses the anchoredPosition, so all position images must have the same anchor position |
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LeanTween.move(options.character.state.portraitImage.gameObject, options.toPosition.position, duration).setEase(stage.fadeEaseType); |
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if (options.waitUntilFinished) |
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{ |
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waitTimer = duration; |
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} |
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} |
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/// <summary> |
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/// Shows character at a named position in the stage |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="position">Named position on stage</param> |
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public void Show(Character character, string position) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.fromPosition = options.toPosition = stage.GetPosition(position); |
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Show(options); |
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} |
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/// <summary> |
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/// Shows character moving from a position to a position |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="portrait"></param> |
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/// <param name="fromPosition">Where the character will appear</param> |
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/// <param name="toPosition">Where the character will move to</param> |
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public void Show(Character character, string portrait, string fromPosition, string toPosition) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.portrait = character.GetPortrait(portrait); |
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options.fromPosition = stage.GetPosition(fromPosition); |
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options.toPosition = stage.GetPosition(toPosition); |
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options.move = true; |
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Show(options); |
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} |
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/// <summary> |
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/// From lua, you can pass an options table with named arguments |
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/// example: |
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/// stage.show{character=jill, portrait="happy", fromPosition="right", toPosition="left"} |
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/// Any option available in the PortraitOptions is available from Lua |
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/// </summary> |
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/// <param name="optionsTable">Moonsharp Table</param> |
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public void Show(Table optionsTable) |
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{ |
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Show(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage)); |
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} |
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/// <summary> |
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/// Show portrait with the supplied portrait options |
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/// </summary> |
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/// <param name="options"></param> |
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public void Show(PortraitOptions options) |
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{ |
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options = CleanPortraitOptions(options); |
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if (options.shiftIntoPlace) |
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{ |
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options.fromPosition = Instantiate(options.toPosition) as RectTransform; |
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if (options.offset == PositionOffset.OffsetLeft) |
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{ |
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options.fromPosition.anchoredPosition = |
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new Vector2(options.fromPosition.anchoredPosition.x - Mathf.Abs(options.shiftOffset.x), |
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options.fromPosition.anchoredPosition.y - Mathf.Abs(options.shiftOffset.y)); |
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} |
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else if (options.offset == PositionOffset.OffsetRight) |
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{ |
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options.fromPosition.anchoredPosition = |
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new Vector2(options.fromPosition.anchoredPosition.x + Mathf.Abs(options.shiftOffset.x), |
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options.fromPosition.anchoredPosition.y + Mathf.Abs(options.shiftOffset.y)); |
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} |
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else |
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{ |
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options.fromPosition.anchoredPosition = new Vector2(options.fromPosition.anchoredPosition.x, options.fromPosition.anchoredPosition.y); |
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} |
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} |
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SetupPortrait(options); |
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// LeanTween doesn't handle 0 duration properly |
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float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon; |
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// Fade out a duplicate of the existing portrait image |
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if (options.character.state.portraitImage != null) |
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{ |
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GameObject tempGO = GameObject.Instantiate(options.character.state.portraitImage.gameObject); |
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tempGO.transform.SetParent(options.character.state.portraitImage.transform, false); |
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tempGO.transform.localPosition = Vector3.zero; |
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tempGO.transform.localScale = options.character.state.position.localScale; |
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Image tempImage = tempGO.GetComponent<Image>(); |
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tempImage.sprite = options.character.state.portraitImage.sprite; |
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tempImage.preserveAspect = true; |
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tempImage.color = options.character.state.portraitImage.color; |
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LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType).setOnComplete(() => { |
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Destroy(tempGO); |
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}); |
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} |
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// Fade in the new sprite image |
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if (options.character.state.portraitImage.sprite != options.portrait || |
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options.character.state.portraitImage.color.a < 1f) |
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{ |
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options.character.state.portraitImage.sprite = options.portrait; |
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options.character.state.portraitImage.color = new Color(1f, 1f, 1f, 0f); |
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LeanTween.alpha(options.character.state.portraitImage.rectTransform, 1f, duration).setEase(stage.fadeEaseType); |
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} |
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DoMoveTween(options); |
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FinishCommand(options); |
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if (!stage.charactersOnStage.Contains(options.character)) |
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{ |
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stage.charactersOnStage.Add(options.character); |
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} |
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// Update character state after showing |
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options.character.state.onScreen = true; |
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options.character.state.display = DisplayType.Show; |
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options.character.state.portrait = options.portrait; |
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options.character.state.facing = options.facing; |
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options.character.state.position = options.toPosition; |
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} |
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/// <summary> |
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/// Simple show command that shows the character with an available named portrait |
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/// </summary> |
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/// <param name="character">Character to show</param> |
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/// <param name="portrait">Named portrait to show for the character, i.e. "angry", "happy", etc</param> |
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public void ShowPortrait(Character character, string portrait) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.portrait = character.GetPortrait(portrait); |
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|
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if (character.state.position == null) |
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{ |
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options.toPosition = options.fromPosition = stage.GetPosition("middle"); |
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} |
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else |
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{ |
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options.fromPosition = options.toPosition = character.state.position; |
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} |
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Show(options); |
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} |
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|
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/// <summary> |
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/// Simple character hide command |
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/// </summary> |
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/// <param name="character">Character to hide</param> |
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public void Hide(Character character) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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Hide(options); |
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} |
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/// <summary> |
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/// Move the character to a position then hide it |
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/// </summary> |
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/// <param name="character"></param> |
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/// <param name="toPosition">Where the character will disapear to</param> |
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public void Hide(Character character, string toPosition) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
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options.character = character; |
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options.toPosition = stage.GetPosition(toPosition); |
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options.move = true; |
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Hide(options); |
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} |
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/// <summary> |
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/// From lua, you can pass an options table with named arguments |
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/// example: |
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/// stage.hide{character=jill, toPosition="left"} |
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/// Any option available in the PortraitOptions is available from Lua |
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/// </summary> |
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/// <param name="optionsTable">Moonsharp Table</param> |
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public void Hide(Table optionsTable) |
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{ |
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Hide(PortraitUtil.ConvertTableToPortraitOptions(optionsTable, stage)); |
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} |
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/// <summary> |
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/// Hide portrait with provided options |
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/// </summary> |
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/// <param name="options"></param> |
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public void Hide(PortraitOptions options) |
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{ |
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CleanPortraitOptions(options); |
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|
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if (options.character.state.display == DisplayType.None) |
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{ |
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return; |
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} |
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SetupPortrait(options); |
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|
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// LeanTween doesn't handle 0 duration properly |
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float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon; |
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|
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LeanTween.alpha(options.character.state.portraitImage.rectTransform, 0f, duration).setEase(stage.fadeEaseType); |
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DoMoveTween(options); |
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stage.charactersOnStage.Remove(options.character); |
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|
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//update character state after hiding |
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options.character.state.onScreen = false; |
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options.character.state.portrait = options.portrait; |
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options.character.state.facing = options.facing; |
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options.character.state.position = options.toPosition; |
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options.character.state.display = DisplayType.Hide; |
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|
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FinishCommand(options); |
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} |
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|
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public void SetDimmed(Character character, bool dimmedState) |
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{ |
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if (character.state.dimmed == dimmedState) |
|
{ |
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return; |
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} |
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|
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character.state.dimmed = dimmedState; |
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|
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Color targetColor = dimmedState ? new Color(0.5f, 0.5f, 0.5f, 1f) : Color.white; |
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|
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// LeanTween doesn't handle 0 duration properly |
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float duration = (stage.fadeDuration > 0f) ? stage.fadeDuration : float.Epsilon; |
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|
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LeanTween.color(character.state.portraitImage.rectTransform, targetColor, duration).setEase(stage.fadeEaseType); |
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} |
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} |
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|
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/// <summary> |
|
/// Util functions that I wanted to keep the main class clean of |
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/// </summary> |
|
public class PortraitUtil { |
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|
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/// <summary> |
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/// Convert a Moonsharp table to portrait options |
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/// If the table returns a null for any of the parameters, it should keep the defaults |
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/// </summary> |
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/// <param name="table">Moonsharp Table</param> |
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/// <param name="stage">Stage</param> |
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/// <returns></returns> |
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public static PortraitOptions ConvertTableToPortraitOptions(Table table, Stage stage) |
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{ |
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PortraitOptions options = new PortraitOptions(true); |
|
|
|
// If the table supplies a nil, keep the default |
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options.character = table.Get("character").ToObject<Character>() |
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?? options.character; |
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|
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options.replacedCharacter = table.Get("replacedCharacter").ToObject<Character>() |
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?? options.replacedCharacter; |
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|
|
if (!table.Get("portrait").IsNil()) |
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{ |
|
options.portrait = options.character.GetPortrait(table.Get("portrait").CastToString()); |
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} |
|
|
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if (!table.Get("display").IsNil()) |
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{ |
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options.display = table.Get("display").ToObject<DisplayType>(); |
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} |
|
|
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if (!table.Get("offset").IsNil()) |
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{ |
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options.offset = table.Get("offset").ToObject<PositionOffset>(); |
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} |
|
|
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if (!table.Get("fromPosition").IsNil()) |
|
{ |
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options.fromPosition = stage.GetPosition(table.Get("fromPosition").CastToString()); |
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} |
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|
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if (!table.Get("toPosition").IsNil()) |
|
{ |
|
options.toPosition = stage.GetPosition(table.Get("toPosition").CastToString()); |
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} |
|
|
|
if (!table.Get("facing").IsNil()) |
|
{ |
|
options.facing = table.Get("facing").ToObject<FacingDirection>(); |
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} |
|
|
|
if (!table.Get("useDefaultSettings").IsNil()) |
|
{ |
|
options.useDefaultSettings = table.Get("useDefaultSettings").CastToBool(); |
|
} |
|
|
|
if (!table.Get("fadeDuration").IsNil()) |
|
{ |
|
options.fadeDuration = table.Get("fadeDuration").ToObject<float>(); |
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} |
|
|
|
if (!table.Get("moveDuration").IsNil()) |
|
{ |
|
options.moveDuration = table.Get("moveDuration").ToObject<float>(); |
|
} |
|
|
|
if (!table.Get("move").IsNil()) |
|
{ |
|
options.move = table.Get("move").CastToBool(); |
|
} |
|
else if (options.fromPosition != options.toPosition) |
|
{ |
|
options.move = true; |
|
} |
|
|
|
if (!table.Get("shiftIntoPlace").IsNil()) |
|
{ |
|
options.shiftIntoPlace = table.Get("shiftIntoPlace").CastToBool(); |
|
} |
|
|
|
//TODO: Make the next lua command wait when this options is true |
|
if (!table.Get("waitUntilFinished").IsNil()) |
|
{ |
|
options.waitUntilFinished = table.Get("waitUntilFinished").CastToBool(); |
|
} |
|
|
|
return options; |
|
} |
|
|
|
} |
|
}
|
|
|