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211 lines
5.4 KiB
211 lines
5.4 KiB
using UnityEngine; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Linq; |
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using System; |
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using System.Runtime.Serialization.Formatters.Binary; |
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using System.IO; |
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/** |
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* @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games. |
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*/ |
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namespace Fungus |
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{ |
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/** |
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* Manages global game state and movement between rooms. |
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*/ |
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[RequireComponent(typeof(Dialog))] |
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[RequireComponent(typeof(CommandQueue))] |
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[RequireComponent(typeof(CameraController))] |
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[RequireComponent(typeof(PageController))] |
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public class Game : GameController |
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{ |
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/** |
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* The currently active Room. |
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*/ |
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[Tooltip("The currently active Room.")] |
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public Room activeRoom; |
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/** |
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* Show links between Rooms in scene view. |
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*/ |
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[Tooltip("Show links between Rooms in scene view.")] |
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public bool showLinks = true; |
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/** |
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* Fade transition time when moving between Rooms. |
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*/ |
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[Range(0,5)] |
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[Tooltip("Fade transition time when moving between Rooms.")] |
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public float roomFadeDuration = 1f; |
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/** |
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* Fade transition time when hiding/showing buttons. |
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*/ |
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[Range(0,5)] |
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[Tooltip("Fade transition time when hiding/showing buttons.")] |
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public float buttonFadeDuration = 0.25f; |
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/** |
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* Time to elapse before buttons hide automatically. |
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*/ |
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[Range(0, 60)] |
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[Tooltip("Time to elapse before buttons hide automatically.")] |
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public float autoHideButtonDuration = 5f; |
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/** |
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* Currently active Dialog object used to display character text and menus. |
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*/ |
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[Tooltip("Currently active Dialog object used to display character text and menus.")] |
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public Dialog dialog; |
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/** |
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* Loading image displayed when loading a scene using MoveToScene() command. |
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*/ |
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[Tooltip("Loading image displayed when loading a scene using MoveToScene() command.")] |
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public Texture2D loadingImage; |
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[HideInInspector] |
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public CommandQueue commandQueue; |
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[HideInInspector] |
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public CameraController cameraController; |
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[HideInInspector] |
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public PageController pageController; |
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/** |
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* True when executing a Wait() or WaitForTap() command |
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*/ |
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[HideInInspector] |
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public bool waiting; |
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float autoHideButtonTimer; |
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static Game instance; |
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/** |
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* Returns the singleton instance for the Game class |
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*/ |
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public static Game GetInstance() |
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{ |
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if (!instance) |
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{ |
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instance = GameObject.FindObjectOfType(typeof(Game)) as Game; |
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if (!instance) |
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{ |
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Debug.LogError("There must be one active Game object in your scene."); |
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} |
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} |
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return instance; |
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} |
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public virtual void Start() |
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{ |
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// Acquire references to required components |
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commandQueue = gameObject.GetComponent<CommandQueue>(); |
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cameraController = gameObject.GetComponent<CameraController>(); |
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pageController = gameObject.GetComponent<PageController>(); |
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// Auto-hide buttons should be visible at start of game |
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autoHideButtonTimer = autoHideButtonDuration; |
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if (activeRoom == null) |
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{ |
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// Pick first room found if none is specified |
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activeRoom = GameObject.FindObjectOfType(typeof(Room)) as Room; |
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} |
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if (activeRoom != null) |
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{ |
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// Move to the active room |
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commandQueue.Clear(); |
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commandQueue.AddCommand(new Command.MoveToRoom(activeRoom)); |
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commandQueue.Execute(); |
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} |
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} |
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public virtual void Update() |
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{ |
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autoHideButtonTimer -= Time.deltaTime; |
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autoHideButtonTimer = Mathf.Max(autoHideButtonTimer, 0f); |
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if (Input.GetMouseButtonDown(0)) |
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{ |
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autoHideButtonTimer = autoHideButtonDuration; |
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} |
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} |
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public IDialog GetDialog() |
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{ |
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if (dialog != null) |
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{ |
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return dialog as IDialog; |
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} |
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return pageController as IDialog; |
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} |
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/** |
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* Returns true if the game should display 'auto hide' buttons. |
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* Buttons will be displayed if the game is not currently displaying story text/options, and no Wait command is in progress. |
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*/ |
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public bool GetShowAutoButtons() |
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{ |
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if (waiting) |
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{ |
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return false; |
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} |
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IDialog dialog = GetDialog(); |
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if (dialog == null || |
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dialog.GetDialogMode() == DialogMode.Idle) |
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{ |
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return (autoHideButtonTimer > 0f); |
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} |
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return false; |
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} |
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/** |
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* Loads a new scene and displays an optional loading image. |
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* This is useful for splitting a large Fungus game across multiple scene files to reduce peak memory usage. |
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* All previously loaded assets (including textures and audio) will be released. |
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* @param sceneName The filename of the scene to load. |
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* @param saveGame Automatically save the current game state as a checkpoint. |
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*/ |
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public void LoadScene(string sceneName, bool saveGame) |
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{ |
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SceneLoader.LoadScene(sceneName, loadingImage, saveGame); |
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} |
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/** |
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* Save the current game variables to persistant storage using a save game name. |
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* Stores the currently loaded scene name so that Game.LoadGame() can automatically move to the appropriate scene. |
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*/ |
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public void SaveGame(string saveName = "_fungus") |
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{ |
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Variables.SetString("_scene", Application.loadedLevelName); |
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Variables.Save(saveName); |
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} |
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/** |
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* Loads the current game state from persistant storage using a save game name. |
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* This will cause the scene specified in the "_scene" string to be loaded. |
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* Each scene in your game should contain the necessary code to restore the current game state based on saved data. |
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* @param saveName The name of the saved game data. |
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*/ |
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public void LoadGame(string saveName = "_fungus") |
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{ |
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Variables.Load(saveName); |
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string sceneName = Variables.GetString("_scene"); |
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if (sceneName.Length > 0) |
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{ |
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MoveToScene(sceneName); |
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} |
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} |
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} |
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} |