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287 lines
9.3 KiB
287 lines
9.3 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.Serialization; |
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using System; |
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using System.Collections.Generic; |
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namespace Fungus |
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{ |
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/// <summary> |
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/// Attribute class for Fungus commands. |
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/// </summary> |
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public class CommandInfoAttribute : Attribute |
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{ |
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/// <summary> |
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/// Metadata atribute for the Command class. |
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/// </summary> |
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/// <param name="category">The category to place this command in.</param> |
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/// <param name="commandName">The display name of the command.</param> |
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/// <param name="helpText">Help information to display in the inspector.</param> |
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/// <param name="priority">If two command classes have the same name, the one with highest priority is listed. Negative priority removess the command from the list.</param>/// |
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public CommandInfoAttribute(string category, string commandName, string helpText, int priority = 0) |
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{ |
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this.Category = category; |
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this.CommandName = commandName; |
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this.HelpText = helpText; |
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this.Priority = priority; |
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} |
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public string Category { get; set; } |
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public string CommandName { get; set; } |
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public string HelpText { get; set; } |
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public int Priority { get; set; } |
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} |
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/// <summary> |
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/// Base class for Commands. Commands can be added to Blocks to create an execution sequence. |
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/// </summary> |
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public abstract class Command : MonoBehaviour |
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{ |
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[FormerlySerializedAs("commandId")] |
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[HideInInspector] |
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[SerializeField] protected int itemId = -1; // Invalid flowchart item id |
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[HideInInspector] |
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[SerializeField] protected int indentLevel; |
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protected string errorMessage = ""; |
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#region Public methods |
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/// <summary> |
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/// Unique identifier for this command. |
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/// Unique for this Flowchart. |
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/// </summary> |
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public virtual int ItemId { get { return itemId; } set { itemId = value; } } |
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/// <summary> |
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/// Error message to display in the command inspector. |
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/// </summary> |
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public virtual string ErrorMessage { get { return errorMessage; } } |
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/// <summary> |
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/// Indent depth of the current commands. |
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/// Commands are indented inside If, While, etc. sections. |
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/// </summary> |
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public virtual int IndentLevel { get { return indentLevel; } set { indentLevel = value; } } |
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/// <summary> |
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/// Index of the command in the parent block's command list. |
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/// </summary> |
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public virtual int CommandIndex { get; set; } |
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/// <summary> |
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/// Set to true by the parent block while the command is executing. |
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/// </summary> |
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public virtual bool IsExecuting { get; set; } |
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/// <summary> |
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/// Timer used to control appearance of executing icon in inspector. |
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/// </summary> |
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public virtual float ExecutingIconTimer { get; set; } |
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/// <summary> |
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/// Reference to the Block object that this command belongs to. |
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/// This reference is only populated at runtime and in the editor when the |
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/// block is selected. |
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/// </summary> |
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public virtual Block ParentBlock { get; set; } |
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/// <summary> |
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/// Returns the Flowchart that this command belongs to. |
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/// </summary> |
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public virtual Flowchart GetFlowchart() |
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{ |
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var flowchart = GetComponent<Flowchart>(); |
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if (flowchart == null && |
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transform.parent != null) |
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{ |
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flowchart = transform.parent.GetComponent<Flowchart>(); |
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} |
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return flowchart; |
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} |
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/// <summary> |
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/// Execute the command. |
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/// </summary> |
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public virtual void Execute() |
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{ |
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OnEnter(); |
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} |
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/// <summary> |
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/// End execution of this command and continue execution at the next command. |
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/// </summary> |
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public virtual void Continue() |
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{ |
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// This is a noop if the Block has already been stopped |
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if (IsExecuting) |
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{ |
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Continue(CommandIndex + 1); |
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} |
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} |
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/// <summary> |
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/// End execution of this command and continue execution at a specific command index. |
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/// </summary> |
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/// <param name="nextCommandIndex">Next command index.</param> |
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public virtual void Continue(int nextCommandIndex) |
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{ |
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OnExit(); |
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if (ParentBlock != null) |
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{ |
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ParentBlock.JumpToCommandIndex = nextCommandIndex; |
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} |
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} |
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/// <summary> |
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/// Stops the parent Block executing. |
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/// </summary> |
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public virtual void StopParentBlock() |
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{ |
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OnExit(); |
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if (ParentBlock != null) |
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{ |
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ParentBlock.Stop(); |
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} |
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} |
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/// <summary> |
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/// Called when the parent block has been requested to stop executing, and |
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/// this command is the currently executing command. |
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/// Use this callback to terminate any asynchronous operations and |
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/// cleanup state so that the command is ready to execute again later on. |
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/// </summary> |
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public virtual void OnStopExecuting() |
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{} |
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/// <summary> |
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/// Called when the new command is added to a block in the editor. |
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/// </summary> |
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public virtual void OnCommandAdded(Block parentBlock) |
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{} |
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/// <summary> |
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/// Called when the command is deleted from a block in the editor. |
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/// </summary> |
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public virtual void OnCommandRemoved(Block parentBlock) |
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{} |
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/// <summary> |
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/// Called when this command starts execution. |
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/// </summary> |
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public virtual void OnEnter() |
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{} |
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/// <summary> |
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/// Called when this command ends execution. |
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/// </summary> |
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public virtual void OnExit() |
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{} |
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/// <summary> |
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/// Called when this command is reset. This happens when the Reset command is used. |
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/// </summary> |
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public virtual void OnReset() |
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{} |
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/// <summary> |
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/// Populates a list with the Blocks that this command references. |
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/// </summary> |
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public virtual void GetConnectedBlocks(ref List<Block> connectedBlocks) |
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{} |
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/// <summary> |
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/// Returns true if this command references the variable. |
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/// Used to highlight variables in the variable list when a command is selected. |
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/// </summary> |
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public virtual bool HasReference(Variable variable) |
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{ |
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return false; |
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} |
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/// <summary> |
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/// Returns the summary text to display in the command inspector. |
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/// </summary> |
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public virtual string GetSummary() |
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{ |
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return ""; |
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} |
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/// <summary> |
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/// Returns the help text to display for this command. |
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/// </summary> |
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public virtual string GetHelpText() |
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{ |
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return ""; |
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} |
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/// <summary> |
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/// Return true if this command opens a block of commands. Used for indenting commands. |
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/// </summary> |
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public virtual bool OpenBlock() |
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{ |
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return false; |
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} |
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/// <summary> |
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/// Return true if this command closes a block of commands. Used for indenting commands. |
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/// </summary> |
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public virtual bool CloseBlock() |
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{ |
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return false; |
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} |
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/// <summary> |
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/// Return the color for the command background in inspector. |
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/// </summary> |
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/// <returns>The button color.</returns> |
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public virtual Color GetButtonColor() |
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{ |
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return Color.white; |
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} |
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/// <summary> |
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/// Returns true if the specified property should be displayed in the inspector. |
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/// This is useful for hiding certain properties based on the value of another property. |
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/// </summary> |
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public virtual bool IsPropertyVisible(string propertyName) |
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{ |
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return true; |
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} |
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/// <summary> |
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/// Returns true if the specified property should be displayed as a reorderable list in the inspector. |
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/// This only applies for array properties and has no effect for non-array properties. |
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/// </summary> |
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public virtual bool IsReorderableArray(string propertyName) |
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{ |
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return false; |
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} |
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/// <summary> |
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/// Returns the localization id for the Flowchart that contains this command. |
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/// </summary> |
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public virtual string GetFlowchartLocalizationId() |
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{ |
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// If no localization id has been set then use the Flowchart name |
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var flowchart = GetFlowchart(); |
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if (flowchart == null) |
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{ |
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return ""; |
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} |
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string localizationId = GetFlowchart().LocalizationId; |
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if (localizationId.Length == 0) |
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{ |
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localizationId = flowchart.GetName(); |
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} |
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return localizationId; |
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} |
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#endregion |
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} |
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} |