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200 lines
4.5 KiB
200 lines
4.5 KiB
using UnityEngine; |
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using System; |
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using System.Linq; |
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using System.Collections; |
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using System.Collections.Generic; |
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namespace Fungus |
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{ |
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/** |
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* Visual scripting controller for the Fungus Script programming language. |
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* FungusScript objects may be edited visually using the Fungus Script editor window. |
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*/ |
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public class FungusScript : MonoBehaviour |
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{ |
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/** |
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* Currently executing sequence. |
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*/ |
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[System.NonSerialized] |
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public Sequence executingSequence; |
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/** |
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* Copy and paste buffer for command objects. |
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*/ |
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[System.NonSerialized] |
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public Command copyCommand; |
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/** |
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* Scroll position of Fungus Script editor window (map view). |
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*/ |
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[HideInInspector] |
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public Vector2 scriptScrollPos; |
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/** |
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* Scroll position of Fungus Script editor window (command view). |
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*/ |
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[HideInInspector] |
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public Vector2 commandScrollPos; |
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/** |
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* Current width of command view |
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*/ |
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[HideInInspector] |
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public float commandViewWidth = 350; |
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/** |
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* Execution speed when running the script in the editor. Pauses on each command to help visualise execution order. |
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*/ |
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public float stepTime; |
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/** |
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* First sequence to execute when the Fungus Script executes. |
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*/ |
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public Sequence startSequence; |
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/** |
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* Currently selected sequence in the Fungus Script editor. |
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*/ |
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public Sequence selectedSequence; |
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/** |
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* Currently selected command in the Fungus Script editor. |
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*/ |
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public Command selectedCommand; |
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/** |
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* Execute this Fungus Script when the scene starts. |
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*/ |
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public bool executeOnStart = true; |
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/** |
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* Use command color when displaying command list in Fungus Editor window. |
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*/ |
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public bool colorCommands = true; |
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/** |
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* Show the sequence game objects in the Hierarchy view. |
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* This can be useful if you want to inspect the child gameobjects and components that make up the Fungus Script. |
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*/ |
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public bool showSequenceObjects = false; |
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/** |
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* The list of variables that can be accessed by the Fungus Script. |
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*/ |
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public List<Variable> variables = new List<Variable>(); |
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void Start() |
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{ |
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if (executeOnStart) |
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{ |
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Execute(); |
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} |
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} |
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/** |
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* Create a new sequence node which you can then add commands to. |
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*/ |
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public Sequence CreateSequence(Vector2 position) |
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{ |
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GameObject go = new GameObject("Sequence"); |
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go.transform.parent = transform; |
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go.transform.hideFlags = HideFlags.HideInHierarchy; |
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Sequence s = go.AddComponent<Sequence>(); |
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s.nodeRect.x = position.x; |
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s.nodeRect.y = position.y; |
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return s; |
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} |
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/** |
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* Start running the Fungus Script by executing the startSequence. |
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*/ |
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public void Execute() |
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{ |
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if (startSequence == null) |
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{ |
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return; |
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} |
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ExecuteSequence(startSequence); |
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} |
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/** |
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* Start running the Fungus Script by executing a specific child sequence. |
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*/ |
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public void ExecuteSequence(Sequence sequence) |
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{ |
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// Sequence must be a child of the parent Fungus Script |
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if (sequence == null || |
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sequence.transform.parent != transform) |
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{ |
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return; |
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} |
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executingSequence = sequence; |
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selectedSequence = sequence; |
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sequence.ExecuteNextCommand(); |
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} |
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/** |
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* Returns a new variable key that is guaranteed not to clash with any existing variable in the list. |
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*/ |
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public string GetUniqueVariableKey(string originalKey, Variable ignoreVariable = null) |
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{ |
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int suffix = 0; |
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string baseKey = originalKey; |
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// Only letters and digits allowed |
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char[] arr = baseKey.Where(c => (char.IsLetterOrDigit(c) || c == '_')).ToArray(); |
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baseKey = new string(arr); |
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// No leading digits allowed |
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baseKey = baseKey.TrimStart('0','1','2','3','4','5','6','7','8','9'); |
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// No empty keys allowed |
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if (baseKey.Length == 0) |
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{ |
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baseKey = "Var"; |
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} |
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string key = baseKey; |
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while (true) |
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{ |
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bool collision = false; |
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foreach(Variable variable in variables) |
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{ |
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if (variable == ignoreVariable || |
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variable.key == null) |
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{ |
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continue; |
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} |
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if (variable.key.Equals(key, StringComparison.CurrentCultureIgnoreCase)) |
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{ |
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collision = true; |
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suffix++; |
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key = baseKey + suffix; |
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} |
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} |
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if (!collision) |
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{ |
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return key; |
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} |
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} |
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} |
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/** |
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* Set the sequence objects to be hidden or visible depending on the showSequenceObjects property. |
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*/ |
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public void UpdateHideFlags() |
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{ |
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Sequence[] sequences = GetComponentsInChildren<Sequence>(); |
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foreach (Sequence sequence in sequences) |
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{ |
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sequence.gameObject.hideFlags = showSequenceObjects ? HideFlags.None : HideFlags.HideInHierarchy; |
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} |
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} |
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} |
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} |