An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Fungus
{
public class Writer : MonoBehaviour, IDialogInputListener
{
[Tooltip("Gameobject containing a Text, Inout Field or Text Mesh object to write to")]
public GameObject targetTextObject;
[Tooltip("Writing characters per second")]
public float writingSpeed = 60;
[Tooltip("Pause duration for punctuation characters")]
public float punctuationPause = 0.25f;
[Tooltip("Color of text that has not been revealed yet")]
public Color hiddenTextColor = new Color(1,1,1,0);
[Tooltip("Write one word at a time rather one character at a time")]
public bool writeWholeWords = false;
// This property is true when the writer is waiting for user input to continue
[System.NonSerialized]
public bool isWaitingForInput;
// This property is true when the writer is writing text or waiting (i.e. still processing tokens)
[System.NonSerialized]
public bool isWriting;
protected float currentWritingSpeed;
protected float currentPunctuationPause;
protected Text textUI;
protected InputField inputField;
protected TextMesh textMesh;
protected bool boldActive = false;
protected bool italicActive = false;
protected bool colorActive = false;
protected string colorText = "";
protected bool inputFlag;
public string text
{
get
{
if (textUI != null)
{
return textUI.text;
}
else if (inputField != null)
{
return inputField.text;
}
else if (textMesh != null)
{
return textMesh.text;
}
return "";
}
set
{
if (textUI != null)
{
textUI.text = value;
}
else if (inputField != null)
{
inputField.text = value;
}
else if (textMesh != null)
{
textMesh.text = value;
}
}
}
protected virtual void Awake()
{
GameObject go = targetTextObject;
if (go == null)
{
go = gameObject;
}
textUI = go.GetComponent<Text>();
inputField = go.GetComponent<InputField>();
textMesh = go.GetComponent<TextMesh>();
}
public virtual bool HasTextObject()
{
return (textUI != null || inputField != null || textMesh != null);
}
public virtual bool SupportsRichText()
{
if (textUI != null)
{
return textUI.supportRichText;
}
if (inputField != null)
{
return false;
}
if (textMesh != null)
{
return textMesh.richText;
}
return false;
}
protected virtual string OpenMarkup()
{
string tagText = "";
if (SupportsRichText())
{
if (colorActive)
{
tagText += "<color=" + colorText + ">";
}
if (boldActive)
{
tagText += "<b>";
}
if (italicActive)
{
tagText += "<i>";
}
}
return tagText;
}
protected virtual string CloseMarkup()
{
string closeText = "";
if (SupportsRichText())
{
if (italicActive)
{
closeText += "</i>";
}
if (boldActive)
{
closeText += "</b>";
}
if (colorActive)
{
closeText += "</color>";
}
}
return closeText;
}
public virtual void SetTextColor(Color textColor)
{
if (textUI != null)
{
textUI.color = textColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
inputField.textComponent.color = textColor;
}
}
else if (textMesh != null)
{
textMesh.color = textColor;
}
}
public virtual void SetTextAlpha(float textAlpha)
{
if (textUI != null)
{
Color tempColor = textUI.color;
tempColor.a = textAlpha;
textUI.color = tempColor;
}
else if (inputField != null)
{
if (inputField.textComponent != null)
{
Color tempColor = inputField.textComponent.color;
tempColor.a = textAlpha;
inputField.textComponent.color = tempColor;
}
}
else if (textMesh != null)
{
Color tempColor = textMesh.color;
tempColor.a = textAlpha;
textMesh.color = tempColor;
}
}
public virtual void Write(string content, bool clear, bool waitForInput, Action onComplete)
{
if (clear)
{
this.text = "";
}
if (!HasTextObject())
{
return;
}
string tokenText = content;
if (waitForInput)
{
tokenText += "{wi}";
}
TextTagParser tagParser = new TextTagParser();
List<TextTagParser.Token> tokens = tagParser.Tokenize(tokenText);
StartCoroutine(ProcessTokens(tokens, onComplete));
}
protected virtual IEnumerator ProcessTokens(List<TextTagParser.Token> tokens, Action onComplete)
{
// Reset control members
boldActive = false;
italicActive = false;
colorActive = false;
colorText = "";
currentPunctuationPause = punctuationPause;
currentWritingSpeed = writingSpeed;
isWriting = true;
foreach (TextTagParser.Token token in tokens)
{
bool exit = false;
switch (token.type)
{
case TextTagParser.TokenType.Words:
yield return StartCoroutine(DoWords(token.param));
break;
case TextTagParser.TokenType.BoldStart:
boldActive = true;
break;
case TextTagParser.TokenType.BoldEnd:
boldActive = false;
break;
case TextTagParser.TokenType.ItalicStart:
italicActive = true;
break;
case TextTagParser.TokenType.ItalicEnd:
italicActive = false;
break;
case TextTagParser.TokenType.ColorStart:
colorActive = true;
colorText = token.param;
break;
case TextTagParser.TokenType.ColorEnd:
colorActive = false;
break;
case TextTagParser.TokenType.Wait:
yield return StartCoroutine(DoWait(token.param));
break;
case TextTagParser.TokenType.WaitForInputNoClear:
yield return StartCoroutine(DoWaitForInput(false));
break;
case TextTagParser.TokenType.WaitForInputAndClear:
yield return StartCoroutine(DoWaitForInput(true));
break;
case TextTagParser.TokenType.WaitOnPunctuationStart:
if (!Single.TryParse(token.param, out currentPunctuationPause))
{
currentPunctuationPause = punctuationPause;
}
break;
case TextTagParser.TokenType.WaitOnPunctuationEnd:
currentPunctuationPause = punctuationPause;
break;
case TextTagParser.TokenType.Clear:
text = "";
break;
case TextTagParser.TokenType.SpeedStart:
if (!Single.TryParse(token.param, out currentWritingSpeed))
{
currentWritingSpeed = writingSpeed;
}
break;
case TextTagParser.TokenType.SpeedEnd:
currentWritingSpeed = writingSpeed;
break;
case TextTagParser.TokenType.Exit:
exit = true;
break;
case TextTagParser.TokenType.Message:
Flowchart.BroadcastFungusMessage(token.param);
break;
case TextTagParser.TokenType.VerticalPunch:
float vintensity;
if (!Single.TryParse(token.param, out vintensity))
{
vintensity = 10f;
}
Punch(new Vector3(0, vintensity, 0), 0.5f);
break;
case TextTagParser.TokenType.HorizontalPunch:
float hintensity;
if (!Single.TryParse(token.param, out hintensity))
{
hintensity = 10f;
}
Punch(new Vector3(hintensity, 0, 0), 0.5f);
break;
case TextTagParser.TokenType.Punch:
float intensity;
if (!Single.TryParse(token.param, out intensity))
{
intensity = 10f;
}
Punch(new Vector3(intensity, intensity, 0), 0.5f);
break;
case TextTagParser.TokenType.Flash:
float flashDuration;
if (!Single.TryParse(token.param, out flashDuration))
{
flashDuration = 0.2f;
}
Flash(flashDuration);
break;
case TextTagParser.TokenType.Audio:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.PlayOneShot(audioSource.clip);
}
}
break;
case TextTagParser.TokenType.AudioLoop:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.Play();
audioSource.loop = true;
}
}
break;
case TextTagParser.TokenType.AudioPause:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.Pause();
}
}
break;
case TextTagParser.TokenType.AudioStop:
{
AudioSource audioSource = FindAudio(token.param);
if (audioSource != null)
{
audioSource.Stop();
}
}
break;
}
inputFlag = false;
if (exit)
{
break;
}
}
isWriting = false;
if (onComplete != null)
{
onComplete();
}
}
protected virtual IEnumerator DoWords(string param)
{
string startText = text;
string openText = OpenMarkup();
string closeText = CloseMarkup();
float timeAccumulator = Time.deltaTime;
for (int i = 0; i < param.Length; ++i)
{
string left = "";
string right = "";
PartitionString(writeWholeWords, param, i, out left, out right);
text = ConcatenateString(startText, openText, closeText, left, right);
// Punctuation pause
if (left.Length > 0 &&
IsPunctuation(left.Substring(left.Length - 1)[0]))
{
yield return new WaitForSeconds(currentPunctuationPause);
}
// Delay between characters
if (currentWritingSpeed > 0f)
{
if (timeAccumulator > 0f)
{
timeAccumulator -= 1f / currentWritingSpeed;
}
else
{
yield return new WaitForSeconds(1f / currentWritingSpeed);
}
}
}
}
protected void PartitionString(bool wholeWords, string inputString, int i, out string left, out string right)
{
left = "";
right = "";
if (wholeWords)
{
// Look ahead to find next whitespace or end of string
for (int j = i; j < inputString.Length; ++j)
{
if (Char.IsWhiteSpace(inputString[j]) ||
j == inputString.Length - 1)
{
left = inputString.Substring(0, j + 1);
right = inputString.Substring(j + 1, inputString.Length - j - 1);
break;
}
}
}
else
{
left = inputString.Substring(0, i + 1);
right = inputString.Substring(i + 1);
}
}
protected string ConcatenateString(string startText, string openText, string closeText, string leftText, string rightText)
{
string tempText = startText + openText + leftText + closeText;
Color32 c = hiddenTextColor;
string hiddenColor = String.Format("#{0:X2}{1:X2}{2:X2}{3:X2}", c.r, c.g, c.b, c.a);
// Make right hand side text hidden
if (rightText.Length > 0)
{
tempText += "<color=" + hiddenColor + ">" + rightText + "</color>";
}
return tempText;
}
public virtual void SetInputFlag()
{
inputFlag = true;
}
public virtual string GetTagHelp()
{
return "";
}
protected virtual IEnumerator DoWait(string param)
{
float duration = 1f;
if (!Single.TryParse(param, out duration))
{
duration = 1f;
}
yield return new WaitForSeconds(duration);
}
protected virtual IEnumerator DoWaitForInput(bool clear)
{
isWaitingForInput = true;
while (!inputFlag)
{
yield return null;
}
isWaitingForInput = false;
inputFlag = false;
if (clear)
{
textUI.text = "";
}
}
protected virtual bool IsPunctuation(char character)
{
return character == '.' ||
character == '?' ||
character == '!' ||
character == ',' ||
character == ':' ||
character == ';' ||
character == ')';
}
protected virtual void Punch(Vector3 axis, float time)
{
iTween.ShakePosition(this.gameObject, axis, time);
}
protected virtual void Flash(float duration)
{
CameraController cameraController = CameraController.GetInstance();
cameraController.screenFadeTexture = CameraController.CreateColorTexture(new Color(1f,1f,1f,1f), 32, 32);
cameraController.Fade(1f, duration, delegate {
cameraController.screenFadeTexture = CameraController.CreateColorTexture(new Color(1f,1f,1f,1f), 32, 32);
cameraController.Fade(0f, duration, null);
});
}
protected virtual AudioSource FindAudio(string audioObjectName)
{
GameObject go = GameObject.Find(audioObjectName);
if (go == null)
{
return null;
}
return go.GetComponent<AudioSource>();
}
//
// IDialogInputListener implementation
//
public virtual void OnNextLineEvent()
{
SetInputFlag();
}
}
}