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Nextrek

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/*
 *
 *	Adventure Creator
 *	by Chris Burton, 2013-2014
 *	
 *	"ActionList.cs"
 * 
 *	This script stores, and handles the sequentual triggering of, actions.
 *	It is derived by Cutscene, Hotspot, Trigger, and DialogOption.
 * 
 */

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;

namespace AC
{

	[System.Serializable]
	public class ActionList : MonoBehaviour
	{

		[HideInInspector] public float triggerTime = 0f;
		[HideInInspector] public bool autosaveAfter = false;
		[HideInInspector] public ActionListType actionListType = ActionListType.PauseGameplay;
		[HideInInspector] public List<AC.Action> actions = new List<AC.Action>();
		[HideInInspector] public Conversation conversation = null;
		
		protected int nextActionNumber = -1; 	// Set as -1 to stop running
		protected LayerMask LayerHotspot;
		protected LayerMask LayerOff;
		protected StateHandler stateHandler;
		protected ActionListManager actionListManager;
		
		
		private void Awake ()
		{
			LayerHotspot = LayerMask.NameToLayer (AdvGame.GetReferences ().settingsManager.hotspotLayer);
			LayerOff = LayerMask.NameToLayer (AdvGame.GetReferences ().settingsManager.deactivatedLayer);

			if (GameObject.FindWithTag (Tags.gameEngine) && GameObject.FindWithTag (Tags.gameEngine).GetComponent <ActionListManager>())
			{
				actionListManager = GameObject.FindWithTag (Tags.gameEngine).GetComponent <ActionListManager>();
			}
		}
		

		private void Start ()
		{
			if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>())
			{
				stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>();
			}
		}


		public virtual void Interact ()
		{
			if (actions.Count > 0)
			{
				if (triggerTime > 0f)
				{
					StartCoroutine ("PauseUntilStart");
				}
				else
				{
					actionListManager.AddToList (this, 0);
					BeginActionList (0);
				}
			}
		}


		public void Interact (int i)
		{
			if (actions.Count > 0 && actions.Count > i)
			{
				BeginActionList (i);
				actionListManager.AddToList (this, i);
			}
		}


		private IEnumerator PauseUntilStart ()
		{
			if (actions.Count > 0)
			{
				if (triggerTime > 0f)
				{
					yield return new WaitForSeconds (triggerTime);
				}

				BeginActionList (0);
				actionListManager.AddToList (this, 0);
			}
		}


		public void BeginActionList (int i)
		{
			nextActionNumber = i;
			ProcessAction (i);
		}

			
		private void ProcessAction (int thisActionNumber)
		{
			if (nextActionNumber > -1 && nextActionNumber < actions.Count && actions [thisActionNumber] is AC.Action)
			{
				if (!actions [thisActionNumber].isEnabled)
				{
					if (actions.Count > (thisActionNumber+1))
					{
						ProcessAction (thisActionNumber + 1);
					}
					else
					{
						EndCutscene ();
					}
				}
				else
				{
					nextActionNumber = thisActionNumber + 1;
					StartCoroutine ("RunAction", actions [thisActionNumber]);
				}
			}
			else
			{
				EndCutscene ();
			}
		}

		
		private IEnumerator RunAction (AC.Action action)
		{
			action.isRunning = false;
			
			float waitTime = action.Run ();		
			if (waitTime > 0f)
			{
				while (action.isRunning)
				{
					yield return new WaitForSeconds (waitTime);
					waitTime = action.Run ();
				}
			}
			action.isRunning = false;

			int actionEnd = action.End (this.actions);

			if (actionEnd != 0)
			{
				nextActionNumber = actionEnd;
			}

			if (action.endAction == ResultAction.RunCutscene && action.linkedCutscene)
			{
				action.linkedCutscene.SendMessage ("Interact");
			}

			if (actionEnd < 0)
			{
				EndCutscene ();
			}
			else
			{
				ProcessAction (nextActionNumber);
			}
		}

		
		protected virtual void EndCutscene ()
		{
			actionListManager.EndList (this);
		}
		

		private void TurnOn ()
		{
			gameObject.layer = LayerHotspot;
		}
		
		
		private void TurnOff ()
		{
			gameObject.layer = LayerOff;
		}
		
		
		public void Kill ()
		{
			nextActionNumber = -1;
			StopCoroutine ("RunAction");
			StopCoroutine ("InteractCoroutine");
		}


		private void OnDestroy()
		{
			actionListManager = null;
			stateHandler = null;
		}
	}

}

Commits for Nextrek/SpaceCrew/SpaceCrew/Assets/AdventureCreator/Scripts/ActionList/ActionList.cs

Diff revisions: vs.
Revision Author Commited Message
83 FMMortaroli picture FMMortaroli Tue 13 May, 2014 11:32:51 +0000