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Diff Revisions 1085 vs 1086 for /s2s/data/FA7A4820K975AA4196S8E5DEEFF71858030C.json

Diff revisions: vs.
  @@ -6,10 +6,10 @@
6 6 "name": "Component_GameSceneBehavior",
7 7 "type": "game_script",
8 8 "order": 2,
9 - "content": "# ===================================================================\n#\n# Script: Component_GameSceneBehavior\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_GameSceneBehavior extends gs.Component_LayoutSceneBehavior\n # @objectCodecBlackList = [\"objectManager\"]\n ###*\n * Defines the behavior of visual novel game scene.\n *\n * @module vn\n * @class Component_GameSceneBehavior\n * @extends gs.Component_LayoutSceneBehavior\n * @memberof vn\n ###\n constructor: ->\n super()\n \n @onAutoCommonEventStart = =>\n @object.removeComponent(@object.interpreter)\n @object.interpreter.stop()\n @onAutoCommonEventFinish = =>\n if !@object.components.contains(@object.interpreter)\n @object.addComponent(@object.interpreter)\n @object.interpreter.resume()\n \n @resourceContext = null\n @objectDomain = \"\"\n \n ###*\n * Initializes the scene. \n *\n * @method initialize\n ### \n initialize: ->\n if SceneManager.previousScenes.length == 0\n gs.GlobalEventManager.clear()\n \n @resourceContext = ResourceManager.createContext()\n ResourceManager.context = @resourceContext\n \n Graphics.freeze()\n saveGame = GameManager.loadedSaveGame\n sceneUid = null\n \n if saveGame\n sceneUid = saveGame.sceneUid\n @object.sceneData = saveGame.data\n else\n sceneUid = $PARAMS.preview?.scene.uid || @object.sceneData.uid || RecordManager.system.startInfo.scene.uid\n \n @object.sceneDocument = DataManager.getDocument(sceneUid)\n \n if @object.sceneDocument and @object.sceneDocument.items.type == \"vn.scene\"\n @object.chapter = DataManager.getDocument(@object.sceneDocument.items.chapterUid)\n @object.currentCharacter = { \"name\": \"\" } #RecordManager.characters[0]\n \n if not GameManager.initialized\n GameManager.initialize()\n \n LanguageManager.loadBundles()\n else\n sprite = new gs.Sprite()\n sprite.bitmap = new gs.Bitmap(Graphics.width, 50)\n sprite.bitmap.drawText(0, 0, Graphics.width, 50, \"No Start Scene selected\", 1, 0)\n sprite.srcRect = new gs.Rect(0, 0, Graphics.width, 50)\n sprite.y = (Graphics.height - 50) / 2\n sprite.z = 10000\n \n @setupScreen() \n \n ###*\n * Disposes the scene. \n *\n * @method dispose\n ###\n dispose: ->\n ResourceManager.context = @resourceContext\n @object.removeObject(@object.commonEventContainer)\n @show(no)\n\n for event in GameManager.commonEvents\n if event\n event.events.offByOwner(\"start\", @object)\n event.events.offByOwner(\"finish\", @object)\n \n if @object.video\n @object.video.dispose()\n @object.video.onEnded()\n \n super()\n \n changePictureDomain: (domain) ->\n @object.pictureContainer.behavior.changeDomain(domain)\n @object.pictures = @object.pictureContainer.subObjects\n changeTextDomain: (domain) ->\n @object.textContainer.behavior.changeDomain(domain)\n @object.texts = @object.textContainer.subObjects\n changeVideoDomain: (domain) ->\n @object.videoContainer.behavior.changeDomain(domain)\n @object.videos = @object.videoContainer.subObjects\n changeHotspotDomain: (domain) ->\n @object.hotspotContainer.behavior.changeDomain(domain)\n @object.hotspots = @object.hotspotContainer.subObjects\n changeMessageAreaDomain: (domain) ->\n @object.messageAreaContainer.behavior.changeDomain(domain)\n @object.messageAreas = @object.messageAreaContainer.subObjects\n \n ###*\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n ### \n show: (visible) ->\n @object.visible = visible\n \n @object.layout?.update()\n \n @object.pictureContainer.behavior.setVisible(visible)\n @object.hotspotContainer.behavior.setVisible(visible)\n @object.textContainer.behavior.setVisible(visible)\n @object.videoContainer.behavior.setVisible(visible)\n @object.messageAreaContainer.behavior.setVisible(visible)\n @object.viewportContainer.behavior.setVisible(visible)\n @object.characterContainer.behavior.setVisible(visible)\n @object.backgroundContainer.behavior.setVisible(visible)\n\n @viewport?.visible = visible\n @object.choiceWindow?.visible = visible\n @object.inputNumberBox?.visible = visible\n @object.inputTextBox?.visible = visible\n @object.inputTextBox?.update()\n @object.inputNumberBox?.update()\n @object.choiceWindow?.update()\n \n #if visible and @object.commonEventContainer.subObjects.length == 0\n @setupCommonEvents()\n \n \n ###*\n * Sets up common event handling.\n *\n * @method setupCommonEvents\n ### \n setupCommonEvents: ->\n commonEvents = @object.sceneData?.commonEvents\n \n if commonEvents\n for event, i in commonEvents\n if event and @object.commonEventContainer.subObjects.indexOf(event) == -1\n @object.commonEventContainer.setObject(event, i)\n event.behavior.setupEventHandlers()\n \n if event.interpreter?.isRunning\n event.events.emit(\"start\", event)\n else\n for event, i in GameManager.commonEvents\n if event and (event.record.startCondition == 1 or event.record.parallel) and @object.commonEventContainer.subObjects.indexOf(event) == -1\n @object.commonEventContainer.setObject(event, i)\n \n event.events.offByOwner(\"start\", @object)\n event.events.offByOwner(\"finish\", @object)\n \n if not event.record.parallel\n event.events.on \"start\", gs.CallBack(\"onAutoCommonEventStart\", this), null, @object\n event.events.on \"finish\", gs.CallBack(\"onAutoCommonEventFinish\", this), null, @object\n\n if event.interpreter?.isRunning\n event.events.emit(\"start\", event)\n \n return null\n \n ###*\n * Sets up main interpreter.\n *\n * @method setupInterpreter\n * @protected\n ### \n setupInterpreter: ->\n @object.commands = @object.sceneDocument.items.commands\n \n if @object.sceneData.interpreter\n @object.removeComponent(@object.interpreter)\n @object.interpreter = @object.sceneData.interpreter\n @object.addComponent(@object.interpreter)\n #Object.mixin(@object.interpreter, @object.sceneData.interpreter, gs.Component_CommandInterpreter.objectCodecBlackList)\n @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n @object.interpreter.object = @object\n else\n @object.interpreter.setup()\n @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n @object.interpreter.start()\n \n \n ###*\n * Sets up characters and restores them from loaded save game if necessary.\n *\n * @method setupCharacters\n * @protected\n ### \n setupCharacters: ->\n if @object.sceneData.characters?\n for c, i in @object.sceneData.characters\n @object.characterContainer.setObject(c, i)\n \n @object.currentCharacter = @object.sceneData.currentCharacter || { name: \"\" }#RecordManager.characters[0]\n \n \n ###*\n * Sets up viewports and restores them from loaded save game if necessary.\n *\n * @method setupViewports\n * @protected\n ### \n setupViewports: ->\n viewports = @object.sceneData?.viewports ? []\n for viewport, i in viewports\n if viewport\n @object.viewportContainer.setObject(viewport, i)\n ###*\n * Sets up backgrounds and restores them from loaded save game if necessary.\n *\n * @method setupBackgrounds\n * @protected\n ### \n setupBackgrounds: ->\n backgrounds = @object.sceneData?.backgrounds ? []\n for b, i in backgrounds\n @object.backgroundContainer.setObject(b, i)\n \n ###*\n * Sets up pictures and restores them from loaded save game if necessary.\n *\n * @method setupPictures\n * @protected\n ### \n setupPictures: ->\n pictures = @object.sceneData?.pictures ? {}\n for domain of pictures\n @object.pictureContainer.behavior.changeDomain(domain)\n if pictures[domain] then for picture, i in pictures[domain]\n @object.pictureContainer.setObject(picture, i)\n if picture?.image\n path = \"Graphics/Pictures/#{picture.image}\"\n @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n \n ###*\n * Sets up texts and restores them from loaded save game if necessary.\n *\n * @method setupTexts\n * @protected\n ### \n setupTexts: ->\n texts = @object.sceneData?.texts ? {}\n for domain of texts\n @object.textContainer.behavior.changeDomain(domain)\n if texts[domain] then for text, i in texts[domain]\n @object.textContainer.setObject(text, i)\n \n ###*\n * Sets up videos and restores them from loaded save game if necessary.\n *\n * @method setupVideos\n * @protected\n ### \n setupVideos: ->\n videos = @object.sceneData?.videos ? {}\n for domain of videos\n @object.videoContainer.behavior.changeDomain(domain)\n if videos[domain] then for video, i in videos[domain]\n if video\n path = \"Movies/#{video.video}\"\n @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n video.visible = yes\n video.update()\n \n @object.videoContainer.setObject(video, i)\n \n ###*\n * Sets up hotspots and restores them from loaded save game if necessary.\n *\n * @method setupHotspots\n * @protected\n ### \n setupHotspots: ->\n hotspots = @object.sceneData?.hotspots ? {}\n for domain of hotspots\n @object.hotspotContainer.behavior.changeDomain(domain)\n if hotspots[domain] then for hotspot, i in hotspots[domain]\n @object.hotspotContainer.setObject(hotspot, i)\n \n ###*\n * Sets up layout.\n *\n * @method setupLayout\n * @protected\n ### \n setupLayout: ->\n @dataFields = ui.UIManager.dataSources[ui.UiFactory.layouts.gameLayout.dataSource || \"default\"]()\n @dataFields.scene = @object\n window.$dataFields = @dataFields\n advVisible = @object.messageMode == vn.MessageMode.ADV\n \n @object.layout = ui.UiFactory.createFromDescriptor(ui.UiFactory.layouts.gameLayout, @object)\n @object.layout.visible = advVisible\n $gameMessage_message.visible = advVisible\n @object.layout.ui.prepare()\n \n if $tempFields.choices?.length > 0\n @showChoices(GameManager.tempFields.choices, gs.CallBack(\"onChoiceAccept\", @object.interpreter, { pointer: @object.interpreter.pointer, params: @params }))\n \n if @object.interpreter.waitingFor.inputNumber\n @showInputNumber(GameManager.tempFields.digits, gs.CallBack(\"onInputNumberFinish\", @object.interpreter, @object.interpreter))\n \n if @object.interpreter.waitingFor.inputText\n @showInputText(GameManager.tempFields.letters, gs.CallBack(\"onInputTextFinish\", @object.interpreter, @object.interpreter))\n \n ###*\n * Sets up the main viewport / screen viewport.\n *\n * @method setupMainViewport\n * @protected\n ### \n setupMainViewport: ->\n if !@object.sceneData.viewport\n GameManager.sceneViewport.removeComponent(GameManager.sceneViewport.visual)\n GameManager.sceneViewport.dispose()\n GameManager.sceneViewport = new gs.Object_Viewport(GameManager.sceneViewport.visual.viewport)\n @viewport = GameManager.sceneViewport.visual.viewport\n @object.viewport = GameManager.sceneViewport\n else\n GameManager.sceneViewport.dispose()\n GameManager.sceneViewport = @object.sceneData.viewport\n @object.viewport = @object.sceneData.viewport\n @viewport = @object.viewport.visual.viewport\n @viewport.viewport = Graphics.viewport\n @object.addObject(@object.viewport)\n \n ###*\n * Sets up screen.\n *\n * @method setupScreen\n * @protected\n ### \n setupScreen: ->\n if @object.sceneData.screen\n @object.viewport.restore(@object.sceneData.screen)\n \n ###*\n * Restores main interpreter from loaded save game.\n *\n * @method restoreInterpreter\n * @protected\n ### \n restoreInterpreter: ->\n if @object.sceneData.interpreter\n @object.interpreter.restore()\n \n ###*\n * Restores message box from loaded save game.\n *\n * @method restoreMessageBox\n * @protected\n ### \n restoreMessageBox: ->\n messageBoxes = @object.sceneData?.messageBoxes\n if messageBoxes\n for messageBox in messageBoxes\n messageObject = gs.ObjectManager.current.objectById(messageBox.id)\n messageObject.visible = messageBox.visible\n if messageBox.message\n message = gs.ObjectManager.current.objectById(messageBox.message.id)\n message.textRenderer.dispose()\n \n Object.mixin(message, messageBox.message, ui.Object_Message.objectCodecBlackList.concat([\"origin\"]))\n \n for c in message.components\n c.object = message\n \n \n ###*\n * Restores message from loaded save game.\n *\n * @method restoreMessages\n * @protected\n ### \n restoreMessages: ->\n #messageObject = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n \n # if @object.sceneData?.message\n # messageObject.restore(@object.sceneData.message)\n \n # if @object.sceneData?.messages\n # messageObject.message.restoreMessages(@object.sceneData.messages)\n # messageObject.textRenderer.restore(@object.sceneData.messageTextRenderer)\n \n if @object.sceneData?.messageAreas\n for domain of @object.sceneData.messageAreas\n @object.messageAreaContainer.behavior.changeDomain(domain)\n messageAreas = @object.sceneData.messageAreas\n if messageAreas[domain] then for area, i in messageAreas[domain]\n if area\n messageArea = new gs.Object_MessageArea()\n messageLayout = ui.UIManager.createControlFromDescriptor(type: \"ui.CustomGameMessage\", id: \"customGameMessage_\"+i, params: { id: \"customGameMessage_\"+i }, messageArea)\n message = gs.ObjectManager.current.objectById(\"customGameMessage_\"+i+\"_message\")\n Object.mixin(message, area.message)\n for c in message.components\n c.object = message\n #message.restore(f.message)\n \n messageLayout.dstRect.x = area.layout.dstRect.x\n messageLayout.dstRect.y = area.layout.dstRect.y\n messageLayout.dstRect.width = area.layout.dstRect.width\n messageLayout.dstRect.height = area.layout.dstRect.height\n messageLayout.needsUpdate = yes\n messageLayout.update()\n #message.message.restoreMessages(f.messages)\n #message.textRenderer.restore(f.textRenderer)\n #message.visible = yes\n messageArea.message = message\n messageArea.layout = messageLayout\n messageArea.addObject(messageLayout)\n @object.messageAreaContainer.setObject(messageArea, i)\n \n \n \n \n \n ###*\n * Restores audio-playback from loaded save game.\n *\n * @method restoreAudioPlayback\n * @protected\n ### \n restoreAudioPlayback: ->\n if @object.sceneData.audio\n AudioManager.audioBuffers.push(b) for b in @object.sceneData.audio.audioBuffers\n AudioManager.audioBuffersByLayer = @object.sceneData.audio.audioBuffersByLayer\n AudioManager.audioLayers = @object.sceneData.audio.audioLayers\n AudioManager.soundReferences = @object.sceneData.audio.soundReferences\n \n \n ###*\n * Restores the scene objects from the current loaded save-game. If no save-game is\n * present in GameManager.loadedSaveGame, nothing will happen.\n *\n * @method restoreScene\n * @protected\n ###\n restoreScene: ->\n saveGame = GameManager.loadedSaveGame\n if saveGame\n context = new gs.ObjectCodecContext([Graphics.viewport, @object, this], saveGame.encodedObjectStore, null)\n saveGame.data = gs.ObjectCodec.decode(saveGame.data, context)\n RecordManager.characters[c.index]?.name = c.name if c for c in saveGame.data.characterNames\n GameManager.restore(saveGame)\n gs.ObjectCodec.onRestore(saveGame.data, context)\n @resourceContext.fromDataBundle(saveGame.data.resourceContext, ResourceManager.resourcesByPath)\n\n @object.sceneData = saveGame.data\n Graphics.frameCount = saveGame.data.frameCount\n \n ###*\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n ###\n prepareData: ->\n #RecordManager.translate()\n \n GameManager.scene = @object\n\n gs.ObjectManager.current = @objectManager\n \n @object.sceneData.uid = @object.sceneDocument.uid\n \n if !ResourceLoader.loadEventCommandsData(@object.sceneDocument.items.commands)\n ResourceLoader.loadEventCommandsGraphics(@object.sceneDocument.items.commands)\n GameManager.backlog = @object.sceneData.backlog || GameManager.sceneData.backlog || []\n \n ResourceLoader.loadSystemSounds()\n ResourceLoader.loadSystemGraphics()\n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n ResourceLoader.loadUiLayoutGraphics(ui.UiFactory.layouts.gameLayout)\n \n if @dataFields?\n ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n \n $tempFields.choiceTimer = @object.choiceTimer\n \n GameManager.variableStore.setup({ id: @object.sceneDocument.uid})\n \n ###*\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n ### \n prepareVisual: ->\n if @object.layout then return\n \n if GameManager.tempFields.isExitingGame\n GameManager.tempFields.isExitingGame = no\n gs.GameNotifier.postResetSceneChange(@object.sceneDocument.items.name)\n else\n gs.GameNotifier.postSceneChange(@object.sceneDocument.items.name)\n \n @restoreScene()\n @object.messageMode = @object.sceneData.messageMode ? vn.MessageMode.ADV\n @setupMainViewport()\n @setupViewports()\n @setupCharacters()\n @setupBackgrounds()\n @setupPictures()\n @setupTexts()\n @setupVideos()\n @setupHotspots()\n @setupInterpreter()\n @setupLayout()\n @setupCommonEvents()\n \n @restoreMessageBox()\n @restoreInterpreter()\n @restoreMessages()\n @restoreAudioPlayback()\n \n @show(true)\n \n @object.sceneData = {}\n GameManager.sceneData = {}\n \n Graphics.update()\n @transition({ duration: 0 })\n \n \n ###*\n * Adds a new character to the scene.\n *\n * @method addCharacter\n * @param {vn.Object_Character} character - The character to add.\n * @param {boolean} noAnimation - Indicates if the character should be added immediately witout any appear-animation.\n * @param {Object} animationData - Contains the appear-animation data -> { animation, easing, duration }.\n ### \n addCharacter: (character, noAnimation, animationData) ->\n unless noAnimation\n character.motionBlur.set(animationData.motionBlur)\n \n if animationData.duration > 0\n character.animator.appear(character.dstRect.x, character.dstRect.y, animationData.animation, animationData.easing, animationData.duration) unless noAnimation\n \n character.viewport = @viewport\n character.visible = yes \n \n @object.characterContainer.addObject(character)\n \n ###*\n * Removes a character from the scene.\n *\n * @method removeCharacter\n * @param {vn.Object_Character} character - The character to remove.\n * @param {Object} animationData - Contains the disappear-animation data -> { animation, easing, duration }.\n ###\n removeCharacter: (character, animationData) ->\n character?.animator.disappear(animationData.animation, animationData.easing, animationData.duration, (sender) -> sender.dispose())\n \n ###*\n * Resumes the current scene if it has been paused.\n *\n * @method resumeScene\n ###\n resumeScene: ->\n @object.pictureContainer.active = yes\n @object.characterContainer.active = yes\n @object.backgroundContainer.active = yes\n @object.textContainer.active = yes\n @object.hotspotContainer.active = yes\n @object.videoContainer.active = yes\n \n message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n message.active = yes\n \n ###*\n * Pauses the current scene. A paused scene will not continue, messages, pictures, etc. will\n * stop until the scene resumes.\n *\n * @method pauseScene\n ###\n pauseScene: ->\n @object.pictureContainer.active = no\n @object.characterContainer.active = no\n @object.backgroundContainer.active = no\n @object.textContainer.active = no\n @object.hotspotContainer.active = no\n @object.videoContainer.active = no\n \n message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n message.active = no\n \n ###*\n * Changes the visibility of the entire game UI like the message boxes, etc. to allows\n * the player to see the entire scene. Useful for CGs, etc.\n *\n * @param {boolean} visible - If <b>true</b>, the game UI will be visible. Otherwise it will be hidden.\n * @method changeUIVisibility\n ### \n changeUIVisibility: (visible) ->\n @uiVisible = visible\n @object.layout.visible = visible\n \n ###*\n * Shows input-text box to let the user enter a text.\n *\n * @param {number} letters - The max. number of letters the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-text box has been accepted by the user.\n * @method showInputText\n ###\n showInputText: (letters, callback) ->\n @object.inputTextBox?.dispose()\n @object.inputTextBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputTextBox\"], @object.layout)\n @object.inputTextBox.ui.prepare()\n @object.inputTextBox.events.on(\"accept\", callback)\n \n ###*\n * Shows input-number box to let the user enter a number.\n *\n * @param {number} digits - The max. number of digits the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-number box has been accepted by the user.\n * @method showInputNumber\n ### \n showInputNumber: (digits, callback) ->\n @object.inputNumberBox?.dispose()\n @object.inputNumberBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputNumberBox\"], @object.layout)\n @object.inputNumberBox.ui.prepare()\n @object.inputNumberBox.events.on(\"accept\", callback) \n \n ###*\n * Shows choices to let the user pick a choice.\n *\n * @param {Object[]} choices - An array of choices\n * @param {gs.Callback} callback - A callback function called if a choice has been picked by the user.\n * @method showChoices\n ### \n showChoices: (choices, callback) ->\n useFreeLayout = choices.where((x) -> x.dstRect?).length > 0\n \n GameManager.tempFields.choices = choices \n @object.choiceWindow?.dispose()\n \n if useFreeLayout\n @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.FreeChoiceBox\"], @object.layout)\n else\n @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.ChoiceBox\"], @object.layout)\n \n @object.choiceWindow.events.on(\"selectionAccept\", callback)\n @object.choiceWindow.ui.prepare()\n \n ###*\n * Changes the background of the scene.\n *\n * @method changeBackground\n * @param {Object} background - The background graphic object -> { name }\n * @param {boolean} noAnimation - Indicates if the background should be changed immediately witout any change-animation.\n * @param {Object} animation - The appear/disappear animation to use.\n * @param {Object} easing - The easing of the change animation.\n * @param {number} duration - The duration of the change in frames.\n * @param {number} ox - The x-origin of the background.\n * @param {number} oy - The y-origin of the background.\n * @param {number} layer - The background-layer to change.\n * @param {boolean} loopHorizontal - Indicates if the background should be looped horizontally.\n * @param {boolean} loopVertical - Indicates if the background should be looped vertically.\n ### \n changeBackground: (background, noAnimation, animation, easing, duration, ox, oy, layer, loopHorizontal, loopVertical) ->\n if background?\n otherObject = @object.backgrounds[layer]\n object = new vn.Object_Background()\n object.image = background.name\n object.origin.x = ox\n object.origin.y = oy\n object.viewport = @viewport\n object.visual.looping.vertical = no\n object.visual.looping.horizontal = no\n object.update()\n \n @object.backgroundContainer.setObject(object, layer)\n \n duration = duration ? 30\n \n otherObject?.zIndex = layer\n \n if duration == 0\n otherObject?.dispose()\n object.visual.looping.vertical = loopVertical\n object.visual.looping.horizontal = loopHorizontal\n else\n if noAnimation\n object.visual.looping.vertical = loopVertical\n object.visual.looping.horizontal = loopHorizontal\n else\n object.animator.otherObject = otherObject\n object.animator.appear(0, 0, animation, easing, duration, (sender) => \n sender.update()\n sender.animator.otherObject?.dispose()\n sender.animator.otherObject = null\n sender.visual.looping.vertical = loopVertical\n sender.visual.looping.horizontal = loopHorizontal\n )\n else\n @object.backgrounds[layer]?.animator.hide duration, easing, =>\n @object.backgrounds[layer].dispose()\n @object.backgrounds[layer] = null\n \n \n ###*\n * Skips all viewport animations except the main viewport animation.\n *\n * @method skipViewports\n * @protected\n ### \n skipViewports: ->\n viewports = @object.viewportContainer.subObjects\n for viewport in viewports\n if viewport\n for component in viewport.components\n component.skip?()\n return null\n \n ###*\n * Skips all picture animations.\n *\n * @method skipPictures\n * @protected\n ### \n skipPictures: ->\n for picture in @object.pictures\n if picture\n for component in picture.components\n component.skip?()\n return null\n \n ###*\n * Skips all text animations.\n *\n * @method skipTexts\n * @protected\n ### \n skipTexts: ->\n for text in @object.texts\n if text\n for component in text.components\n component.skip?()\n return null\n \n ###*\n * Skips all video animations but not the video-playback itself.\n *\n * @method skipVideos\n * @protected\n ### \n skipVideos: ->\n for video in @object.videos\n if video\n for component in video.components\n component.skip?()\n return null\n \n ###*\n * Skips all background animations.\n *\n * @method skipBackgrounds\n * @protected\n ### \n skipBackgrounds: ->\n for background in @object.backgrounds\n if background\n for component in background.components\n component.skip?()\n return null\n \n ###*\n * Skips all character animations\n *\n * @method skipCharacters\n * @protected\n ### \n skipCharacters: ->\n for character in @object.characters\n if character\n for component in character.components\n component.skip?()\n return null\n \n ###*\n * Skips the main viewport animation.\n *\n * @method skipMainViewport\n * @protected\n ### \n skipMainViewport: ->\n for component in @object.viewport.components\n component.skip?()\n return null\n \n ###*\n * Skips all animations of all message boxes defined in MESSAGE_BOX_IDS ui constant.\n *\n * @method skipMessageBoxes\n * @protected\n ### \n skipMessageBoxes: ->\n for messageBoxId in gs.UIConstants.MESSAGE_BOX_IDS || [\"messageBox\", \"nvlMessageBox\"]\n messageBox = gs.ObjectManager.current.objectById(messageBoxId)\n if messageBox.components\n for component in messageBox.components\n component.skip?() \n return null\n \n ###*\n * Skips all animations of all message areas.\n *\n * @method skipMessageAreas\n * @protected\n ### \n skipMessageAreas: ->\n for messageArea in @object.messageAreas\n if messageArea?.message\n for component in messageArea.message.components\n component.skip?()\n \n msg = gs.ObjectManager.current.objectById(\"gameMessage_message\") \n if msg\n for component in msg.components\n component.skip?()\n msg = gs.ObjectManager.current.objectById(\"nvlGameMessage_message\") \n if msg\n for component in msg.components\n component.skip?()\n \n return null\n \n ###*\n * Skips the scene interpreter timer.\n *\n * @method skipInterpreter\n * @protected\n ### \n skipInterpreter: ->\n if @object.interpreter.waitCounter > GameManager.tempSettings.skipTime\n @object.interpreter.waitCounter = GameManager.tempSettings.skipTime\n if @object.interpreter.waitCounter == 0\n @object.interpreter.isWaiting = no\n \n ###*\n * Skips the interpreter timer of all common events.\n *\n * @method skipCommonEvents\n * @protected\n ### \n skipCommonEvents: ->\n events = @object.commonEventContainer.subObjects\n for event in events\n if event?.interpreter and event.interpreter.waitCounter > GameManager.tempSettings.skipTime\n event.interpreter.waitCounter = GameManager.tempSettings.skipTime\n if event.interpreter.waitCounter == 0\n event.interpreter.isWaiting = no\n \n ###*\n * Skips the scene's content.\n *\n * @method skipContent\n * @protected\n ### \n skipContent: ->\n @skipPictures()\n @skipTexts()\n @skipVideos()\n @skipBackgrounds()\n @skipCharacters()\n @skipMainViewport()\n @skipViewports()\n @skipMessageBoxes()\n @skipMessageAreas()\n @skipInterpreter()\n @skipCommonEvents()\n \n \n ###*\n * Checks for the shortcut to hide/show the game UI. By default, this is the space-key. You\n * can override this method to change the shortcut.\n *\n * @method updateUIVisibilityShortcut\n * @protected\n ### \n updateUIVisibilityShortcut: ->\n if !@uiVisible and (Input.trigger(Input.C) or Input.Mouse.buttonDown)\n @changeUIVisibility(!@uiVisible)\n if Input.trigger(Input.KEY_SPACE)\n @changeUIVisibility(!@uiVisible)\n \n ###*\n * Checks for the shortcut to exit the game. By default, this is the escape-key. You\n * can override this method to change the shortcut.\n *\n * @method updateQuitShortcut\n * @protected\n ### \n updateQuitShortcut: ->\n if Input.trigger(Input.KEY_ESCAPE)\n gs.Application.exit()\n \n \n ###*\n * Checks for the shortcut to open the settings menu. By default, this is the s-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSettingsShortcut\n * @protected\n ### \n updateSettingsShortcut: ->\n if GameManager.tempSettings.menuAccess and Input.trigger(Input.X)\n SceneManager.switchTo(new gs.Object_Layout(\"settingsMenuLayout\"), true)\n \n ###*\n * Checks for the shortcut to open the settings menu. By default, this is the control-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSkipShortcut\n * @protected\n ### \n updateSkipShortcut: ->\n if @object.settings.allowSkip\n if Input.keys[Input.KEY_CONTROL] == 1\n GameManager.tempSettings.skip = yes\n else if Input.keys[Input.KEY_CONTROL] == 2\n GameManager.tempSettings.skip = no\n \n ###*\n * Checks for default keyboard shortcuts e.g space-key to hide the UI, etc.\n *\n * @method updateShortcuts\n * @protected\n ### \n updateShortcuts: ->\n @updateSettingsShortcut()\n @updateQuitShortcut()\n @updateUIVisibilityShortcut()\n @updateSkipShortcut()\n\n ###*\n * Updates the full screen video played via Play Movie command.\n *\n * @method updateVideo\n ### \n updateVideo: ->\n if @object.video?\n @object.video.update()\n if @object.settings.allowVideoSkip and (Input.trigger(Input.C) or Input.Mouse.buttons[Input.Mouse.LEFT] == 2)\n @object.video.stop()\n Input.clear()\n \n ###*\n * Updates skipping if enabled.\n *\n * @method updateSkipping\n ### \n updateSkipping: ->\n if !@object.settings.allowSkip\n @object.tempSettings.skip = no\n \n if GameManager.tempSettings.skip\n @skipContent()\n \n ###*\n * Updates the scene's content.\n *\n * @method updateContent\n ### \n updateContent: ->\n GameManager.scene = @object\n Graphics.viewport.update()\n @object.viewport.update()\n \n @updateSkipping()\n @updateVideo()\n @updateShortcuts()\n\n super()\n \nvn.Component_GameSceneBehavior = Component_GameSceneBehavior",
9 + "content": "# ===================================================================\n#\n# Script: Component_GameSceneBehavior\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_GameSceneBehavior extends gs.Component_LayoutSceneBehavior\n # @objectCodecBlackList = [\"objectManager\"]\n ###*\n * Defines the behavior of visual novel game scene.\n *\n * @module vn\n * @class Component_GameSceneBehavior\n * @extends gs.Component_LayoutSceneBehavior\n * @memberof vn\n ###\n constructor: ->\n super()\n \n @onAutoCommonEventStart = =>\n @object.removeComponent(@object.interpreter)\n @object.interpreter.stop()\n @onAutoCommonEventFinish = =>\n if !@object.components.contains(@object.interpreter)\n @object.addComponent(@object.interpreter)\n @object.interpreter.resume()\n \n @resourceContext = null\n @objectDomain = \"\"\n \n ###*\n * Initializes the scene. \n *\n * @method initialize\n ### \n initialize: ->\n if SceneManager.previousScenes.length == 0\n gs.GlobalEventManager.clearExcept(@object.commonEventContainer.subObjects)\n \n @resourceContext = ResourceManager.createContext()\n ResourceManager.context = @resourceContext\n \n Graphics.freeze()\n saveGame = GameManager.loadedSaveGame\n sceneUid = null\n \n if saveGame\n sceneUid = saveGame.sceneUid\n @object.sceneData = saveGame.data\n else\n sceneUid = $PARAMS.preview?.scene.uid || @object.sceneData.uid || RecordManager.system.startInfo.scene.uid\n \n @object.sceneDocument = DataManager.getDocument(sceneUid)\n \n if @object.sceneDocument and @object.sceneDocument.items.type == \"vn.scene\"\n @object.chapter = DataManager.getDocument(@object.sceneDocument.items.chapterUid)\n @object.currentCharacter = { \"name\": \"\" } #RecordManager.characters[0]\n \n if not GameManager.initialized\n GameManager.initialize()\n \n LanguageManager.loadBundles()\n else\n sprite = new gs.Sprite()\n sprite.bitmap = new gs.Bitmap(Graphics.width, 50)\n sprite.bitmap.drawText(0, 0, Graphics.width, 50, \"No Start Scene selected\", 1, 0)\n sprite.srcRect = new gs.Rect(0, 0, Graphics.width, 50)\n sprite.y = (Graphics.height - 50) / 2\n sprite.z = 10000\n \n @setupScreen() \n \n ###*\n * Disposes the scene. \n *\n * @method dispose\n ###\n dispose: ->\n ResourceManager.context = @resourceContext\n @object.removeObject(@object.commonEventContainer)\n @show(no)\n\n for event in GameManager.commonEvents\n if event\n event.events.offByOwner(\"start\", @object)\n event.events.offByOwner(\"finish\", @object)\n \n if @object.video\n @object.video.dispose()\n @object.video.onEnded()\n \n super()\n \n changePictureDomain: (domain) ->\n @object.pictureContainer.behavior.changeDomain(domain)\n @object.pictures = @object.pictureContainer.subObjects\n changeTextDomain: (domain) ->\n @object.textContainer.behavior.changeDomain(domain)\n @object.texts = @object.textContainer.subObjects\n changeVideoDomain: (domain) ->\n @object.videoContainer.behavior.changeDomain(domain)\n @object.videos = @object.videoContainer.subObjects\n changeHotspotDomain: (domain) ->\n @object.hotspotContainer.behavior.changeDomain(domain)\n @object.hotspots = @object.hotspotContainer.subObjects\n changeMessageAreaDomain: (domain) ->\n @object.messageAreaContainer.behavior.changeDomain(domain)\n @object.messageAreas = @object.messageAreaContainer.subObjects\n \n ###*\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n ### \n show: (visible) ->\n if visible\n @object.viewport = GameManager.sceneViewport\n \n window.$dataFields = @dataFields\n @object.visible = visible\n \n @object.layout?.update()\n \n @object.pictureContainer.behavior.setVisible(visible)\n @object.hotspotContainer.behavior.setVisible(visible)\n @object.textContainer.behavior.setVisible(visible)\n @object.videoContainer.behavior.setVisible(visible)\n @object.messageAreaContainer.behavior.setVisible(visible)\n @object.viewportContainer.behavior.setVisible(visible)\n @object.characterContainer.behavior.setVisible(visible)\n @object.backgroundContainer.behavior.setVisible(visible)\n\n @viewport?.visible = visible\n @object.choiceWindow?.visible = visible\n @object.inputNumberBox?.visible = visible\n @object.inputTextBox?.visible = visible\n @object.inputTextBox?.update()\n @object.inputNumberBox?.update()\n @object.choiceWindow?.update()\n \n #if visible and @object.commonEventContainer.subObjects.length == 0\n @setupCommonEvents()\n \n \n ###*\n * Sets up common event handling.\n *\n * @method setupCommonEvents\n ### \n setupCommonEvents: ->\n commonEvents = @object.sceneData?.commonEvents\n \n if commonEvents\n for event, i in commonEvents\n if event and @object.commonEventContainer.subObjects.indexOf(event) == -1\n @object.commonEventContainer.setObject(event, i)\n event.behavior.setupEventHandlers()\n \n if event.interpreter?.isRunning\n event.events.emit(\"start\", event)\n else\n for event, i in GameManager.commonEvents\n if event and (event.record.startCondition == 1 or event.record.parallel) and @object.commonEventContainer.subObjects.indexOf(event) == -1\n @object.commonEventContainer.setObject(event, i)\n \n event.events.offByOwner(\"start\", @object)\n event.events.offByOwner(\"finish\", @object)\n \n if not event.record.parallel\n event.events.on \"start\", gs.CallBack(\"onAutoCommonEventStart\", this), null, @object\n event.events.on \"finish\", gs.CallBack(\"onAutoCommonEventFinish\", this), null, @object\n\n if event.interpreter?.isRunning\n event.events.emit(\"start\", event)\n \n return null\n \n ###*\n * Sets up main interpreter.\n *\n * @method setupInterpreter\n * @protected\n ### \n setupInterpreter: ->\n @object.commands = @object.sceneDocument.items.commands\n \n if @object.sceneData.interpreter\n @object.removeComponent(@object.interpreter)\n @object.interpreter = @object.sceneData.interpreter\n @object.addComponent(@object.interpreter)\n #Object.mixin(@object.interpreter, @object.sceneData.interpreter, gs.Component_CommandInterpreter.objectCodecBlackList)\n @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n @object.interpreter.object = @object\n else\n @object.interpreter.setup()\n @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n @object.interpreter.start()\n \n \n ###*\n * Sets up characters and restores them from loaded save game if necessary.\n *\n * @method setupCharacters\n * @protected\n ### \n setupCharacters: ->\n if @object.sceneData.characters?\n for c, i in @object.sceneData.characters\n @object.characterContainer.setObject(c, i)\n \n @object.currentCharacter = @object.sceneData.currentCharacter || { name: \"\" }#RecordManager.characters[0]\n \n \n ###*\n * Sets up viewports and restores them from loaded save game if necessary.\n *\n * @method setupViewports\n * @protected\n ### \n setupViewports: ->\n viewports = @object.sceneData?.viewports ? []\n for viewport, i in viewports\n if viewport\n @object.viewportContainer.setObject(viewport, i)\n ###*\n * Sets up backgrounds and restores them from loaded save game if necessary.\n *\n * @method setupBackgrounds\n * @protected\n ### \n setupBackgrounds: ->\n backgrounds = @object.sceneData?.backgrounds ? []\n for b, i in backgrounds\n @object.backgroundContainer.setObject(b, i)\n \n ###*\n * Sets up pictures and restores them from loaded save game if necessary.\n *\n * @method setupPictures\n * @protected\n ### \n setupPictures: ->\n pictures = @object.sceneData?.pictures ? {}\n for domain of pictures\n @object.pictureContainer.behavior.changeDomain(domain)\n if pictures[domain] then for picture, i in pictures[domain]\n @object.pictureContainer.setObject(picture, i)\n if picture?.image\n path = \"Graphics/Pictures/#{picture.image}\"\n @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n \n ###*\n * Sets up texts and restores them from loaded save game if necessary.\n *\n * @method setupTexts\n * @protected\n ### \n setupTexts: ->\n texts = @object.sceneData?.texts ? {}\n for domain of texts\n @object.textContainer.behavior.changeDomain(domain)\n if texts[domain] then for text, i in texts[domain]\n @object.textContainer.setObject(text, i)\n \n ###*\n * Sets up videos and restores them from loaded save game if necessary.\n *\n * @method setupVideos\n * @protected\n ### \n setupVideos: ->\n videos = @object.sceneData?.videos ? {}\n for domain of videos\n @object.videoContainer.behavior.changeDomain(domain)\n if videos[domain] then for video, i in videos[domain]\n if video\n path = \"Movies/#{video.video}\"\n @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n video.visible = yes\n video.update()\n \n @object.videoContainer.setObject(video, i)\n \n ###*\n * Sets up hotspots and restores them from loaded save game if necessary.\n *\n * @method setupHotspots\n * @protected\n ### \n setupHotspots: ->\n hotspots = @object.sceneData?.hotspots ? {}\n for domain of hotspots\n @object.hotspotContainer.behavior.changeDomain(domain)\n if hotspots[domain] then for hotspot, i in hotspots[domain]\n @object.hotspotContainer.setObject(hotspot, i)\n \n ###*\n * Sets up layout.\n *\n * @method setupLayout\n * @protected\n ### \n setupLayout: ->\n @dataFields = ui.UIManager.dataSources[ui.UiFactory.layouts.gameLayout.dataSource || \"default\"]()\n @dataFields.scene = @object\n window.$dataFields = @dataFields\n advVisible = @object.messageMode == vn.MessageMode.ADV\n \n @object.layout = ui.UiFactory.createFromDescriptor(ui.UiFactory.layouts.gameLayout, @object)\n @object.layout.visible = advVisible\n $gameMessage_message.visible = advVisible\n @object.layout.ui.prepare()\n \n @object.choices = @object.sceneData?.choices || @object.choices\n if @object.choices?.length > 0\n @showChoices(gs.CallBack(\"onChoiceAccept\", @object.interpreter, { pointer: @object.interpreter.pointer, params: @params }))\n \n if @object.interpreter.waitingFor.inputNumber\n @showInputNumber(GameManager.tempFields.digits, gs.CallBack(\"onInputNumberFinish\", @object.interpreter, @object.interpreter))\n \n if @object.interpreter.waitingFor.inputText\n @showInputText(GameManager.tempFields.letters, gs.CallBack(\"onInputTextFinish\", @object.interpreter, @object.interpreter))\n \n ###*\n * Sets up the main viewport / screen viewport.\n *\n * @method setupMainViewport\n * @protected\n ### \n setupMainViewport: ->\n if !@object.sceneData.viewport\n GameManager.sceneViewport.removeComponent(GameManager.sceneViewport.visual)\n GameManager.sceneViewport.dispose()\n GameManager.sceneViewport = new gs.Object_Viewport(GameManager.sceneViewport.visual.viewport)\n @viewport = GameManager.sceneViewport.visual.viewport\n @object.viewport = GameManager.sceneViewport\n else\n GameManager.sceneViewport.dispose()\n GameManager.sceneViewport = @object.sceneData.viewport\n @object.viewport = @object.sceneData.viewport\n @viewport = @object.viewport.visual.viewport\n @viewport.viewport = Graphics.viewport\n \n ###*\n * Sets up screen.\n *\n * @method setupScreen\n * @protected\n ### \n setupScreen: ->\n if @object.sceneData.screen\n @object.viewport.restore(@object.sceneData.screen)\n \n ###*\n * Restores main interpreter from loaded save game.\n *\n * @method restoreInterpreter\n * @protected\n ### \n restoreInterpreter: ->\n if @object.sceneData.interpreter\n @object.interpreter.restore()\n \n ###*\n * Restores message box from loaded save game.\n *\n * @method restoreMessageBox\n * @protected\n ### \n restoreMessageBox: ->\n messageBoxes = @object.sceneData?.messageBoxes\n if messageBoxes\n for messageBox in messageBoxes\n messageObject = gs.ObjectManager.current.objectById(messageBox.id)\n messageObject.visible = messageBox.visible\n if messageBox.message\n messageBox.message.textRenderer.disposeEventHandlers()\n message = gs.ObjectManager.current.objectById(messageBox.message.id)\n message.textRenderer.dispose()\n \n Object.mixin(message, messageBox.message, ui.Object_Message.objectCodecBlackList.concat([\"origin\"]))\n \n for c in message.components\n c.object = message\n message.textRenderer.setupEventHandlers()\n \n ###*\n * Restores message from loaded save game.\n *\n * @method restoreMessages\n * @protected\n ### \n restoreMessages: ->\n #messageObject = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n \n # if @object.sceneData?.message\n # messageObject.restore(@object.sceneData.message)\n \n # if @object.sceneData?.messages\n # messageObject.message.restoreMessages(@object.sceneData.messages)\n # messageObject.textRenderer.restore(@object.sceneData.messageTextRenderer)\n \n if @object.sceneData?.messageAreas\n for domain of @object.sceneData.messageAreas\n @object.messageAreaContainer.behavior.changeDomain(domain)\n messageAreas = @object.sceneData.messageAreas\n if messageAreas[domain] then for area, i in messageAreas[domain]\n if area\n messageArea = new gs.Object_MessageArea()\n messageLayout = ui.UIManager.createControlFromDescriptor(type: \"ui.CustomGameMessage\", id: \"customGameMessage_\"+i, params: { id: \"customGameMessage_\"+i }, messageArea)\n message = gs.ObjectManager.current.objectById(\"customGameMessage_\"+i+\"_message\")\n Object.mixin(message, area.message)\n for c in message.components\n c.object = message\n #message.restore(f.message)\n \n messageLayout.dstRect.x = area.layout.dstRect.x\n messageLayout.dstRect.y = area.layout.dstRect.y\n messageLayout.dstRect.width = area.layout.dstRect.width\n messageLayout.dstRect.height = area.layout.dstRect.height\n messageLayout.needsUpdate = yes\n messageLayout.update()\n #message.message.restoreMessages(f.messages)\n #message.textRenderer.restore(f.textRenderer)\n #message.visible = yes\n messageArea.message = message\n messageArea.layout = messageLayout\n messageArea.addObject(messageLayout)\n @object.messageAreaContainer.setObject(messageArea, i)\n \n \n \n \n \n ###*\n * Restores audio-playback from loaded save game.\n *\n * @method restoreAudioPlayback\n * @protected\n ### \n restoreAudioPlayback: ->\n if @object.sceneData.audio\n AudioManager.audioBuffers.push(b) for b in @object.sceneData.audio.audioBuffers\n AudioManager.audioBuffersByLayer = @object.sceneData.audio.audioBuffersByLayer\n AudioManager.audioLayers = @object.sceneData.audio.audioLayers\n AudioManager.soundReferences = @object.sceneData.audio.soundReferences\n \n \n ###*\n * Restores the scene objects from the current loaded save-game. If no save-game is\n * present in GameManager.loadedSaveGame, nothing will happen.\n *\n * @method restoreScene\n * @protected\n ###\n restoreScene: ->\n saveGame = GameManager.loadedSaveGame\n if saveGame\n context = new gs.ObjectCodecContext([Graphics.viewport, @object, this], saveGame.encodedObjectStore, null)\n saveGame.data = gs.ObjectCodec.decode(saveGame.data, context)\n for c in saveGame.data.characterNames\n if c then RecordManager.characters[c.index]?.name = c.name\n GameManager.restore(saveGame)\n gs.ObjectCodec.onRestore(saveGame.data, context)\n @resourceContext.fromDataBundle(saveGame.data.resourceContext, ResourceManager.resourcesByPath)\n\n @object.sceneData = saveGame.data\n Graphics.frameCount = saveGame.data.frameCount\n \n ###*\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n ###\n prepareData: ->\n #RecordManager.translate()\n \n GameManager.scene = @object\n\n gs.ObjectManager.current = @objectManager\n \n @object.sceneData.uid = @object.sceneDocument.uid\n \n if !ResourceLoader.loadEventCommandsData(@object.sceneDocument.items.commands)\n ResourceLoader.loadEventCommandsGraphics(@object.sceneDocument.items.commands)\n GameManager.backlog = @object.sceneData.backlog || GameManager.sceneData.backlog || []\n \n ResourceLoader.loadSystemSounds()\n ResourceLoader.loadSystemGraphics()\n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n ResourceLoader.loadUiLayoutGraphics(ui.UiFactory.layouts.gameLayout)\n \n if @dataFields?\n ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n \n $tempFields.choiceTimer = @object.choiceTimer\n \n GameManager.variableStore.setup({ id: @object.sceneDocument.uid})\n \n ###*\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n ### \n prepareVisual: ->\n if @object.layout then return\n \n if GameManager.tempFields.isExitingGame\n GameManager.tempFields.isExitingGame = no\n gs.GameNotifier.postResetSceneChange(@object.sceneDocument.items.name)\n else\n gs.GameNotifier.postSceneChange(@object.sceneDocument.items.name)\n \n @restoreScene()\n @object.messageMode = @object.sceneData.messageMode ? vn.MessageMode.ADV\n @setupMainViewport()\n @setupViewports()\n @setupCharacters()\n @setupBackgrounds()\n @setupPictures()\n @setupTexts()\n @setupVideos()\n @setupHotspots()\n @setupInterpreter()\n @setupLayout()\n @setupCommonEvents()\n \n @restoreMessageBox()\n @restoreInterpreter()\n @restoreMessages()\n @restoreAudioPlayback()\n \n @show(true)\n \n @object.sceneData = {}\n GameManager.sceneData = {}\n \n Graphics.update()\n @transition({ duration: 0 })\n \n \n ###*\n * Adds a new character to the scene.\n *\n * @method addCharacter\n * @param {vn.Object_Character} character - The character to add.\n * @param {boolean} noAnimation - Indicates if the character should be added immediately witout any appear-animation.\n * @param {Object} animationData - Contains the appear-animation data -> { animation, easing, duration }.\n ### \n addCharacter: (character, noAnimation, animationData) ->\n unless noAnimation\n character.motionBlur.set(animationData.motionBlur)\n \n if animationData.duration > 0\n character.animator.appear(character.dstRect.x, character.dstRect.y, animationData.animation, animationData.easing, animationData.duration) unless noAnimation\n \n character.viewport = @viewport\n character.visible = yes \n \n @object.characterContainer.addObject(character)\n \n ###*\n * Removes a character from the scene.\n *\n * @method removeCharacter\n * @param {vn.Object_Character} character - The character to remove.\n * @param {Object} animationData - Contains the disappear-animation data -> { animation, easing, duration }.\n ###\n removeCharacter: (character, animationData) ->\n character?.animator.disappear(animationData.animation, animationData.easing, animationData.duration, (sender) -> sender.dispose())\n \n ###*\n * Resumes the current scene if it has been paused.\n *\n * @method resumeScene\n ###\n resumeScene: ->\n @object.pictureContainer.active = yes\n @object.characterContainer.active = yes\n @object.backgroundContainer.active = yes\n @object.textContainer.active = yes\n @object.hotspotContainer.active = yes\n @object.videoContainer.active = yes\n \n message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n message.active = yes\n \n ###*\n * Pauses the current scene. A paused scene will not continue, messages, pictures, etc. will\n * stop until the scene resumes.\n *\n * @method pauseScene\n ###\n pauseScene: ->\n @object.pictureContainer.active = no\n @object.characterContainer.active = no\n @object.backgroundContainer.active = no\n @object.textContainer.active = no\n @object.hotspotContainer.active = no\n @object.videoContainer.active = no\n \n message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n message.active = no\n \n ###*\n * Changes the visibility of the entire game UI like the message boxes, etc. to allows\n * the player to see the entire scene. Useful for CGs, etc.\n *\n * @param {boolean} visible - If <b>true</b>, the game UI will be visible. Otherwise it will be hidden.\n * @method changeUIVisibility\n ### \n changeUIVisibility: (visible) ->\n @uiVisible = visible\n @object.layout.visible = visible\n \n ###*\n * Shows input-text box to let the user enter a text.\n *\n * @param {number} letters - The max. number of letters the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-text box has been accepted by the user.\n * @method showInputText\n ###\n showInputText: (letters, callback) ->\n @object.inputTextBox?.dispose()\n @object.inputTextBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputTextBox\"], @object.layout)\n @object.inputTextBox.ui.prepare()\n @object.inputTextBox.events.on(\"accept\", callback)\n \n ###*\n * Shows input-number box to let the user enter a number.\n *\n * @param {number} digits - The max. number of digits the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-number box has been accepted by the user.\n * @method showInputNumber\n ### \n showInputNumber: (digits, callback) ->\n @object.inputNumberBox?.dispose()\n @object.inputNumberBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputNumberBox\"], @object.layout)\n @object.inputNumberBox.ui.prepare()\n @object.inputNumberBox.events.on(\"accept\", callback) \n \n ###*\n * Shows choices to let the user pick a choice.\n *\n * @param {Object[]} choices - An array of choices\n * @param {gs.Callback} callback - A callback function called if a choice has been picked by the user.\n * @method showChoices\n ### \n showChoices: (callback) ->\n useFreeLayout = @object.choices.where((x) -> x.dstRect?).length > 0\n \n @object.choiceWindow?.dispose()\n \n if useFreeLayout\n @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.FreeChoiceBox\"], @object.layout)\n else\n @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.ChoiceBox\"], @object.layout)\n \n @object.choiceWindow.events.on(\"selectionAccept\", callback)\n @object.choiceWindow.ui.prepare()\n \n ###*\n * Changes the background of the scene.\n *\n * @method changeBackground\n * @param {Object} background - The background graphic object -> { name }\n * @param {boolean} noAnimation - Indicates if the background should be changed immediately witout any change-animation.\n * @param {Object} animation - The appear/disappear animation to use.\n * @param {Object} easing - The easing of the change animation.\n * @param {number} duration - The duration of the change in frames.\n * @param {number} ox - The x-origin of the background.\n * @param {number} oy - The y-origin of the background.\n * @param {number} layer - The background-layer to change.\n * @param {boolean} loopHorizontal - Indicates if the background should be looped horizontally.\n * @param {boolean} loopVertical - Indicates if the background should be looped vertically.\n ### \n changeBackground: (background, noAnimation, animation, easing, duration, ox, oy, layer, loopHorizontal, loopVertical) ->\n if background?\n otherObject = @object.backgrounds[layer]\n object = new vn.Object_Background()\n object.image = background.name\n object.origin.x = ox\n object.origin.y = oy\n object.viewport = @viewport\n object.visual.looping.vertical = no\n object.visual.looping.horizontal = no\n object.update()\n \n @object.backgroundContainer.setObject(object, layer)\n \n duration = duration ? 30\n \n otherObject?.zIndex = layer\n otherObject?.animator.otherObject?.dispose()\n \n if duration == 0\n otherObject?.dispose()\n object.visual.looping.vertical = loopVertical\n object.visual.looping.horizontal = loopHorizontal\n else\n if noAnimation\n object.visual.looping.vertical = loopVertical\n object.visual.looping.horizontal = loopHorizontal\n else\n object.animator.otherObject = otherObject\n object.animator.appear(0, 0, animation, easing, duration, (sender) => \n sender.update()\n sender.animator.otherObject?.dispose()\n sender.animator.otherObject = null\n sender.visual.looping.vertical = loopVertical\n sender.visual.looping.horizontal = loopHorizontal\n )\n else\n @object.backgrounds[layer]?.animator.hide duration, easing, =>\n @object.backgrounds[layer].dispose()\n @object.backgrounds[layer] = null\n \n \n ###*\n * Skips all viewport animations except the main viewport animation.\n *\n * @method skipViewports\n * @protected\n ### \n skipViewports: ->\n viewports = @object.viewportContainer.subObjects\n for viewport in viewports\n if viewport\n for component in viewport.components\n component.skip?()\n return null\n \n ###*\n * Skips all picture animations.\n *\n * @method skipPictures\n * @protected\n ### \n skipPictures: ->\n for picture in @object.pictures\n if picture\n for component in picture.components\n component.skip?()\n return null\n \n ###*\n * Skips all text animations.\n *\n * @method skipTexts\n * @protected\n ### \n skipTexts: ->\n for text in @object.texts\n if text\n for component in text.components\n component.skip?()\n return null\n \n ###*\n * Skips all video animations but not the video-playback itself.\n *\n * @method skipVideos\n * @protected\n ### \n skipVideos: ->\n for video in @object.videos\n if video\n for component in video.components\n component.skip?()\n return null\n \n ###*\n * Skips all background animations.\n *\n * @method skipBackgrounds\n * @protected\n ### \n skipBackgrounds: ->\n for background in @object.backgrounds\n if background\n for component in background.components\n component.skip?()\n return null\n \n ###*\n * Skips all character animations\n *\n * @method skipCharacters\n * @protected\n ### \n skipCharacters: ->\n for character in @object.characters\n if character\n for component in character.components\n component.skip?()\n return null\n \n ###*\n * Skips the main viewport animation.\n *\n * @method skipMainViewport\n * @protected\n ### \n skipMainViewport: ->\n for component in @object.viewport.components\n component.skip?()\n return null\n \n ###*\n * Skips all animations of all message boxes defined in MESSAGE_BOX_IDS ui constant.\n *\n * @method skipMessageBoxes\n * @protected\n ### \n skipMessageBoxes: ->\n for messageBoxId in gs.UIConstants.MESSAGE_BOX_IDS || [\"messageBox\", \"nvlMessageBox\"]\n messageBox = gs.ObjectManager.current.objectById(messageBoxId)\n if messageBox.components\n for component in messageBox.components\n component.skip?() \n return null\n \n ###*\n * Skips all animations of all message areas.\n *\n * @method skipMessageAreas\n * @protected\n ### \n skipMessageAreas: ->\n for messageArea in @object.messageAreas\n if messageArea?.message\n for component in messageArea.message.components\n component.skip?()\n \n msg = gs.ObjectManager.current.objectById(\"gameMessage_message\") \n if msg\n for component in msg.components\n component.skip?()\n msg = gs.ObjectManager.current.objectById(\"nvlGameMessage_message\") \n if msg\n for component in msg.components\n component.skip?()\n \n return null\n \n ###*\n * Skips the scene interpreter timer.\n *\n * @method skipInterpreter\n * @protected\n ### \n skipInterpreter: ->\n if @object.interpreter.waitCounter > GameManager.tempSettings.skipTime\n @object.interpreter.waitCounter = GameManager.tempSettings.skipTime\n if @object.interpreter.waitCounter == 0\n @object.interpreter.isWaiting = no\n \n ###*\n * Skips the interpreter timer of all common events.\n *\n * @method skipCommonEvents\n * @protected\n ### \n skipCommonEvents: ->\n events = @object.commonEventContainer.subObjects\n for event in events\n if event?.interpreter and event.interpreter.waitCounter > GameManager.tempSettings.skipTime\n event.interpreter.waitCounter = GameManager.tempSettings.skipTime\n if event.interpreter.waitCounter == 0\n event.interpreter.isWaiting = no\n \n ###*\n * Skips the scene's content.\n *\n * @method skipContent\n * @protected\n ### \n skipContent: ->\n @skipPictures()\n @skipTexts()\n @skipVideos()\n @skipBackgrounds()\n @skipCharacters()\n @skipMainViewport()\n @skipViewports()\n @skipMessageBoxes()\n @skipMessageAreas()\n @skipInterpreter()\n @skipCommonEvents()\n \n \n ###*\n * Checks for the shortcut to hide/show the game UI. By default, this is the space-key. You\n * can override this method to change the shortcut.\n *\n * @method updateUIVisibilityShortcut\n * @protected\n ### \n updateUIVisibilityShortcut: ->\n if !@uiVisible and (Input.trigger(Input.C) or Input.Mouse.buttonDown)\n @changeUIVisibility(!@uiVisible)\n if Input.trigger(Input.KEY_SPACE)\n @changeUIVisibility(!@uiVisible)\n \n ###*\n * Checks for the shortcut to exit the game. By default, this is the escape-key. You\n * can override this method to change the shortcut.\n *\n * @method updateQuitShortcut\n * @protected\n ### \n updateQuitShortcut: ->\n if Input.trigger(Input.KEY_ESCAPE)\n gs.Application.exit()\n \n \n ###*\n * Checks for the shortcut to open the settings menu. By default, this is the s-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSettingsShortcut\n * @protected\n ### \n updateSettingsShortcut: ->\n if GameManager.tempSettings.menuAccess and Input.trigger(Input.X)\n SceneManager.switchTo(new gs.Object_Layout(\"settingsMenuLayout\"), true)\n \n ###*\n * Checks for the shortcut to open the settings menu. By default, this is the control-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSkipShortcut\n * @protected\n ### \n updateSkipShortcut: ->\n if @object.settings.allowSkip\n if Input.keys[Input.KEY_CONTROL] == 1\n GameManager.tempSettings.skip = yes\n else if Input.keys[Input.KEY_CONTROL] == 2\n GameManager.tempSettings.skip = no\n \n ###*\n * Checks for default keyboard shortcuts e.g space-key to hide the UI, etc.\n *\n * @method updateShortcuts\n * @protected\n ### \n updateShortcuts: ->\n @updateSettingsShortcut()\n @updateQuitShortcut()\n @updateUIVisibilityShortcut()\n @updateSkipShortcut()\n\n ###*\n * Updates the full screen video played via Play Movie command.\n *\n * @method updateVideo\n ### \n updateVideo: ->\n if @object.video?\n @object.video.update()\n if @object.settings.allowVideoSkip and (Input.trigger(Input.C) or Input.Mouse.buttons[Input.Mouse.LEFT] == 2)\n @object.video.stop()\n Input.clear()\n \n ###*\n * Updates skipping if enabled.\n *\n * @method updateSkipping\n ### \n updateSkipping: ->\n if !@object.settings.allowSkip\n @object.tempSettings.skip = no\n \n if GameManager.tempSettings.skip\n @skipContent()\n \n ###*\n * Updates the scene's content.\n *\n * @method updateContent\n ### \n updateContent: ->\n #if !@object.interpreter.isRunning and !Graphics.frozen\n # @setupInterpreter()\n GameManager.scene = @object\n Graphics.viewport.update()\n @object.viewport.update()\n \n @updateSkipping()\n @updateVideo()\n @updateShortcuts()\n\n super()\n \nvn.Component_GameSceneBehavior = Component_GameSceneBehavior",
10 10 "parentId": "0C1D8BE8KDB63A469AS9782EB90E63254DB3",
11 11 "folder": false,
12 - "compiledContent": "var Component_GameSceneBehavior,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nComponent_GameSceneBehavior = (function(superClass) {\n extend(Component_GameSceneBehavior, superClass);\n\n\n /**\n * Defines the behavior of visual novel game scene.\n *\n * @module vn\n * @class Component_GameSceneBehavior\n * @extends gs.Component_LayoutSceneBehavior\n * @memberof vn\n */\n\n function Component_GameSceneBehavior() {\n Component_GameSceneBehavior.__super__.constructor.call(this);\n this.onAutoCommonEventStart = (function(_this) {\n return function() {\n _this.object.removeComponent(_this.object.interpreter);\n return _this.object.interpreter.stop();\n };\n })(this);\n this.onAutoCommonEventFinish = (function(_this) {\n return function() {\n if (!_this.object.components.contains(_this.object.interpreter)) {\n _this.object.addComponent(_this.object.interpreter);\n }\n return _this.object.interpreter.resume();\n };\n })(this);\n this.resourceContext = null;\n this.objectDomain = \"\";\n }\n\n\n /**\n * Initializes the scene. \n *\n * @method initialize\n */\n\n Component_GameSceneBehavior.prototype.initialize = function() {\n var ref, saveGame, sceneUid, sprite;\n if (SceneManager.previousScenes.length === 0) {\n gs.GlobalEventManager.clear();\n }\n this.resourceContext = ResourceManager.createContext();\n ResourceManager.context = this.resourceContext;\n Graphics.freeze();\n saveGame = GameManager.loadedSaveGame;\n sceneUid = null;\n if (saveGame) {\n sceneUid = saveGame.sceneUid;\n this.object.sceneData = saveGame.data;\n } else {\n sceneUid = ((ref = $PARAMS.preview) != null ? ref.scene.uid : void 0) || this.object.sceneData.uid || RecordManager.system.startInfo.scene.uid;\n }\n this.object.sceneDocument = DataManager.getDocument(sceneUid);\n if (this.object.sceneDocument && this.object.sceneDocument.items.type === \"vn.scene\") {\n this.object.chapter = DataManager.getDocument(this.object.sceneDocument.items.chapterUid);\n this.object.currentCharacter = {\n \"name\": \"\"\n };\n if (!GameManager.initialized) {\n GameManager.initialize();\n }\n LanguageManager.loadBundles();\n } else {\n sprite = new gs.Sprite();\n sprite.bitmap = new gs.Bitmap(Graphics.width, 50);\n sprite.bitmap.drawText(0, 0, Graphics.width, 50, \"No Start Scene selected\", 1, 0);\n sprite.srcRect = new gs.Rect(0, 0, Graphics.width, 50);\n sprite.y = (Graphics.height - 50) / 2;\n sprite.z = 10000;\n }\n return this.setupScreen();\n };\n\n\n /**\n * Disposes the scene. \n *\n * @method dispose\n */\n\n Component_GameSceneBehavior.prototype.dispose = function() {\n var event, j, len, ref;\n ResourceManager.context = this.resourceContext;\n this.object.removeObject(this.object.commonEventContainer);\n this.show(false);\n ref = GameManager.commonEvents;\n for (j = 0, len = ref.length; j < len; j++) {\n event = ref[j];\n if (event) {\n event.events.offByOwner(\"start\", this.object);\n event.events.offByOwner(\"finish\", this.object);\n }\n }\n if (this.object.video) {\n this.object.video.dispose();\n this.object.video.onEnded();\n }\n return Component_GameSceneBehavior.__super__.dispose.call(this);\n };\n\n Component_GameSceneBehavior.prototype.changePictureDomain = function(domain) {\n this.object.pictureContainer.behavior.changeDomain(domain);\n return this.object.pictures = this.object.pictureContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeTextDomain = function(domain) {\n this.object.textContainer.behavior.changeDomain(domain);\n return this.object.texts = this.object.textContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeVideoDomain = function(domain) {\n this.object.videoContainer.behavior.changeDomain(domain);\n return this.object.videos = this.object.videoContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeHotspotDomain = function(domain) {\n this.object.hotspotContainer.behavior.changeDomain(domain);\n return this.object.hotspots = this.object.hotspotContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeMessageAreaDomain = function(domain) {\n this.object.messageAreaContainer.behavior.changeDomain(domain);\n return this.object.messageAreas = this.object.messageAreaContainer.subObjects;\n };\n\n\n /**\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n */\n\n Component_GameSceneBehavior.prototype.show = function(visible) {\n var ref, ref1, ref2, ref3, ref4, ref5, ref6, ref7;\n this.object.visible = visible;\n if ((ref = this.object.layout) != null) {\n ref.update();\n }\n this.object.pictureContainer.behavior.setVisible(visible);\n this.object.hotspotContainer.behavior.setVisible(visible);\n this.object.textContainer.behavior.setVisible(visible);\n this.object.videoContainer.behavior.setVisible(visible);\n this.object.messageAreaContainer.behavior.setVisible(visible);\n this.object.viewportContainer.behavior.setVisible(visible);\n this.object.characterContainer.behavior.setVisible(visible);\n this.object.backgroundContainer.behavior.setVisible(visible);\n if ((ref1 = this.viewport) != null) {\n ref1.visible = visible;\n }\n if ((ref2 = this.object.choiceWindow) != null) {\n ref2.visible = visible;\n }\n if ((ref3 = this.object.inputNumberBox) != null) {\n ref3.visible = visible;\n }\n if ((ref4 = this.object.inputTextBox) != null) {\n ref4.visible = visible;\n }\n if ((ref5 = this.object.inputTextBox) != null) {\n ref5.update();\n }\n if ((ref6 = this.object.inputNumberBox) != null) {\n ref6.update();\n }\n if ((ref7 = this.object.choiceWindow) != null) {\n ref7.update();\n }\n return this.setupCommonEvents();\n };\n\n\n /**\n * Sets up common event handling.\n *\n * @method setupCommonEvents\n */\n\n Component_GameSceneBehavior.prototype.setupCommonEvents = function() {\n var commonEvents, event, i, j, k, len, len1, ref, ref1, ref2, ref3;\n commonEvents = (ref = this.object.sceneData) != null ? ref.commonEvents : void 0;\n if (commonEvents) {\n for (i = j = 0, len = commonEvents.length; j < len; i = ++j) {\n event = commonEvents[i];\n if (event && this.object.commonEventContainer.subObjects.indexOf(event) === -1) {\n this.object.commonEventContainer.setObject(event, i);\n event.behavior.setupEventHandlers();\n if ((ref1 = event.interpreter) != null ? ref1.isRunning : void 0) {\n event.events.emit(\"start\", event);\n }\n }\n }\n } else {\n ref2 = GameManager.commonEvents;\n for (i = k = 0, len1 = ref2.length; k < len1; i = ++k) {\n event = ref2[i];\n if (event && (event.record.startCondition === 1 || event.record.parallel) && this.object.commonEventContainer.subObjects.indexOf(event) === -1) {\n this.object.commonEventContainer.setObject(event, i);\n event.events.offByOwner(\"start\", this.object);\n event.events.offByOwner(\"finish\", this.object);\n if (!event.record.parallel) {\n event.events.on(\"start\", gs.CallBack(\"onAutoCommonEventStart\", this), null, this.object);\n event.events.on(\"finish\", gs.CallBack(\"onAutoCommonEventFinish\", this), null, this.object);\n }\n if ((ref3 = event.interpreter) != null ? ref3.isRunning : void 0) {\n event.events.emit(\"start\", event);\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Sets up main interpreter.\n *\n * @method setupInterpreter\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupInterpreter = function() {\n this.object.commands = this.object.sceneDocument.items.commands;\n if (this.object.sceneData.interpreter) {\n this.object.removeComponent(this.object.interpreter);\n this.object.interpreter = this.object.sceneData.interpreter;\n this.object.addComponent(this.object.interpreter);\n this.object.interpreter.context.set(this.object.sceneDocument.uid, this.object);\n return this.object.interpreter.object = this.object;\n } else {\n this.object.interpreter.setup();\n this.object.interpreter.context.set(this.object.sceneDocument.uid, this.object);\n return this.object.interpreter.start();\n }\n };\n\n\n /**\n * Sets up characters and restores them from loaded save game if necessary.\n *\n * @method setupCharacters\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupCharacters = function() {\n var c, i, j, len, ref;\n if (this.object.sceneData.characters != null) {\n ref = this.object.sceneData.characters;\n for (i = j = 0, len = ref.length; j < len; i = ++j) {\n c = ref[i];\n this.object.characterContainer.setObject(c, i);\n }\n }\n return this.object.currentCharacter = this.object.sceneData.currentCharacter || {\n name: \"\"\n };\n };\n\n\n /**\n * Sets up viewports and restores them from loaded save game if necessary.\n *\n * @method setupViewports\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupViewports = function() {\n var i, j, len, ref, ref1, results, viewport, viewports;\n viewports = (ref = (ref1 = this.object.sceneData) != null ? ref1.viewports : void 0) != null ? ref : [];\n results = [];\n for (i = j = 0, len = viewports.length; j < len; i = ++j) {\n viewport = viewports[i];\n if (viewport) {\n results.push(this.object.viewportContainer.setObject(viewport, i));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up backgrounds and restores them from loaded save game if necessary.\n *\n * @method setupBackgrounds\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupBackgrounds = function() {\n var b, backgrounds, i, j, len, ref, ref1, results;\n backgrounds = (ref = (ref1 = this.object.sceneData) != null ? ref1.backgrounds : void 0) != null ? ref : [];\n results = [];\n for (i = j = 0, len = backgrounds.length; j < len; i = ++j) {\n b = backgrounds[i];\n results.push(this.object.backgroundContainer.setObject(b, i));\n }\n return results;\n };\n\n\n /**\n * Sets up pictures and restores them from loaded save game if necessary.\n *\n * @method setupPictures\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupPictures = function() {\n var domain, i, path, picture, pictures, ref, ref1, results;\n pictures = (ref = (ref1 = this.object.sceneData) != null ? ref1.pictures : void 0) != null ? ref : {};\n results = [];\n for (domain in pictures) {\n this.object.pictureContainer.behavior.changeDomain(domain);\n if (pictures[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = pictures[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n picture = ref2[i];\n this.object.pictureContainer.setObject(picture, i);\n if (picture != null ? picture.image : void 0) {\n path = \"Graphics/Pictures/\" + picture.image;\n results1.push(this.resourceContext.add(path, ResourceManager.resourcesByPath[path]));\n } else {\n results1.push(void 0);\n }\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up texts and restores them from loaded save game if necessary.\n *\n * @method setupTexts\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupTexts = function() {\n var domain, i, ref, ref1, results, text, texts;\n texts = (ref = (ref1 = this.object.sceneData) != null ? ref1.texts : void 0) != null ? ref : {};\n results = [];\n for (domain in texts) {\n this.object.textContainer.behavior.changeDomain(domain);\n if (texts[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = texts[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n text = ref2[i];\n results1.push(this.object.textContainer.setObject(text, i));\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up videos and restores them from loaded save game if necessary.\n *\n * @method setupVideos\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupVideos = function() {\n var domain, i, path, ref, ref1, results, video, videos;\n videos = (ref = (ref1 = this.object.sceneData) != null ? ref1.videos : void 0) != null ? ref : {};\n results = [];\n for (domain in videos) {\n this.object.videoContainer.behavior.changeDomain(domain);\n if (videos[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = videos[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n video = ref2[i];\n if (video) {\n path = \"Movies/\" + video.video;\n this.resourceContext.add(path, ResourceManager.resourcesByPath[path]);\n video.visible = true;\n video.update();\n }\n results1.push(this.object.videoContainer.setObject(video, i));\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up hotspots and restores them from loaded save game if necessary.\n *\n * @method setupHotspots\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupHotspots = function() {\n var domain, hotspot, hotspots, i, ref, ref1, results;\n hotspots = (ref = (ref1 = this.object.sceneData) != null ? ref1.hotspots : void 0) != null ? ref : {};\n results = [];\n for (domain in hotspots) {\n this.object.hotspotContainer.behavior.changeDomain(domain);\n if (hotspots[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = hotspots[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n hotspot = ref2[i];\n results1.push(this.object.hotspotContainer.setObject(hotspot, i));\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up layout.\n *\n * @method setupLayout\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupLayout = function() {\n var advVisible, ref;\n this.dataFields = ui.UIManager.dataSources[ui.UiFactory.layouts.gameLayout.dataSource || \"default\"]();\n this.dataFields.scene = this.object;\n window.$dataFields = this.dataFields;\n advVisible = this.object.messageMode === vn.MessageMode.ADV;\n this.object.layout = ui.UiFactory.createFromDescriptor(ui.UiFactory.layouts.gameLayout, this.object);\n this.object.layout.visible = advVisible;\n $gameMessage_message.visible = advVisible;\n this.object.layout.ui.prepare();\n if (((ref = $tempFields.choices) != null ? ref.length : void 0) > 0) {\n this.showChoices(GameManager.tempFields.choices, gs.CallBack(\"onChoiceAccept\", this.object.interpreter, {\n pointer: this.object.interpreter.pointer,\n params: this.params\n }));\n }\n if (this.object.interpreter.waitingFor.inputNumber) {\n this.showInputNumber(GameManager.tempFields.digits, gs.CallBack(\"onInputNumberFinish\", this.object.interpreter, this.object.interpreter));\n }\n if (this.object.interpreter.waitingFor.inputText) {\n return this.showInputText(GameManager.tempFields.letters, gs.CallBack(\"onInputTextFinish\", this.object.interpreter, this.object.interpreter));\n }\n };\n\n\n /**\n * Sets up the main viewport / screen viewport.\n *\n * @method setupMainViewport\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupMainViewport = function() {\n if (!this.object.sceneData.viewport) {\n GameManager.sceneViewport.removeComponent(GameManager.sceneViewport.visual);\n GameManager.sceneViewport.dispose();\n GameManager.sceneViewport = new gs.Object_Viewport(GameManager.sceneViewport.visual.viewport);\n this.viewport = GameManager.sceneViewport.visual.viewport;\n return this.object.viewport = GameManager.sceneViewport;\n } else {\n GameManager.sceneViewport.dispose();\n GameManager.sceneViewport = this.object.sceneData.viewport;\n this.object.viewport = this.object.sceneData.viewport;\n this.viewport = this.object.viewport.visual.viewport;\n this.viewport.viewport = Graphics.viewport;\n return this.object.addObject(this.object.viewport);\n }\n };\n\n\n /**\n * Sets up screen.\n *\n * @method setupScreen\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupScreen = function() {\n if (this.object.sceneData.screen) {\n return this.object.viewport.restore(this.object.sceneData.screen);\n }\n };\n\n\n /**\n * Restores main interpreter from loaded save game.\n *\n * @method restoreInterpreter\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreInterpreter = function() {\n if (this.object.sceneData.interpreter) {\n return this.object.interpreter.restore();\n }\n };\n\n\n /**\n * Restores message box from loaded save game.\n *\n * @method restoreMessageBox\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreMessageBox = function() {\n var c, j, len, message, messageBox, messageBoxes, messageObject, ref, results;\n messageBoxes = (ref = this.object.sceneData) != null ? ref.messageBoxes : void 0;\n if (messageBoxes) {\n results = [];\n for (j = 0, len = messageBoxes.length; j < len; j++) {\n messageBox = messageBoxes[j];\n messageObject = gs.ObjectManager.current.objectById(messageBox.id);\n messageObject.visible = messageBox.visible;\n if (messageBox.message) {\n message = gs.ObjectManager.current.objectById(messageBox.message.id);\n message.textRenderer.dispose();\n Object.mixin(message, messageBox.message, ui.Object_Message.objectCodecBlackList.concat([\"origin\"]));\n results.push((function() {\n var k, len1, ref1, results1;\n ref1 = message.components;\n results1 = [];\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n c = ref1[k];\n results1.push(c.object = message);\n }\n return results1;\n })());\n } else {\n results.push(void 0);\n }\n }\n return results;\n }\n };\n\n\n /**\n * Restores message from loaded save game.\n *\n * @method restoreMessages\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreMessages = function() {\n var area, c, domain, i, message, messageArea, messageAreas, messageLayout, ref, results;\n if ((ref = this.object.sceneData) != null ? ref.messageAreas : void 0) {\n results = [];\n for (domain in this.object.sceneData.messageAreas) {\n this.object.messageAreaContainer.behavior.changeDomain(domain);\n messageAreas = this.object.sceneData.messageAreas;\n if (messageAreas[domain]) {\n results.push((function() {\n var j, k, len, len1, ref1, ref2, results1;\n ref1 = messageAreas[domain];\n results1 = [];\n for (i = j = 0, len = ref1.length; j < len; i = ++j) {\n area = ref1[i];\n if (area) {\n messageArea = new gs.Object_MessageArea();\n messageLayout = ui.UIManager.createControlFromDescriptor({\n type: \"ui.CustomGameMessage\",\n id: \"customGameMessage_\" + i,\n params: {\n id: \"customGameMessage_\" + i\n }\n }, messageArea);\n message = gs.ObjectManager.current.objectById(\"customGameMessage_\" + i + \"_message\");\n Object.mixin(message, area.message);\n ref2 = message.components;\n for (k = 0, len1 = ref2.length; k < len1; k++) {\n c = ref2[k];\n c.object = message;\n }\n messageLayout.dstRect.x = area.layout.dstRect.x;\n messageLayout.dstRect.y = area.layout.dstRect.y;\n messageLayout.dstRect.width = area.layout.dstRect.width;\n messageLayout.dstRect.height = area.layout.dstRect.height;\n messageLayout.needsUpdate = true;\n messageLayout.update();\n messageArea.message = message;\n messageArea.layout = messageLayout;\n messageArea.addObject(messageLayout);\n results1.push(this.object.messageAreaContainer.setObject(messageArea, i));\n } else {\n results1.push(void 0);\n }\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n }\n };\n\n\n /**\n * Restores audio-playback from loaded save game.\n *\n * @method restoreAudioPlayback\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreAudioPlayback = function() {\n var b, j, len, ref;\n if (this.object.sceneData.audio) {\n ref = this.object.sceneData.audio.audioBuffers;\n for (j = 0, len = ref.length; j < len; j++) {\n b = ref[j];\n AudioManager.audioBuffers.push(b);\n }\n AudioManager.audioBuffersByLayer = this.object.sceneData.audio.audioBuffersByLayer;\n AudioManager.audioLayers = this.object.sceneData.audio.audioLayers;\n return AudioManager.soundReferences = this.object.sceneData.audio.soundReferences;\n }\n };\n\n\n /**\n * Restores the scene objects from the current loaded save-game. If no save-game is\n * present in GameManager.loadedSaveGame, nothing will happen.\n *\n * @method restoreScene\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreScene = function() {\n var c, context, ref, saveGame;\n saveGame = GameManager.loadedSaveGame;\n if (saveGame) {\n context = new gs.ObjectCodecContext([Graphics.viewport, this.object, this], saveGame.encodedObjectStore, null);\n saveGame.data = gs.ObjectCodec.decode(saveGame.data, context);\n if ((function() {\n var j, len, ref, results;\n ref = saveGame.data.characterNames;\n results = [];\n for (j = 0, len = ref.length; j < len; j++) {\n c = ref[j];\n results.push(c);\n }\n return results;\n })()) {\n if ((ref = RecordManager.characters[c.index]) != null) {\n ref.name = c.name;\n }\n }\n GameManager.restore(saveGame);\n gs.ObjectCodec.onRestore(saveGame.data, context);\n this.resourceContext.fromDataBundle(saveGame.data.resourceContext, ResourceManager.resourcesByPath);\n this.object.sceneData = saveGame.data;\n return Graphics.frameCount = saveGame.data.frameCount;\n }\n };\n\n\n /**\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n */\n\n Component_GameSceneBehavior.prototype.prepareData = function() {\n GameManager.scene = this.object;\n gs.ObjectManager.current = this.objectManager;\n this.object.sceneData.uid = this.object.sceneDocument.uid;\n if (!ResourceLoader.loadEventCommandsData(this.object.sceneDocument.items.commands)) {\n ResourceLoader.loadEventCommandsGraphics(this.object.sceneDocument.items.commands);\n GameManager.backlog = this.object.sceneData.backlog || GameManager.sceneData.backlog || [];\n ResourceLoader.loadSystemSounds();\n ResourceLoader.loadSystemGraphics();\n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes);\n ResourceLoader.loadUiLayoutGraphics(ui.UiFactory.layouts.gameLayout);\n if (this.dataFields != null) {\n ResourceLoader.loadUiDataFieldsGraphics(this.dataFields);\n }\n $tempFields.choiceTimer = this.object.choiceTimer;\n return GameManager.variableStore.setup({\n id: this.object.sceneDocument.uid\n });\n }\n };\n\n\n /**\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n */\n\n Component_GameSceneBehavior.prototype.prepareVisual = function() {\n var ref;\n if (this.object.layout) {\n return;\n }\n if (GameManager.tempFields.isExitingGame) {\n GameManager.tempFields.isExitingGame = false;\n gs.GameNotifier.postResetSceneChange(this.object.sceneDocument.items.name);\n } else {\n gs.GameNotifier.postSceneChange(this.object.sceneDocument.items.name);\n }\n this.restoreScene();\n this.object.messageMode = (ref = this.object.sceneData.messageMode) != null ? ref : vn.MessageMode.ADV;\n this.setupMainViewport();\n this.setupViewports();\n this.setupCharacters();\n this.setupBackgrounds();\n this.setupPictures();\n this.setupTexts();\n this.setupVideos();\n this.setupHotspots();\n this.setupInterpreter();\n this.setupLayout();\n this.setupCommonEvents();\n this.restoreMessageBox();\n this.restoreInterpreter();\n this.restoreMessages();\n this.restoreAudioPlayback();\n this.show(true);\n this.object.sceneData = {};\n GameManager.sceneData = {};\n Graphics.update();\n return this.transition({\n duration: 0\n });\n };\n\n\n /**\n * Adds a new character to the scene.\n *\n * @method addCharacter\n * @param {vn.Object_Character} character - The character to add.\n * @param {boolean} noAnimation - Indicates if the character should be added immediately witout any appear-animation.\n * @param {Object} animationData - Contains the appear-animation data -> { animation, easing, duration }.\n */\n\n Component_GameSceneBehavior.prototype.addCharacter = function(character, noAnimation, animationData) {\n if (!noAnimation) {\n character.motionBlur.set(animationData.motionBlur);\n if (animationData.duration > 0) {\n if (!noAnimation) {\n character.animator.appear(character.dstRect.x, character.dstRect.y, animationData.animation, animationData.easing, animationData.duration);\n }\n }\n }\n character.viewport = this.viewport;\n character.visible = true;\n return this.object.characterContainer.addObject(character);\n };\n\n\n /**\n * Removes a character from the scene.\n *\n * @method removeCharacter\n * @param {vn.Object_Character} character - The character to remove.\n * @param {Object} animationData - Contains the disappear-animation data -> { animation, easing, duration }.\n */\n\n Component_GameSceneBehavior.prototype.removeCharacter = function(character, animationData) {\n return character != null ? character.animator.disappear(animationData.animation, animationData.easing, animationData.duration, function(sender) {\n return sender.dispose();\n }) : void 0;\n };\n\n\n /**\n * Resumes the current scene if it has been paused.\n *\n * @method resumeScene\n */\n\n Component_GameSceneBehavior.prototype.resumeScene = function() {\n var message;\n this.object.pictureContainer.active = true;\n this.object.characterContainer.active = true;\n this.object.backgroundContainer.active = true;\n this.object.textContainer.active = true;\n this.object.hotspotContainer.active = true;\n this.object.videoContainer.active = true;\n message = gs.ObjectManager.current.objectById(\"gameMessage_message\");\n return message.active = true;\n };\n\n\n /**\n * Pauses the current scene. A paused scene will not continue, messages, pictures, etc. will\n * stop until the scene resumes.\n *\n * @method pauseScene\n */\n\n Component_GameSceneBehavior.prototype.pauseScene = function() {\n var message;\n this.object.pictureContainer.active = false;\n this.object.characterContainer.active = false;\n this.object.backgroundContainer.active = false;\n this.object.textContainer.active = false;\n this.object.hotspotContainer.active = false;\n this.object.videoContainer.active = false;\n message = gs.ObjectManager.current.objectById(\"gameMessage_message\");\n return message.active = false;\n };\n\n\n /**\n * Changes the visibility of the entire game UI like the message boxes, etc. to allows\n * the player to see the entire scene. Useful for CGs, etc.\n *\n * @param {boolean} visible - If <b>true</b>, the game UI will be visible. Otherwise it will be hidden.\n * @method changeUIVisibility\n */\n\n Component_GameSceneBehavior.prototype.changeUIVisibility = function(visible) {\n this.uiVisible = visible;\n return this.object.layout.visible = visible;\n };\n\n\n /**\n * Shows input-text box to let the user enter a text.\n *\n * @param {number} letters - The max. number of letters the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-text box has been accepted by the user.\n * @method showInputText\n */\n\n Component_GameSceneBehavior.prototype.showInputText = function(letters, callback) {\n var ref;\n if ((ref = this.object.inputTextBox) != null) {\n ref.dispose();\n }\n this.object.inputTextBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputTextBox\"], this.object.layout);\n this.object.inputTextBox.ui.prepare();\n return this.object.inputTextBox.events.on(\"accept\", callback);\n };\n\n\n /**\n * Shows input-number box to let the user enter a number.\n *\n * @param {number} digits - The max. number of digits the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-number box has been accepted by the user.\n * @method showInputNumber\n */\n\n Component_GameSceneBehavior.prototype.showInputNumber = function(digits, callback) {\n var ref;\n if ((ref = this.object.inputNumberBox) != null) {\n ref.dispose();\n }\n this.object.inputNumberBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputNumberBox\"], this.object.layout);\n this.object.inputNumberBox.ui.prepare();\n return this.object.inputNumberBox.events.on(\"accept\", callback);\n };\n\n\n /**\n * Shows choices to let the user pick a choice.\n *\n * @param {Object[]} choices - An array of choices\n * @param {gs.Callback} callback - A callback function called if a choice has been picked by the user.\n * @method showChoices\n */\n\n Component_GameSceneBehavior.prototype.showChoices = function(choices, callback) {\n var ref, useFreeLayout;\n useFreeLayout = choices.where(function(x) {\n return x.dstRect != null;\n }).length > 0;\n GameManager.tempFields.choices = choices;\n if ((ref = this.object.choiceWindow) != null) {\n ref.dispose();\n }\n if (useFreeLayout) {\n this.object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.FreeChoiceBox\"], this.object.layout);\n } else {\n this.object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.ChoiceBox\"], this.object.layout);\n }\n this.object.choiceWindow.events.on(\"selectionAccept\", callback);\n return this.object.choiceWindow.ui.prepare();\n };\n\n\n /**\n * Changes the background of the scene.\n *\n * @method changeBackground\n * @param {Object} background - The background graphic object -> { name }\n * @param {boolean} noAnimation - Indicates if the background should be changed immediately witout any change-animation.\n * @param {Object} animation - The appear/disappear animation to use.\n * @param {Object} easing - The easing of the change animation.\n * @param {number} duration - The duration of the change in frames.\n * @param {number} ox - The x-origin of the background.\n * @param {number} oy - The y-origin of the background.\n * @param {number} layer - The background-layer to change.\n * @param {boolean} loopHorizontal - Indicates if the background should be looped horizontally.\n * @param {boolean} loopVertical - Indicates if the background should be looped vertically.\n */\n\n Component_GameSceneBehavior.prototype.changeBackground = function(background, noAnimation, animation, easing, duration, ox, oy, layer, loopHorizontal, loopVertical) {\n var object, otherObject, ref;\n if (background != null) {\n otherObject = this.object.backgrounds[layer];\n object = new vn.Object_Background();\n object.image = background.name;\n object.origin.x = ox;\n object.origin.y = oy;\n object.viewport = this.viewport;\n object.visual.looping.vertical = false;\n object.visual.looping.horizontal = false;\n object.update();\n this.object.backgroundContainer.setObject(object, layer);\n duration = duration != null ? duration : 30;\n if (otherObject != null) {\n otherObject.zIndex = layer;\n }\n if (duration === 0) {\n if (otherObject != null) {\n otherObject.dispose();\n }\n object.visual.looping.vertical = loopVertical;\n return object.visual.looping.horizontal = loopHorizontal;\n } else {\n if (noAnimation) {\n object.visual.looping.vertical = loopVertical;\n return object.visual.looping.horizontal = loopHorizontal;\n } else {\n object.animator.otherObject = otherObject;\n return object.animator.appear(0, 0, animation, easing, duration, (function(_this) {\n return function(sender) {\n var ref;\n sender.update();\n if ((ref = sender.animator.otherObject) != null) {\n ref.dispose();\n }\n sender.animator.otherObject = null;\n sender.visual.looping.vertical = loopVertical;\n return sender.visual.looping.horizontal = loopHorizontal;\n };\n })(this));\n }\n }\n } else {\n return (ref = this.object.backgrounds[layer]) != null ? ref.animator.hide(duration, easing, (function(_this) {\n return function() {\n _this.object.backgrounds[layer].dispose();\n return _this.object.backgrounds[layer] = null;\n };\n })(this)) : void 0;\n }\n };\n\n\n /**\n * Skips all viewport animations except the main viewport animation.\n *\n * @method skipViewports\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipViewports = function() {\n var component, j, k, len, len1, ref, viewport, viewports;\n viewports = this.object.viewportContainer.subObjects;\n for (j = 0, len = viewports.length; j < len; j++) {\n viewport = viewports[j];\n if (viewport) {\n ref = viewport.components;\n for (k = 0, len1 = ref.length; k < len1; k++) {\n component = ref[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all picture animations.\n *\n * @method skipPictures\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipPictures = function() {\n var component, j, k, len, len1, picture, ref, ref1;\n ref = this.object.pictures;\n for (j = 0, len = ref.length; j < len; j++) {\n picture = ref[j];\n if (picture) {\n ref1 = picture.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all text animations.\n *\n * @method skipTexts\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipTexts = function() {\n var component, j, k, len, len1, ref, ref1, text;\n ref = this.object.texts;\n for (j = 0, len = ref.length; j < len; j++) {\n text = ref[j];\n if (text) {\n ref1 = text.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all video animations but not the video-playback itself.\n *\n * @method skipVideos\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipVideos = function() {\n var component, j, k, len, len1, ref, ref1, video;\n ref = this.object.videos;\n for (j = 0, len = ref.length; j < len; j++) {\n video = ref[j];\n if (video) {\n ref1 = video.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all background animations.\n *\n * @method skipBackgrounds\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipBackgrounds = function() {\n var background, component, j, k, len, len1, ref, ref1;\n ref = this.object.backgrounds;\n for (j = 0, len = ref.length; j < len; j++) {\n background = ref[j];\n if (background) {\n ref1 = background.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all character animations\n *\n * @method skipCharacters\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipCharacters = function() {\n var character, component, j, k, len, len1, ref, ref1;\n ref = this.object.characters;\n for (j = 0, len = ref.length; j < len; j++) {\n character = ref[j];\n if (character) {\n ref1 = character.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips the main viewport animation.\n *\n * @method skipMainViewport\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipMainViewport = function() {\n var component, j, len, ref;\n ref = this.object.viewport.components;\n for (j = 0, len = ref.length; j < len; j++) {\n component = ref[j];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n return null;\n };\n\n\n /**\n * Skips all animations of all message boxes defined in MESSAGE_BOX_IDS ui constant.\n *\n * @method skipMessageBoxes\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipMessageBoxes = function() {\n var component, j, k, len, len1, messageBox, messageBoxId, ref, ref1;\n ref = gs.UIConstants.MESSAGE_BOX_IDS || [\"messageBox\", \"nvlMessageBox\"];\n for (j = 0, len = ref.length; j < len; j++) {\n messageBoxId = ref[j];\n messageBox = gs.ObjectManager.current.objectById(messageBoxId);\n if (messageBox.components) {\n ref1 = messageBox.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all animations of all message areas.\n *\n * @method skipMessageAreas\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipMessageAreas = function() {\n var component, j, k, l, len, len1, len2, len3, m, messageArea, msg, ref, ref1, ref2, ref3;\n ref = this.object.messageAreas;\n for (j = 0, len = ref.length; j < len; j++) {\n messageArea = ref[j];\n if (messageArea != null ? messageArea.message : void 0) {\n ref1 = messageArea.message.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n msg = gs.ObjectManager.current.objectById(\"gameMessage_message\");\n if (msg) {\n ref2 = msg.components;\n for (l = 0, len2 = ref2.length; l < len2; l++) {\n component = ref2[l];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n msg = gs.ObjectManager.current.objectById(\"nvlGameMessage_message\");\n if (msg) {\n ref3 = msg.components;\n for (m = 0, len3 = ref3.length; m < len3; m++) {\n component = ref3[m];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips the scene interpreter timer.\n *\n * @method skipInterpreter\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipInterpreter = function() {\n if (this.object.interpreter.waitCounter > GameManager.tempSettings.skipTime) {\n this.object.interpreter.waitCounter = GameManager.tempSettings.skipTime;\n if (this.object.interpreter.waitCounter === 0) {\n return this.object.interpreter.isWaiting = false;\n }\n }\n };\n\n\n /**\n * Skips the interpreter timer of all common events.\n *\n * @method skipCommonEvents\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipCommonEvents = function() {\n var event, events, j, len, results;\n events = this.object.commonEventContainer.subObjects;\n results = [];\n for (j = 0, len = events.length; j < len; j++) {\n event = events[j];\n if ((event != null ? event.interpreter : void 0) && event.interpreter.waitCounter > GameManager.tempSettings.skipTime) {\n event.interpreter.waitCounter = GameManager.tempSettings.skipTime;\n if (event.interpreter.waitCounter === 0) {\n results.push(event.interpreter.isWaiting = false);\n } else {\n results.push(void 0);\n }\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Skips the scene's content.\n *\n * @method skipContent\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipContent = function() {\n this.skipPictures();\n this.skipTexts();\n this.skipVideos();\n this.skipBackgrounds();\n this.skipCharacters();\n this.skipMainViewport();\n this.skipViewports();\n this.skipMessageBoxes();\n this.skipMessageAreas();\n this.skipInterpreter();\n return this.skipCommonEvents();\n };\n\n\n /**\n * Checks for the shortcut to hide/show the game UI. By default, this is the space-key. You\n * can override this method to change the shortcut.\n *\n * @method updateUIVisibilityShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateUIVisibilityShortcut = function() {\n if (!this.uiVisible && (Input.trigger(Input.C) || Input.Mouse.buttonDown)) {\n this.changeUIVisibility(!this.uiVisible);\n }\n if (Input.trigger(Input.KEY_SPACE)) {\n return this.changeUIVisibility(!this.uiVisible);\n }\n };\n\n\n /**\n * Checks for the shortcut to exit the game. By default, this is the escape-key. You\n * can override this method to change the shortcut.\n *\n * @method updateQuitShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateQuitShortcut = function() {\n if (Input.trigger(Input.KEY_ESCAPE)) {\n return gs.Application.exit();\n }\n };\n\n\n /**\n * Checks for the shortcut to open the settings menu. By default, this is the s-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSettingsShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateSettingsShortcut = function() {\n if (GameManager.tempSettings.menuAccess && Input.trigger(Input.X)) {\n return SceneManager.switchTo(new gs.Object_Layout(\"settingsMenuLayout\"), true);\n }\n };\n\n\n /**\n * Checks for the shortcut to open the settings menu. By default, this is the control-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSkipShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateSkipShortcut = function() {\n if (this.object.settings.allowSkip) {\n if (Input.keys[Input.KEY_CONTROL] === 1) {\n return GameManager.tempSettings.skip = true;\n } else if (Input.keys[Input.KEY_CONTROL] === 2) {\n return GameManager.tempSettings.skip = false;\n }\n }\n };\n\n\n /**\n * Checks for default keyboard shortcuts e.g space-key to hide the UI, etc.\n *\n * @method updateShortcuts\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateShortcuts = function() {\n this.updateSettingsShortcut();\n this.updateQuitShortcut();\n this.updateUIVisibilityShortcut();\n return this.updateSkipShortcut();\n };\n\n\n /**\n * Updates the full screen video played via Play Movie command.\n *\n * @method updateVideo\n */\n\n Component_GameSceneBehavior.prototype.updateVideo = function() {\n if (this.object.video != null) {\n this.object.video.update();\n if (this.object.settings.allowVideoSkip && (Input.trigger(Input.C) || Input.Mouse.buttons[Input.Mouse.LEFT] === 2)) {\n this.object.video.stop();\n }\n return Input.clear();\n }\n };\n\n\n /**\n * Updates skipping if enabled.\n *\n * @method updateSkipping\n */\n\n Component_GameSceneBehavior.prototype.updateSkipping = function() {\n if (!this.object.settings.allowSkip) {\n this.object.tempSettings.skip = false;\n }\n if (GameManager.tempSettings.skip) {\n return this.skipContent();\n }\n };\n\n\n /**\n * Updates the scene's content.\n *\n * @method updateContent\n */\n\n Component_GameSceneBehavior.prototype.updateContent = function() {\n GameManager.scene = this.object;\n Graphics.viewport.update();\n this.object.viewport.update();\n this.updateSkipping();\n this.updateVideo();\n this.updateShortcuts();\n return Component_GameSceneBehavior.__super__.updateContent.call(this);\n };\n\n return Component_GameSceneBehavior;\n\n})(gs.Component_LayoutSceneBehavior);\n\nvn.Component_GameSceneBehavior = Component_GameSceneBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_GameSceneBehavior\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_GameSceneBehavior extends gs.Component_LayoutSceneBehavior\n #   @objectCodecBlackList = [\"objectManager\"]\n    ###*\n    * Defines the behavior of visual novel game scene.\n    *\n    * @module vn\n    * @class Component_GameSceneBehavior\n    * @extends gs.Component_LayoutSceneBehavior\n    * @memberof vn\n    ###\n    constructor: ->\n        super()\n        \n        @onAutoCommonEventStart = =>\n            @object.removeComponent(@object.interpreter)\n            @object.interpreter.stop()\n        @onAutoCommonEventFinish = =>\n            if !@object.components.contains(@object.interpreter)\n                @object.addComponent(@object.interpreter)\n            @object.interpreter.resume()\n            \n        @resourceContext = null\n        @objectDomain = \"\"\n        \n    ###*\n    * Initializes the scene. \n    *\n    * @method initialize\n    ### \n    initialize: ->\n        if SceneManager.previousScenes.length == 0\n            gs.GlobalEventManager.clear()\n            \n        @resourceContext = ResourceManager.createContext()\n        ResourceManager.context = @resourceContext\n        \n        Graphics.freeze()\n        saveGame = GameManager.loadedSaveGame\n        sceneUid = null\n        \n        if saveGame\n            sceneUid = saveGame.sceneUid\n            @object.sceneData = saveGame.data\n        else\n            sceneUid = $PARAMS.preview?.scene.uid || @object.sceneData.uid || RecordManager.system.startInfo.scene.uid\n        \n        @object.sceneDocument = DataManager.getDocument(sceneUid)\n        \n        if @object.sceneDocument and @object.sceneDocument.items.type == \"vn.scene\"\n            @object.chapter = DataManager.getDocument(@object.sceneDocument.items.chapterUid)\n            @object.currentCharacter = { \"name\": \"\" } #RecordManager.characters[0]\n    \n            if not GameManager.initialized\n                GameManager.initialize()\n    \n            LanguageManager.loadBundles()\n        else\n            sprite = new gs.Sprite()\n            sprite.bitmap = new gs.Bitmap(Graphics.width, 50)\n            sprite.bitmap.drawText(0, 0, Graphics.width, 50, \"No Start Scene selected\", 1, 0)\n            sprite.srcRect = new gs.Rect(0, 0, Graphics.width, 50)\n            sprite.y = (Graphics.height - 50) / 2\n            sprite.z = 10000\n   \n        @setupScreen() \n        \n    ###*\n    * Disposes the scene. \n    *\n    * @method dispose\n    ###\n    dispose: ->\n        ResourceManager.context = @resourceContext\n        @object.removeObject(@object.commonEventContainer)\n        @show(no)\n\n        for event in GameManager.commonEvents\n            if event\n                event.events.offByOwner(\"start\", @object)\n                event.events.offByOwner(\"finish\", @object)\n            \n        if @object.video\n            @object.video.dispose()\n            @object.video.onEnded()\n        \n        super()\n    \n    changePictureDomain: (domain) ->\n        @object.pictureContainer.behavior.changeDomain(domain)\n        @object.pictures = @object.pictureContainer.subObjects\n    changeTextDomain: (domain) ->\n        @object.textContainer.behavior.changeDomain(domain)\n        @object.texts = @object.textContainer.subObjects\n    changeVideoDomain: (domain) ->\n        @object.videoContainer.behavior.changeDomain(domain)\n        @object.videos = @object.videoContainer.subObjects\n    changeHotspotDomain: (domain) ->\n        @object.hotspotContainer.behavior.changeDomain(domain)\n        @object.hotspots = @object.hotspotContainer.subObjects\n    changeMessageAreaDomain: (domain) ->\n        @object.messageAreaContainer.behavior.changeDomain(domain)\n        @object.messageAreas = @object.messageAreaContainer.subObjects\n            \n    ###*\n    * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n    * but all objects and data is still there and be shown again anytime.\n    *\n    * @method show\n    * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n    ###          \n    show: (visible) ->\n        @object.visible = visible\n        \n        @object.layout?.update()\n        \n        @object.pictureContainer.behavior.setVisible(visible)\n        @object.hotspotContainer.behavior.setVisible(visible)\n        @object.textContainer.behavior.setVisible(visible)\n        @object.videoContainer.behavior.setVisible(visible)\n        @object.messageAreaContainer.behavior.setVisible(visible)\n        @object.viewportContainer.behavior.setVisible(visible)\n        @object.characterContainer.behavior.setVisible(visible)\n        @object.backgroundContainer.behavior.setVisible(visible)\n\n        @viewport?.visible = visible\n        @object.choiceWindow?.visible = visible\n        @object.inputNumberBox?.visible = visible\n        @object.inputTextBox?.visible = visible\n        @object.inputTextBox?.update()\n        @object.inputNumberBox?.update()\n        @object.choiceWindow?.update()\n        \n        #if visible and @object.commonEventContainer.subObjects.length == 0\n        @setupCommonEvents()\n    \n     \n    ###*\n    * Sets up common event handling.\n    *\n    * @method setupCommonEvents\n    ###   \n    setupCommonEvents: ->\n        commonEvents = @object.sceneData?.commonEvents\n        \n        if commonEvents\n            for event, i in commonEvents\n                if event and @object.commonEventContainer.subObjects.indexOf(event) == -1\n                    @object.commonEventContainer.setObject(event, i)\n                    event.behavior.setupEventHandlers()\n                \n                    if event.interpreter?.isRunning\n                        event.events.emit(\"start\", event)\n        else\n            for event, i in GameManager.commonEvents\n                if event and (event.record.startCondition == 1 or event.record.parallel) and @object.commonEventContainer.subObjects.indexOf(event) == -1\n                    @object.commonEventContainer.setObject(event, i)\n                    \n                    event.events.offByOwner(\"start\", @object)\n                    event.events.offByOwner(\"finish\", @object)\n                    \n                    if not event.record.parallel\n                        event.events.on \"start\", gs.CallBack(\"onAutoCommonEventStart\", this), null, @object\n                        event.events.on \"finish\", gs.CallBack(\"onAutoCommonEventFinish\", this), null, @object\n\n                    if event.interpreter?.isRunning\n                        event.events.emit(\"start\", event)\n         \n        return null\n        \n    ###*\n    * Sets up main interpreter.\n    *\n    * @method setupInterpreter\n    * @protected\n    ###      \n    setupInterpreter: ->\n        @object.commands = @object.sceneDocument.items.commands\n        \n        if @object.sceneData.interpreter\n            @object.removeComponent(@object.interpreter)\n            @object.interpreter = @object.sceneData.interpreter\n            @object.addComponent(@object.interpreter)\n            #Object.mixin(@object.interpreter, @object.sceneData.interpreter, gs.Component_CommandInterpreter.objectCodecBlackList)\n            @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n            @object.interpreter.object = @object\n        else\n            @object.interpreter.setup()\n            @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n            @object.interpreter.start()\n            \n     \n    ###*\n    * Sets up characters and restores them from loaded save game if necessary.\n    *\n    * @method setupCharacters\n    * @protected\n    ###       \n    setupCharacters: ->\n        if @object.sceneData.characters?\n            for c, i in @object.sceneData.characters\n                @object.characterContainer.setObject(c, i)\n        \n        @object.currentCharacter = @object.sceneData.currentCharacter || { name: \"\" }#RecordManager.characters[0]\n       \n    \n    ###*\n    * Sets up viewports and restores them from loaded save game if necessary.\n    *\n    * @method setupViewports\n    * @protected\n    ###    \n    setupViewports: ->\n        viewports = @object.sceneData?.viewports ? []\n        for viewport, i in viewports\n            if viewport\n                @object.viewportContainer.setObject(viewport, i)\n    ###*\n    * Sets up backgrounds and restores them from loaded save game if necessary.\n    *\n    * @method setupBackgrounds\n    * @protected\n    ###   \n    setupBackgrounds: ->\n        backgrounds = @object.sceneData?.backgrounds ? []\n        for b, i in backgrounds\n            @object.backgroundContainer.setObject(b, i)\n            \n    ###*\n    * Sets up pictures and restores them from loaded save game if necessary.\n    *\n    * @method setupPictures\n    * @protected\n    ###   \n    setupPictures: ->\n        pictures = @object.sceneData?.pictures ? {}\n        for domain of pictures\n            @object.pictureContainer.behavior.changeDomain(domain)\n            if pictures[domain] then for picture, i in pictures[domain]\n                @object.pictureContainer.setObject(picture, i)\n                if picture?.image\n                    path = \"Graphics/Pictures/#{picture.image}\"\n                    @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n        \n    ###*\n    * Sets up texts and restores them from loaded save game if necessary.\n    *\n    * @method setupTexts\n    * @protected\n    ###   \n    setupTexts: ->\n        texts = @object.sceneData?.texts ? {}\n        for domain of texts\n            @object.textContainer.behavior.changeDomain(domain)\n            if texts[domain] then for text, i in texts[domain]\n                @object.textContainer.setObject(text, i)\n            \n    ###*\n    * Sets up videos and restores them from loaded save game if necessary.\n    *\n    * @method setupVideos\n    * @protected\n    ### \n    setupVideos: ->\n        videos = @object.sceneData?.videos ? {}\n        for domain of videos\n            @object.videoContainer.behavior.changeDomain(domain)\n            if videos[domain] then for video, i in videos[domain]\n                if video\n                    path = \"Movies/#{video.video}\"\n                    @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n                    video.visible = yes\n                    video.update()\n                    \n                @object.videoContainer.setObject(video, i)\n     \n    ###*\n    * Sets up hotspots and restores them from loaded save game if necessary.\n    *\n    * @method setupHotspots\n    * @protected\n    ###        \n    setupHotspots: ->\n        hotspots = @object.sceneData?.hotspots ? {}\n        for domain of hotspots\n            @object.hotspotContainer.behavior.changeDomain(domain)\n            if hotspots[domain] then for hotspot, i in hotspots[domain]\n                @object.hotspotContainer.setObject(hotspot, i)\n     \n    ###*\n    * Sets up layout.\n    *\n    * @method setupLayout\n    * @protected\n    ###       \n    setupLayout: ->\n        @dataFields = ui.UIManager.dataSources[ui.UiFactory.layouts.gameLayout.dataSource || \"default\"]()\n        @dataFields.scene = @object\n        window.$dataFields = @dataFields\n        advVisible = @object.messageMode == vn.MessageMode.ADV\n        \n        @object.layout = ui.UiFactory.createFromDescriptor(ui.UiFactory.layouts.gameLayout, @object)\n        @object.layout.visible = advVisible\n        $gameMessage_message.visible = advVisible\n        @object.layout.ui.prepare()\n        \n        if $tempFields.choices?.length > 0\n            @showChoices(GameManager.tempFields.choices, gs.CallBack(\"onChoiceAccept\", @object.interpreter, { pointer: @object.interpreter.pointer, params: @params }))\n    \n        if @object.interpreter.waitingFor.inputNumber\n            @showInputNumber(GameManager.tempFields.digits, gs.CallBack(\"onInputNumberFinish\", @object.interpreter, @object.interpreter))\n            \n        if @object.interpreter.waitingFor.inputText\n            @showInputText(GameManager.tempFields.letters, gs.CallBack(\"onInputTextFinish\", @object.interpreter, @object.interpreter))\n     \n    ###*\n    * Sets up the main viewport / screen viewport.\n    *\n    * @method setupMainViewport\n    * @protected\n    ### \n    setupMainViewport: ->\n        if !@object.sceneData.viewport\n            GameManager.sceneViewport.removeComponent(GameManager.sceneViewport.visual)\n            GameManager.sceneViewport.dispose()\n            GameManager.sceneViewport = new gs.Object_Viewport(GameManager.sceneViewport.visual.viewport)\n            @viewport = GameManager.sceneViewport.visual.viewport\n            @object.viewport = GameManager.sceneViewport\n        else\n            GameManager.sceneViewport.dispose()\n            GameManager.sceneViewport = @object.sceneData.viewport\n            @object.viewport = @object.sceneData.viewport\n            @viewport = @object.viewport.visual.viewport\n            @viewport.viewport = Graphics.viewport\n            @object.addObject(@object.viewport)\n            \n    ###*\n    * Sets up screen.\n    *\n    * @method setupScreen\n    * @protected\n    ### \n    setupScreen: ->\n        if @object.sceneData.screen\n            @object.viewport.restore(@object.sceneData.screen)\n            \n    ###*\n    * Restores main interpreter from loaded save game.\n    *\n    * @method restoreInterpreter\n    * @protected\n    ###      \n    restoreInterpreter: ->\n        if @object.sceneData.interpreter\n            @object.interpreter.restore()\n    \n    ###*\n    * Restores message box from loaded save game.\n    *\n    * @method restoreMessageBox\n    * @protected\n    ###  \n    restoreMessageBox: ->\n        messageBoxes = @object.sceneData?.messageBoxes\n        if messageBoxes\n            for messageBox in messageBoxes\n                messageObject = gs.ObjectManager.current.objectById(messageBox.id)\n                messageObject.visible = messageBox.visible\n                if messageBox.message\n                    message = gs.ObjectManager.current.objectById(messageBox.message.id)\n                    message.textRenderer.dispose()\n                    \n                    Object.mixin(message, messageBox.message, ui.Object_Message.objectCodecBlackList.concat([\"origin\"]))\n                        \n                    for c in message.components\n                        c.object = message\n               \n            \n    ###*\n    * Restores message from loaded save game.\n    *\n    * @method restoreMessages\n    * @protected\n    ###              \n    restoreMessages: ->\n        #messageObject = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n        \n     #   if @object.sceneData?.message\n     #       messageObject.restore(@object.sceneData.message)\n            \n     #   if @object.sceneData?.messages\n     #       messageObject.message.restoreMessages(@object.sceneData.messages)\n     #       messageObject.textRenderer.restore(@object.sceneData.messageTextRenderer)\n            \n        if @object.sceneData?.messageAreas\n            for domain of @object.sceneData.messageAreas\n                @object.messageAreaContainer.behavior.changeDomain(domain)\n                messageAreas = @object.sceneData.messageAreas\n                if messageAreas[domain] then for area, i in messageAreas[domain]\n                    if area\n                        messageArea = new gs.Object_MessageArea()\n                        messageLayout = ui.UIManager.createControlFromDescriptor(type: \"ui.CustomGameMessage\", id: \"customGameMessage_\"+i, params: { id: \"customGameMessage_\"+i }, messageArea)\n                        message = gs.ObjectManager.current.objectById(\"customGameMessage_\"+i+\"_message\")\n                        Object.mixin(message, area.message)\n                        for c in message.components\n                            c.object = message\n                        #message.restore(f.message)\n                        \n                        messageLayout.dstRect.x = area.layout.dstRect.x\n                        messageLayout.dstRect.y = area.layout.dstRect.y\n                        messageLayout.dstRect.width = area.layout.dstRect.width\n                        messageLayout.dstRect.height = area.layout.dstRect.height\n                        messageLayout.needsUpdate = yes\n                        messageLayout.update()\n                        #message.message.restoreMessages(f.messages)\n                        #message.textRenderer.restore(f.textRenderer)\n                        #message.visible = yes\n                        messageArea.message = message\n                        messageArea.layout = messageLayout\n                        messageArea.addObject(messageLayout)\n                        @object.messageAreaContainer.setObject(messageArea, i)\n                    \n                    \n          \n    \n    \n    ###*\n    * Restores audio-playback from loaded save game.\n    *\n    * @method restoreAudioPlayback\n    * @protected\n    ###         \n    restoreAudioPlayback: ->\n        if @object.sceneData.audio\n            AudioManager.audioBuffers.push(b) for b in @object.sceneData.audio.audioBuffers\n            AudioManager.audioBuffersByLayer = @object.sceneData.audio.audioBuffersByLayer\n            AudioManager.audioLayers = @object.sceneData.audio.audioLayers\n            AudioManager.soundReferences = @object.sceneData.audio.soundReferences\n            \n     \n    ###*\n    * Restores the scene objects from the current loaded save-game. If no save-game is\n    * present in GameManager.loadedSaveGame, nothing will happen.\n    *\n    * @method restoreScene\n    * @protected\n    ###\n    restoreScene: ->\n        saveGame = GameManager.loadedSaveGame\n        if saveGame\n            context = new gs.ObjectCodecContext([Graphics.viewport, @object, this], saveGame.encodedObjectStore, null)\n            saveGame.data = gs.ObjectCodec.decode(saveGame.data, context)\n            RecordManager.characters[c.index]?.name = c.name if c for c in saveGame.data.characterNames\n            GameManager.restore(saveGame)\n            gs.ObjectCodec.onRestore(saveGame.data, context)\n            @resourceContext.fromDataBundle(saveGame.data.resourceContext, ResourceManager.resourcesByPath)\n\n            @object.sceneData = saveGame.data\n            Graphics.frameCount = saveGame.data.frameCount\n        \n    ###*\n    * Prepares all data for the scene and loads the necessary graphic and audio resources.\n    *\n    * @method prepareData\n    * @abstract\n    ###\n    prepareData: ->\n        #RecordManager.translate()\n        \n        GameManager.scene = @object\n\n        gs.ObjectManager.current = @objectManager\n        \n        @object.sceneData.uid = @object.sceneDocument.uid\n        \n        if !ResourceLoader.loadEventCommandsData(@object.sceneDocument.items.commands)\n            ResourceLoader.loadEventCommandsGraphics(@object.sceneDocument.items.commands)\n            GameManager.backlog = @object.sceneData.backlog || GameManager.sceneData.backlog || []\n            \n            ResourceLoader.loadSystemSounds()\n            ResourceLoader.loadSystemGraphics()\n            ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n            ResourceLoader.loadUiLayoutGraphics(ui.UiFactory.layouts.gameLayout)\n            \n            if @dataFields?\n                ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n                \n            $tempFields.choiceTimer = @object.choiceTimer\n            \n            GameManager.variableStore.setup({ id: @object.sceneDocument.uid})\n            \n    ###*\n    * Prepares all visual game object for the scene.\n    *\n    * @method prepareVisual\n    ### \n    prepareVisual: ->\n        if @object.layout then return\n        \n        if GameManager.tempFields.isExitingGame\n            GameManager.tempFields.isExitingGame = no\n            gs.GameNotifier.postResetSceneChange(@object.sceneDocument.items.name)\n        else\n            gs.GameNotifier.postSceneChange(@object.sceneDocument.items.name)\n        \n        @restoreScene()\n        @object.messageMode = @object.sceneData.messageMode ? vn.MessageMode.ADV\n        @setupMainViewport()\n        @setupViewports()\n        @setupCharacters()\n        @setupBackgrounds()\n        @setupPictures()\n        @setupTexts()\n        @setupVideos()\n        @setupHotspots()\n        @setupInterpreter()\n        @setupLayout()\n        @setupCommonEvents()\n        \n        @restoreMessageBox()\n        @restoreInterpreter()\n        @restoreMessages()\n        @restoreAudioPlayback()\n        \n        @show(true)\n        \n        @object.sceneData = {}\n        GameManager.sceneData = {}\n        \n        Graphics.update()\n        @transition({ duration: 0 })\n        \n        \n    ###*\n    * Adds a new character to the scene.\n    *\n    * @method addCharacter\n    * @param {vn.Object_Character} character - The character to add.\n    * @param {boolean} noAnimation - Indicates if the character should be added immediately witout any appear-animation.\n    * @param {Object} animationData - Contains the appear-animation data -> { animation, easing, duration }.\n    ### \n    addCharacter: (character, noAnimation, animationData) ->\n        unless noAnimation\n            character.motionBlur.set(animationData.motionBlur)\n            \n            if animationData.duration > 0\n                character.animator.appear(character.dstRect.x, character.dstRect.y, animationData.animation, animationData.easing, animationData.duration) unless noAnimation\n        \n        character.viewport = @viewport\n        character.visible = yes \n    \n        @object.characterContainer.addObject(character)\n        \n    ###*\n    * Removes a character from the scene.\n    *\n    * @method removeCharacter\n    * @param {vn.Object_Character} character - The character to remove.\n    * @param {Object} animationData - Contains the disappear-animation data -> { animation, easing, duration }.\n    ###\n    removeCharacter: (character, animationData) ->\n        character?.animator.disappear(animationData.animation, animationData.easing, animationData.duration, (sender) -> sender.dispose())\n    \n    ###*\n    * Resumes the current scene if it has been paused.\n    *\n    * @method resumeScene\n    ###\n    resumeScene: ->\n        @object.pictureContainer.active = yes\n        @object.characterContainer.active = yes\n        @object.backgroundContainer.active = yes\n        @object.textContainer.active = yes\n        @object.hotspotContainer.active = yes\n        @object.videoContainer.active = yes\n        \n        message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n        message.active = yes\n \n    ###*\n    * Pauses the current scene. A paused scene will not continue, messages, pictures, etc. will\n    * stop until the scene resumes.\n    *\n    * @method pauseScene\n    ###\n    pauseScene: ->\n        @object.pictureContainer.active = no\n        @object.characterContainer.active = no\n        @object.backgroundContainer.active = no\n        @object.textContainer.active = no\n        @object.hotspotContainer.active = no\n        @object.videoContainer.active = no\n        \n        message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n        message.active = no\n     \n    ###*\n    * Changes the visibility of the entire game UI like the message boxes, etc. to allows\n    * the player to see the entire scene. Useful for CGs, etc.\n    *\n    * @param {boolean} visible - If <b>true</b>, the game UI will be visible. Otherwise it will be hidden.\n    * @method changeUIVisibility\n    ###   \n    changeUIVisibility: (visible) ->\n        @uiVisible = visible\n        @object.layout.visible = visible\n        \n    ###*\n    * Shows input-text box to let the user enter a text.\n    *\n    * @param {number} letters - The max. number of letters the user can enter.\n    * @param {gs.Callback} callback - A callback function called if the input-text box has been accepted by the user.\n    * @method showInputText\n    ###\n    showInputText: (letters, callback) ->\n        @object.inputTextBox?.dispose()\n        @object.inputTextBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputTextBox\"], @object.layout)\n        @object.inputTextBox.ui.prepare()\n        @object.inputTextBox.events.on(\"accept\", callback)\n       \n    ###*\n    * Shows input-number box to let the user enter a number.\n    *\n    * @param {number} digits - The max. number of digits the user can enter.\n    * @param {gs.Callback} callback - A callback function called if the input-number box has been accepted by the user.\n    * @method showInputNumber\n    ### \n    showInputNumber: (digits, callback) ->\n        @object.inputNumberBox?.dispose()\n        @object.inputNumberBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputNumberBox\"], @object.layout)\n        @object.inputNumberBox.ui.prepare()\n        @object.inputNumberBox.events.on(\"accept\", callback)    \n    \n    ###*\n    * Shows choices to let the user pick a choice.\n    *\n    * @param {Object[]} choices - An array of choices\n    * @param {gs.Callback} callback - A callback function called if a choice has been picked by the user.\n    * @method showChoices\n    ###     \n    showChoices: (choices, callback) ->\n        useFreeLayout = choices.where((x) -> x.dstRect?).length > 0\n                \n        GameManager.tempFields.choices = choices \n        @object.choiceWindow?.dispose()\n        \n        if useFreeLayout\n            @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.FreeChoiceBox\"], @object.layout)\n        else\n            @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.ChoiceBox\"], @object.layout)\n        \n        @object.choiceWindow.events.on(\"selectionAccept\", callback)\n        @object.choiceWindow.ui.prepare()\n        \n    ###*\n    * Changes the background of the scene.\n    *\n    * @method changeBackground\n    * @param {Object} background - The background graphic object -> { name }\n    * @param {boolean} noAnimation - Indicates if the background should be changed immediately witout any change-animation.\n    * @param {Object} animation - The appear/disappear animation to use.\n    * @param {Object} easing - The easing of the change animation.\n    * @param {number} duration - The duration of the change in frames.\n    * @param {number} ox - The x-origin of the background.\n    * @param {number} oy - The y-origin of the background.\n    * @param {number} layer - The background-layer to change.\n    * @param {boolean} loopHorizontal - Indicates if the background should be looped horizontally.\n    * @param {boolean} loopVertical - Indicates if the background should be looped vertically.\n    ###   \n    changeBackground: (background, noAnimation, animation, easing, duration, ox, oy, layer, loopHorizontal, loopVertical) ->\n        if background?\n            otherObject = @object.backgrounds[layer]\n            object = new vn.Object_Background()\n            object.image = background.name\n            object.origin.x = ox\n            object.origin.y = oy\n            object.viewport = @viewport\n            object.visual.looping.vertical = no\n            object.visual.looping.horizontal = no\n            object.update()\n            \n            @object.backgroundContainer.setObject(object, layer)\n                \n            duration = duration ? 30\n            \n            otherObject?.zIndex = layer\n            \n            if duration == 0\n                otherObject?.dispose()\n                object.visual.looping.vertical = loopVertical\n                object.visual.looping.horizontal = loopHorizontal\n            else\n                if noAnimation\n                    object.visual.looping.vertical = loopVertical\n                    object.visual.looping.horizontal = loopHorizontal\n                else\n                    object.animator.otherObject = otherObject\n                    object.animator.appear(0, 0, animation, easing, duration, (sender) => \n                        sender.update()\n                        sender.animator.otherObject?.dispose()\n                        sender.animator.otherObject = null\n                        sender.visual.looping.vertical = loopVertical\n                        sender.visual.looping.horizontal = loopHorizontal\n                    )\n        else\n            @object.backgrounds[layer]?.animator.hide duration, easing,  =>\n               @object.backgrounds[layer].dispose()\n               @object.backgrounds[layer] = null\n    \n    \n    ###*\n    * Skips all viewport animations except the main viewport animation.\n    *\n    * @method skipViewports\n    * @protected\n    ### \n    skipViewports: ->\n        viewports = @object.viewportContainer.subObjects\n        for viewport in viewports\n            if viewport\n                for component in viewport.components\n                    component.skip?()\n        return null\n       \n    ###*\n    * Skips all picture animations.\n    *\n    * @method skipPictures\n    * @protected\n    ###  \n    skipPictures: ->\n        for picture in @object.pictures\n            if picture\n                for component in picture.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all text animations.\n    *\n    * @method skipTexts\n    * @protected\n    ### \n    skipTexts: ->\n       for text in @object.texts\n            if text\n                for component in text.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all video animations but not the video-playback itself.\n    *\n    * @method skipVideos\n    * @protected\n    ### \n    skipVideos: ->\n        for video in @object.videos\n            if video\n                for component in video.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all background animations.\n    *\n    * @method skipBackgrounds\n    * @protected\n    ### \n    skipBackgrounds: ->\n        for background in @object.backgrounds\n            if background\n                for component in background.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all character animations\n    *\n    * @method skipCharacters\n    * @protected\n    ### \n    skipCharacters: ->\n        for character in @object.characters\n            if character\n                for component in character.components\n                    component.skip?()\n        return null\n     \n    ###*\n    * Skips the main viewport animation.\n    *\n    * @method skipMainViewport\n    * @protected\n    ###    \n    skipMainViewport: ->\n        for component in @object.viewport.components\n            component.skip?()\n        return null\n        \n    ###*\n    * Skips all animations of all message boxes defined in MESSAGE_BOX_IDS ui constant.\n    *\n    * @method skipMessageBoxes\n    * @protected\n    ### \n    skipMessageBoxes: ->\n        for messageBoxId in gs.UIConstants.MESSAGE_BOX_IDS || [\"messageBox\", \"nvlMessageBox\"]\n            messageBox = gs.ObjectManager.current.objectById(messageBoxId)\n            if messageBox.components\n                for component in messageBox.components\n                    component.skip?() \n        return null\n     \n    ###*\n    * Skips all animations of all message areas.\n    *\n    * @method skipMessageAreas\n    * @protected\n    ###    \n    skipMessageAreas: ->\n        for messageArea in @object.messageAreas\n            if messageArea?.message\n                for component in messageArea.message.components\n                    component.skip?()\n               \n        msg = gs.ObjectManager.current.objectById(\"gameMessage_message\")     \n        if msg\n            for component in msg.components\n                component.skip?()\n        msg = gs.ObjectManager.current.objectById(\"nvlGameMessage_message\")     \n        if msg\n            for component in msg.components\n                component.skip?()\n                    \n        return null\n        \n    ###*\n    * Skips the scene interpreter timer.\n    *\n    * @method skipInterpreter\n    * @protected\n    ### \n    skipInterpreter: ->\n        if @object.interpreter.waitCounter > GameManager.tempSettings.skipTime\n            @object.interpreter.waitCounter = GameManager.tempSettings.skipTime\n            if @object.interpreter.waitCounter == 0\n                @object.interpreter.isWaiting = no\n    \n    ###*\n    * Skips the interpreter timer of all common events.\n    *\n    * @method skipCommonEvents\n    * @protected\n    ###  \n    skipCommonEvents: ->\n        events = @object.commonEventContainer.subObjects\n        for event in events\n            if event?.interpreter and event.interpreter.waitCounter > GameManager.tempSettings.skipTime\n                event.interpreter.waitCounter = GameManager.tempSettings.skipTime\n                if event.interpreter.waitCounter == 0\n                    event.interpreter.isWaiting = no\n                    \n    ###*\n    * Skips the scene's content.\n    *\n    * @method skipContent\n    * @protected\n    ###    \n    skipContent: ->\n        @skipPictures()\n        @skipTexts()\n        @skipVideos()\n        @skipBackgrounds()\n        @skipCharacters()\n        @skipMainViewport()\n        @skipViewports()\n        @skipMessageBoxes()\n        @skipMessageAreas()\n        @skipInterpreter()\n        @skipCommonEvents()\n    \n    \n    ###*\n    * Checks for the shortcut to hide/show the game UI. By default, this is the space-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateUIVisibilityShortcut\n    * @protected\n    ### \n    updateUIVisibilityShortcut: ->\n        if !@uiVisible and (Input.trigger(Input.C) or Input.Mouse.buttonDown)\n            @changeUIVisibility(!@uiVisible)\n        if Input.trigger(Input.KEY_SPACE)\n            @changeUIVisibility(!@uiVisible)\n    \n    ###*\n    * Checks for the shortcut to exit the game. By default, this is the escape-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateQuitShortcut\n    * @protected\n    ###         \n    updateQuitShortcut: ->\n        if Input.trigger(Input.KEY_ESCAPE)\n            gs.Application.exit()\n    \n    \n    ###*\n    * Checks for the shortcut to open the settings menu. By default, this is the s-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateSettingsShortcut\n    * @protected\n    ###           \n    updateSettingsShortcut: ->\n        if GameManager.tempSettings.menuAccess and Input.trigger(Input.X)\n            SceneManager.switchTo(new gs.Object_Layout(\"settingsMenuLayout\"), true)\n     \n    ###*\n    * Checks for the shortcut to open the settings menu. By default, this is the control-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateSkipShortcut\n    * @protected\n    ###         \n    updateSkipShortcut: ->\n        if @object.settings.allowSkip\n            if Input.keys[Input.KEY_CONTROL] == 1\n                GameManager.tempSettings.skip = yes\n            else if Input.keys[Input.KEY_CONTROL] == 2\n                GameManager.tempSettings.skip = no\n                \n    ###*\n    * Checks for default keyboard shortcuts e.g space-key to hide the UI, etc.\n    *\n    * @method updateShortcuts\n    * @protected\n    ### \n    updateShortcuts: ->\n        @updateSettingsShortcut()\n        @updateQuitShortcut()\n        @updateUIVisibilityShortcut()\n        @updateSkipShortcut()\n\n    ###*\n    * Updates the full screen video played via Play Movie command.\n    *\n    * @method updateVideo\n    ###  \n    updateVideo: ->\n        if @object.video?\n            @object.video.update()\n            if @object.settings.allowVideoSkip and (Input.trigger(Input.C) or Input.Mouse.buttons[Input.Mouse.LEFT] == 2)\n                @object.video.stop()\n            Input.clear()\n     \n    ###*\n    * Updates skipping if enabled.\n    *\n    * @method updateSkipping\n    ###         \n    updateSkipping: ->\n        if !@object.settings.allowSkip\n            @object.tempSettings.skip = no\n            \n        if GameManager.tempSettings.skip\n            @skipContent()\n            \n    ###*\n    * Updates the scene's content.\n    *\n    * @method updateContent\n    ###      \n    updateContent: ->\n        GameManager.scene = @object\n        Graphics.viewport.update()\n        @object.viewport.update()\n        \n        @updateSkipping()\n        @updateVideo()\n        @updateShortcuts()\n\n        super()\n        \nvn.Component_GameSceneBehavior = Component_GameSceneBehavior"]}\n//# sourceURL=Component_GameSceneBehavior_42.js"
12 + "compiledContent": "var Component_GameSceneBehavior,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nComponent_GameSceneBehavior = (function(superClass) {\n extend(Component_GameSceneBehavior, superClass);\n\n\n /**\n * Defines the behavior of visual novel game scene.\n *\n * @module vn\n * @class Component_GameSceneBehavior\n * @extends gs.Component_LayoutSceneBehavior\n * @memberof vn\n */\n\n function Component_GameSceneBehavior() {\n Component_GameSceneBehavior.__super__.constructor.call(this);\n this.onAutoCommonEventStart = (function(_this) {\n return function() {\n _this.object.removeComponent(_this.object.interpreter);\n return _this.object.interpreter.stop();\n };\n })(this);\n this.onAutoCommonEventFinish = (function(_this) {\n return function() {\n if (!_this.object.components.contains(_this.object.interpreter)) {\n _this.object.addComponent(_this.object.interpreter);\n }\n return _this.object.interpreter.resume();\n };\n })(this);\n this.resourceContext = null;\n this.objectDomain = \"\";\n }\n\n\n /**\n * Initializes the scene. \n *\n * @method initialize\n */\n\n Component_GameSceneBehavior.prototype.initialize = function() {\n var ref, saveGame, sceneUid, sprite;\n if (SceneManager.previousScenes.length === 0) {\n gs.GlobalEventManager.clearExcept(this.object.commonEventContainer.subObjects);\n }\n this.resourceContext = ResourceManager.createContext();\n ResourceManager.context = this.resourceContext;\n Graphics.freeze();\n saveGame = GameManager.loadedSaveGame;\n sceneUid = null;\n if (saveGame) {\n sceneUid = saveGame.sceneUid;\n this.object.sceneData = saveGame.data;\n } else {\n sceneUid = ((ref = $PARAMS.preview) != null ? ref.scene.uid : void 0) || this.object.sceneData.uid || RecordManager.system.startInfo.scene.uid;\n }\n this.object.sceneDocument = DataManager.getDocument(sceneUid);\n if (this.object.sceneDocument && this.object.sceneDocument.items.type === \"vn.scene\") {\n this.object.chapter = DataManager.getDocument(this.object.sceneDocument.items.chapterUid);\n this.object.currentCharacter = {\n \"name\": \"\"\n };\n if (!GameManager.initialized) {\n GameManager.initialize();\n }\n LanguageManager.loadBundles();\n } else {\n sprite = new gs.Sprite();\n sprite.bitmap = new gs.Bitmap(Graphics.width, 50);\n sprite.bitmap.drawText(0, 0, Graphics.width, 50, \"No Start Scene selected\", 1, 0);\n sprite.srcRect = new gs.Rect(0, 0, Graphics.width, 50);\n sprite.y = (Graphics.height - 50) / 2;\n sprite.z = 10000;\n }\n return this.setupScreen();\n };\n\n\n /**\n * Disposes the scene. \n *\n * @method dispose\n */\n\n Component_GameSceneBehavior.prototype.dispose = function() {\n var event, j, len, ref;\n ResourceManager.context = this.resourceContext;\n this.object.removeObject(this.object.commonEventContainer);\n this.show(false);\n ref = GameManager.commonEvents;\n for (j = 0, len = ref.length; j < len; j++) {\n event = ref[j];\n if (event) {\n event.events.offByOwner(\"start\", this.object);\n event.events.offByOwner(\"finish\", this.object);\n }\n }\n if (this.object.video) {\n this.object.video.dispose();\n this.object.video.onEnded();\n }\n return Component_GameSceneBehavior.__super__.dispose.call(this);\n };\n\n Component_GameSceneBehavior.prototype.changePictureDomain = function(domain) {\n this.object.pictureContainer.behavior.changeDomain(domain);\n return this.object.pictures = this.object.pictureContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeTextDomain = function(domain) {\n this.object.textContainer.behavior.changeDomain(domain);\n return this.object.texts = this.object.textContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeVideoDomain = function(domain) {\n this.object.videoContainer.behavior.changeDomain(domain);\n return this.object.videos = this.object.videoContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeHotspotDomain = function(domain) {\n this.object.hotspotContainer.behavior.changeDomain(domain);\n return this.object.hotspots = this.object.hotspotContainer.subObjects;\n };\n\n Component_GameSceneBehavior.prototype.changeMessageAreaDomain = function(domain) {\n this.object.messageAreaContainer.behavior.changeDomain(domain);\n return this.object.messageAreas = this.object.messageAreaContainer.subObjects;\n };\n\n\n /**\n * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n * but all objects and data is still there and be shown again anytime.\n *\n * @method show\n * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n */\n\n Component_GameSceneBehavior.prototype.show = function(visible) {\n var ref, ref1, ref2, ref3, ref4, ref5, ref6, ref7;\n if (visible) {\n this.object.viewport = GameManager.sceneViewport;\n }\n window.$dataFields = this.dataFields;\n this.object.visible = visible;\n if ((ref = this.object.layout) != null) {\n ref.update();\n }\n this.object.pictureContainer.behavior.setVisible(visible);\n this.object.hotspotContainer.behavior.setVisible(visible);\n this.object.textContainer.behavior.setVisible(visible);\n this.object.videoContainer.behavior.setVisible(visible);\n this.object.messageAreaContainer.behavior.setVisible(visible);\n this.object.viewportContainer.behavior.setVisible(visible);\n this.object.characterContainer.behavior.setVisible(visible);\n this.object.backgroundContainer.behavior.setVisible(visible);\n if ((ref1 = this.viewport) != null) {\n ref1.visible = visible;\n }\n if ((ref2 = this.object.choiceWindow) != null) {\n ref2.visible = visible;\n }\n if ((ref3 = this.object.inputNumberBox) != null) {\n ref3.visible = visible;\n }\n if ((ref4 = this.object.inputTextBox) != null) {\n ref4.visible = visible;\n }\n if ((ref5 = this.object.inputTextBox) != null) {\n ref5.update();\n }\n if ((ref6 = this.object.inputNumberBox) != null) {\n ref6.update();\n }\n if ((ref7 = this.object.choiceWindow) != null) {\n ref7.update();\n }\n return this.setupCommonEvents();\n };\n\n\n /**\n * Sets up common event handling.\n *\n * @method setupCommonEvents\n */\n\n Component_GameSceneBehavior.prototype.setupCommonEvents = function() {\n var commonEvents, event, i, j, k, len, len1, ref, ref1, ref2, ref3;\n commonEvents = (ref = this.object.sceneData) != null ? ref.commonEvents : void 0;\n if (commonEvents) {\n for (i = j = 0, len = commonEvents.length; j < len; i = ++j) {\n event = commonEvents[i];\n if (event && this.object.commonEventContainer.subObjects.indexOf(event) === -1) {\n this.object.commonEventContainer.setObject(event, i);\n event.behavior.setupEventHandlers();\n if ((ref1 = event.interpreter) != null ? ref1.isRunning : void 0) {\n event.events.emit(\"start\", event);\n }\n }\n }\n } else {\n ref2 = GameManager.commonEvents;\n for (i = k = 0, len1 = ref2.length; k < len1; i = ++k) {\n event = ref2[i];\n if (event && (event.record.startCondition === 1 || event.record.parallel) && this.object.commonEventContainer.subObjects.indexOf(event) === -1) {\n this.object.commonEventContainer.setObject(event, i);\n event.events.offByOwner(\"start\", this.object);\n event.events.offByOwner(\"finish\", this.object);\n if (!event.record.parallel) {\n event.events.on(\"start\", gs.CallBack(\"onAutoCommonEventStart\", this), null, this.object);\n event.events.on(\"finish\", gs.CallBack(\"onAutoCommonEventFinish\", this), null, this.object);\n }\n if ((ref3 = event.interpreter) != null ? ref3.isRunning : void 0) {\n event.events.emit(\"start\", event);\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Sets up main interpreter.\n *\n * @method setupInterpreter\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupInterpreter = function() {\n this.object.commands = this.object.sceneDocument.items.commands;\n if (this.object.sceneData.interpreter) {\n this.object.removeComponent(this.object.interpreter);\n this.object.interpreter = this.object.sceneData.interpreter;\n this.object.addComponent(this.object.interpreter);\n this.object.interpreter.context.set(this.object.sceneDocument.uid, this.object);\n return this.object.interpreter.object = this.object;\n } else {\n this.object.interpreter.setup();\n this.object.interpreter.context.set(this.object.sceneDocument.uid, this.object);\n return this.object.interpreter.start();\n }\n };\n\n\n /**\n * Sets up characters and restores them from loaded save game if necessary.\n *\n * @method setupCharacters\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupCharacters = function() {\n var c, i, j, len, ref;\n if (this.object.sceneData.characters != null) {\n ref = this.object.sceneData.characters;\n for (i = j = 0, len = ref.length; j < len; i = ++j) {\n c = ref[i];\n this.object.characterContainer.setObject(c, i);\n }\n }\n return this.object.currentCharacter = this.object.sceneData.currentCharacter || {\n name: \"\"\n };\n };\n\n\n /**\n * Sets up viewports and restores them from loaded save game if necessary.\n *\n * @method setupViewports\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupViewports = function() {\n var i, j, len, ref, ref1, results, viewport, viewports;\n viewports = (ref = (ref1 = this.object.sceneData) != null ? ref1.viewports : void 0) != null ? ref : [];\n results = [];\n for (i = j = 0, len = viewports.length; j < len; i = ++j) {\n viewport = viewports[i];\n if (viewport) {\n results.push(this.object.viewportContainer.setObject(viewport, i));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up backgrounds and restores them from loaded save game if necessary.\n *\n * @method setupBackgrounds\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupBackgrounds = function() {\n var b, backgrounds, i, j, len, ref, ref1, results;\n backgrounds = (ref = (ref1 = this.object.sceneData) != null ? ref1.backgrounds : void 0) != null ? ref : [];\n results = [];\n for (i = j = 0, len = backgrounds.length; j < len; i = ++j) {\n b = backgrounds[i];\n results.push(this.object.backgroundContainer.setObject(b, i));\n }\n return results;\n };\n\n\n /**\n * Sets up pictures and restores them from loaded save game if necessary.\n *\n * @method setupPictures\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupPictures = function() {\n var domain, i, path, picture, pictures, ref, ref1, results;\n pictures = (ref = (ref1 = this.object.sceneData) != null ? ref1.pictures : void 0) != null ? ref : {};\n results = [];\n for (domain in pictures) {\n this.object.pictureContainer.behavior.changeDomain(domain);\n if (pictures[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = pictures[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n picture = ref2[i];\n this.object.pictureContainer.setObject(picture, i);\n if (picture != null ? picture.image : void 0) {\n path = \"Graphics/Pictures/\" + picture.image;\n results1.push(this.resourceContext.add(path, ResourceManager.resourcesByPath[path]));\n } else {\n results1.push(void 0);\n }\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up texts and restores them from loaded save game if necessary.\n *\n * @method setupTexts\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupTexts = function() {\n var domain, i, ref, ref1, results, text, texts;\n texts = (ref = (ref1 = this.object.sceneData) != null ? ref1.texts : void 0) != null ? ref : {};\n results = [];\n for (domain in texts) {\n this.object.textContainer.behavior.changeDomain(domain);\n if (texts[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = texts[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n text = ref2[i];\n results1.push(this.object.textContainer.setObject(text, i));\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up videos and restores them from loaded save game if necessary.\n *\n * @method setupVideos\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupVideos = function() {\n var domain, i, path, ref, ref1, results, video, videos;\n videos = (ref = (ref1 = this.object.sceneData) != null ? ref1.videos : void 0) != null ? ref : {};\n results = [];\n for (domain in videos) {\n this.object.videoContainer.behavior.changeDomain(domain);\n if (videos[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = videos[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n video = ref2[i];\n if (video) {\n path = \"Movies/\" + video.video;\n this.resourceContext.add(path, ResourceManager.resourcesByPath[path]);\n video.visible = true;\n video.update();\n }\n results1.push(this.object.videoContainer.setObject(video, i));\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up hotspots and restores them from loaded save game if necessary.\n *\n * @method setupHotspots\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupHotspots = function() {\n var domain, hotspot, hotspots, i, ref, ref1, results;\n hotspots = (ref = (ref1 = this.object.sceneData) != null ? ref1.hotspots : void 0) != null ? ref : {};\n results = [];\n for (domain in hotspots) {\n this.object.hotspotContainer.behavior.changeDomain(domain);\n if (hotspots[domain]) {\n results.push((function() {\n var j, len, ref2, results1;\n ref2 = hotspots[domain];\n results1 = [];\n for (i = j = 0, len = ref2.length; j < len; i = ++j) {\n hotspot = ref2[i];\n results1.push(this.object.hotspotContainer.setObject(hotspot, i));\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Sets up layout.\n *\n * @method setupLayout\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupLayout = function() {\n var advVisible, ref, ref1;\n this.dataFields = ui.UIManager.dataSources[ui.UiFactory.layouts.gameLayout.dataSource || \"default\"]();\n this.dataFields.scene = this.object;\n window.$dataFields = this.dataFields;\n advVisible = this.object.messageMode === vn.MessageMode.ADV;\n this.object.layout = ui.UiFactory.createFromDescriptor(ui.UiFactory.layouts.gameLayout, this.object);\n this.object.layout.visible = advVisible;\n $gameMessage_message.visible = advVisible;\n this.object.layout.ui.prepare();\n this.object.choices = ((ref = this.object.sceneData) != null ? ref.choices : void 0) || this.object.choices;\n if (((ref1 = this.object.choices) != null ? ref1.length : void 0) > 0) {\n this.showChoices(gs.CallBack(\"onChoiceAccept\", this.object.interpreter, {\n pointer: this.object.interpreter.pointer,\n params: this.params\n }));\n }\n if (this.object.interpreter.waitingFor.inputNumber) {\n this.showInputNumber(GameManager.tempFields.digits, gs.CallBack(\"onInputNumberFinish\", this.object.interpreter, this.object.interpreter));\n }\n if (this.object.interpreter.waitingFor.inputText) {\n return this.showInputText(GameManager.tempFields.letters, gs.CallBack(\"onInputTextFinish\", this.object.interpreter, this.object.interpreter));\n }\n };\n\n\n /**\n * Sets up the main viewport / screen viewport.\n *\n * @method setupMainViewport\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupMainViewport = function() {\n if (!this.object.sceneData.viewport) {\n GameManager.sceneViewport.removeComponent(GameManager.sceneViewport.visual);\n GameManager.sceneViewport.dispose();\n GameManager.sceneViewport = new gs.Object_Viewport(GameManager.sceneViewport.visual.viewport);\n this.viewport = GameManager.sceneViewport.visual.viewport;\n return this.object.viewport = GameManager.sceneViewport;\n } else {\n GameManager.sceneViewport.dispose();\n GameManager.sceneViewport = this.object.sceneData.viewport;\n this.object.viewport = this.object.sceneData.viewport;\n this.viewport = this.object.viewport.visual.viewport;\n return this.viewport.viewport = Graphics.viewport;\n }\n };\n\n\n /**\n * Sets up screen.\n *\n * @method setupScreen\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.setupScreen = function() {\n if (this.object.sceneData.screen) {\n return this.object.viewport.restore(this.object.sceneData.screen);\n }\n };\n\n\n /**\n * Restores main interpreter from loaded save game.\n *\n * @method restoreInterpreter\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreInterpreter = function() {\n if (this.object.sceneData.interpreter) {\n return this.object.interpreter.restore();\n }\n };\n\n\n /**\n * Restores message box from loaded save game.\n *\n * @method restoreMessageBox\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreMessageBox = function() {\n var c, j, k, len, len1, message, messageBox, messageBoxes, messageObject, ref, ref1, results;\n messageBoxes = (ref = this.object.sceneData) != null ? ref.messageBoxes : void 0;\n if (messageBoxes) {\n results = [];\n for (j = 0, len = messageBoxes.length; j < len; j++) {\n messageBox = messageBoxes[j];\n messageObject = gs.ObjectManager.current.objectById(messageBox.id);\n messageObject.visible = messageBox.visible;\n if (messageBox.message) {\n messageBox.message.textRenderer.disposeEventHandlers();\n message = gs.ObjectManager.current.objectById(messageBox.message.id);\n message.textRenderer.dispose();\n Object.mixin(message, messageBox.message, ui.Object_Message.objectCodecBlackList.concat([\"origin\"]));\n ref1 = message.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n c = ref1[k];\n c.object = message;\n }\n results.push(message.textRenderer.setupEventHandlers());\n } else {\n results.push(void 0);\n }\n }\n return results;\n }\n };\n\n\n /**\n * Restores message from loaded save game.\n *\n * @method restoreMessages\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreMessages = function() {\n var area, c, domain, i, message, messageArea, messageAreas, messageLayout, ref, results;\n if ((ref = this.object.sceneData) != null ? ref.messageAreas : void 0) {\n results = [];\n for (domain in this.object.sceneData.messageAreas) {\n this.object.messageAreaContainer.behavior.changeDomain(domain);\n messageAreas = this.object.sceneData.messageAreas;\n if (messageAreas[domain]) {\n results.push((function() {\n var j, k, len, len1, ref1, ref2, results1;\n ref1 = messageAreas[domain];\n results1 = [];\n for (i = j = 0, len = ref1.length; j < len; i = ++j) {\n area = ref1[i];\n if (area) {\n messageArea = new gs.Object_MessageArea();\n messageLayout = ui.UIManager.createControlFromDescriptor({\n type: \"ui.CustomGameMessage\",\n id: \"customGameMessage_\" + i,\n params: {\n id: \"customGameMessage_\" + i\n }\n }, messageArea);\n message = gs.ObjectManager.current.objectById(\"customGameMessage_\" + i + \"_message\");\n Object.mixin(message, area.message);\n ref2 = message.components;\n for (k = 0, len1 = ref2.length; k < len1; k++) {\n c = ref2[k];\n c.object = message;\n }\n messageLayout.dstRect.x = area.layout.dstRect.x;\n messageLayout.dstRect.y = area.layout.dstRect.y;\n messageLayout.dstRect.width = area.layout.dstRect.width;\n messageLayout.dstRect.height = area.layout.dstRect.height;\n messageLayout.needsUpdate = true;\n messageLayout.update();\n messageArea.message = message;\n messageArea.layout = messageLayout;\n messageArea.addObject(messageLayout);\n results1.push(this.object.messageAreaContainer.setObject(messageArea, i));\n } else {\n results1.push(void 0);\n }\n }\n return results1;\n }).call(this));\n } else {\n results.push(void 0);\n }\n }\n return results;\n }\n };\n\n\n /**\n * Restores audio-playback from loaded save game.\n *\n * @method restoreAudioPlayback\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreAudioPlayback = function() {\n var b, j, len, ref;\n if (this.object.sceneData.audio) {\n ref = this.object.sceneData.audio.audioBuffers;\n for (j = 0, len = ref.length; j < len; j++) {\n b = ref[j];\n AudioManager.audioBuffers.push(b);\n }\n AudioManager.audioBuffersByLayer = this.object.sceneData.audio.audioBuffersByLayer;\n AudioManager.audioLayers = this.object.sceneData.audio.audioLayers;\n return AudioManager.soundReferences = this.object.sceneData.audio.soundReferences;\n }\n };\n\n\n /**\n * Restores the scene objects from the current loaded save-game. If no save-game is\n * present in GameManager.loadedSaveGame, nothing will happen.\n *\n * @method restoreScene\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.restoreScene = function() {\n var c, context, j, len, ref, ref1, saveGame;\n saveGame = GameManager.loadedSaveGame;\n if (saveGame) {\n context = new gs.ObjectCodecContext([Graphics.viewport, this.object, this], saveGame.encodedObjectStore, null);\n saveGame.data = gs.ObjectCodec.decode(saveGame.data, context);\n ref = saveGame.data.characterNames;\n for (j = 0, len = ref.length; j < len; j++) {\n c = ref[j];\n if (c) {\n if ((ref1 = RecordManager.characters[c.index]) != null) {\n ref1.name = c.name;\n }\n }\n }\n GameManager.restore(saveGame);\n gs.ObjectCodec.onRestore(saveGame.data, context);\n this.resourceContext.fromDataBundle(saveGame.data.resourceContext, ResourceManager.resourcesByPath);\n this.object.sceneData = saveGame.data;\n return Graphics.frameCount = saveGame.data.frameCount;\n }\n };\n\n\n /**\n * Prepares all data for the scene and loads the necessary graphic and audio resources.\n *\n * @method prepareData\n * @abstract\n */\n\n Component_GameSceneBehavior.prototype.prepareData = function() {\n GameManager.scene = this.object;\n gs.ObjectManager.current = this.objectManager;\n this.object.sceneData.uid = this.object.sceneDocument.uid;\n if (!ResourceLoader.loadEventCommandsData(this.object.sceneDocument.items.commands)) {\n ResourceLoader.loadEventCommandsGraphics(this.object.sceneDocument.items.commands);\n GameManager.backlog = this.object.sceneData.backlog || GameManager.sceneData.backlog || [];\n ResourceLoader.loadSystemSounds();\n ResourceLoader.loadSystemGraphics();\n ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes);\n ResourceLoader.loadUiLayoutGraphics(ui.UiFactory.layouts.gameLayout);\n if (this.dataFields != null) {\n ResourceLoader.loadUiDataFieldsGraphics(this.dataFields);\n }\n $tempFields.choiceTimer = this.object.choiceTimer;\n return GameManager.variableStore.setup({\n id: this.object.sceneDocument.uid\n });\n }\n };\n\n\n /**\n * Prepares all visual game object for the scene.\n *\n * @method prepareVisual\n */\n\n Component_GameSceneBehavior.prototype.prepareVisual = function() {\n var ref;\n if (this.object.layout) {\n return;\n }\n if (GameManager.tempFields.isExitingGame) {\n GameManager.tempFields.isExitingGame = false;\n gs.GameNotifier.postResetSceneChange(this.object.sceneDocument.items.name);\n } else {\n gs.GameNotifier.postSceneChange(this.object.sceneDocument.items.name);\n }\n this.restoreScene();\n this.object.messageMode = (ref = this.object.sceneData.messageMode) != null ? ref : vn.MessageMode.ADV;\n this.setupMainViewport();\n this.setupViewports();\n this.setupCharacters();\n this.setupBackgrounds();\n this.setupPictures();\n this.setupTexts();\n this.setupVideos();\n this.setupHotspots();\n this.setupInterpreter();\n this.setupLayout();\n this.setupCommonEvents();\n this.restoreMessageBox();\n this.restoreInterpreter();\n this.restoreMessages();\n this.restoreAudioPlayback();\n this.show(true);\n this.object.sceneData = {};\n GameManager.sceneData = {};\n Graphics.update();\n return this.transition({\n duration: 0\n });\n };\n\n\n /**\n * Adds a new character to the scene.\n *\n * @method addCharacter\n * @param {vn.Object_Character} character - The character to add.\n * @param {boolean} noAnimation - Indicates if the character should be added immediately witout any appear-animation.\n * @param {Object} animationData - Contains the appear-animation data -> { animation, easing, duration }.\n */\n\n Component_GameSceneBehavior.prototype.addCharacter = function(character, noAnimation, animationData) {\n if (!noAnimation) {\n character.motionBlur.set(animationData.motionBlur);\n if (animationData.duration > 0) {\n if (!noAnimation) {\n character.animator.appear(character.dstRect.x, character.dstRect.y, animationData.animation, animationData.easing, animationData.duration);\n }\n }\n }\n character.viewport = this.viewport;\n character.visible = true;\n return this.object.characterContainer.addObject(character);\n };\n\n\n /**\n * Removes a character from the scene.\n *\n * @method removeCharacter\n * @param {vn.Object_Character} character - The character to remove.\n * @param {Object} animationData - Contains the disappear-animation data -> { animation, easing, duration }.\n */\n\n Component_GameSceneBehavior.prototype.removeCharacter = function(character, animationData) {\n return character != null ? character.animator.disappear(animationData.animation, animationData.easing, animationData.duration, function(sender) {\n return sender.dispose();\n }) : void 0;\n };\n\n\n /**\n * Resumes the current scene if it has been paused.\n *\n * @method resumeScene\n */\n\n Component_GameSceneBehavior.prototype.resumeScene = function() {\n var message;\n this.object.pictureContainer.active = true;\n this.object.characterContainer.active = true;\n this.object.backgroundContainer.active = true;\n this.object.textContainer.active = true;\n this.object.hotspotContainer.active = true;\n this.object.videoContainer.active = true;\n message = gs.ObjectManager.current.objectById(\"gameMessage_message\");\n return message.active = true;\n };\n\n\n /**\n * Pauses the current scene. A paused scene will not continue, messages, pictures, etc. will\n * stop until the scene resumes.\n *\n * @method pauseScene\n */\n\n Component_GameSceneBehavior.prototype.pauseScene = function() {\n var message;\n this.object.pictureContainer.active = false;\n this.object.characterContainer.active = false;\n this.object.backgroundContainer.active = false;\n this.object.textContainer.active = false;\n this.object.hotspotContainer.active = false;\n this.object.videoContainer.active = false;\n message = gs.ObjectManager.current.objectById(\"gameMessage_message\");\n return message.active = false;\n };\n\n\n /**\n * Changes the visibility of the entire game UI like the message boxes, etc. to allows\n * the player to see the entire scene. Useful for CGs, etc.\n *\n * @param {boolean} visible - If <b>true</b>, the game UI will be visible. Otherwise it will be hidden.\n * @method changeUIVisibility\n */\n\n Component_GameSceneBehavior.prototype.changeUIVisibility = function(visible) {\n this.uiVisible = visible;\n return this.object.layout.visible = visible;\n };\n\n\n /**\n * Shows input-text box to let the user enter a text.\n *\n * @param {number} letters - The max. number of letters the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-text box has been accepted by the user.\n * @method showInputText\n */\n\n Component_GameSceneBehavior.prototype.showInputText = function(letters, callback) {\n var ref;\n if ((ref = this.object.inputTextBox) != null) {\n ref.dispose();\n }\n this.object.inputTextBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputTextBox\"], this.object.layout);\n this.object.inputTextBox.ui.prepare();\n return this.object.inputTextBox.events.on(\"accept\", callback);\n };\n\n\n /**\n * Shows input-number box to let the user enter a number.\n *\n * @param {number} digits - The max. number of digits the user can enter.\n * @param {gs.Callback} callback - A callback function called if the input-number box has been accepted by the user.\n * @method showInputNumber\n */\n\n Component_GameSceneBehavior.prototype.showInputNumber = function(digits, callback) {\n var ref;\n if ((ref = this.object.inputNumberBox) != null) {\n ref.dispose();\n }\n this.object.inputNumberBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputNumberBox\"], this.object.layout);\n this.object.inputNumberBox.ui.prepare();\n return this.object.inputNumberBox.events.on(\"accept\", callback);\n };\n\n\n /**\n * Shows choices to let the user pick a choice.\n *\n * @param {Object[]} choices - An array of choices\n * @param {gs.Callback} callback - A callback function called if a choice has been picked by the user.\n * @method showChoices\n */\n\n Component_GameSceneBehavior.prototype.showChoices = function(callback) {\n var ref, useFreeLayout;\n useFreeLayout = this.object.choices.where(function(x) {\n return x.dstRect != null;\n }).length > 0;\n if ((ref = this.object.choiceWindow) != null) {\n ref.dispose();\n }\n if (useFreeLayout) {\n this.object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.FreeChoiceBox\"], this.object.layout);\n } else {\n this.object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.ChoiceBox\"], this.object.layout);\n }\n this.object.choiceWindow.events.on(\"selectionAccept\", callback);\n return this.object.choiceWindow.ui.prepare();\n };\n\n\n /**\n * Changes the background of the scene.\n *\n * @method changeBackground\n * @param {Object} background - The background graphic object -> { name }\n * @param {boolean} noAnimation - Indicates if the background should be changed immediately witout any change-animation.\n * @param {Object} animation - The appear/disappear animation to use.\n * @param {Object} easing - The easing of the change animation.\n * @param {number} duration - The duration of the change in frames.\n * @param {number} ox - The x-origin of the background.\n * @param {number} oy - The y-origin of the background.\n * @param {number} layer - The background-layer to change.\n * @param {boolean} loopHorizontal - Indicates if the background should be looped horizontally.\n * @param {boolean} loopVertical - Indicates if the background should be looped vertically.\n */\n\n Component_GameSceneBehavior.prototype.changeBackground = function(background, noAnimation, animation, easing, duration, ox, oy, layer, loopHorizontal, loopVertical) {\n var object, otherObject, ref, ref1;\n if (background != null) {\n otherObject = this.object.backgrounds[layer];\n object = new vn.Object_Background();\n object.image = background.name;\n object.origin.x = ox;\n object.origin.y = oy;\n object.viewport = this.viewport;\n object.visual.looping.vertical = false;\n object.visual.looping.horizontal = false;\n object.update();\n this.object.backgroundContainer.setObject(object, layer);\n duration = duration != null ? duration : 30;\n if (otherObject != null) {\n otherObject.zIndex = layer;\n }\n if (otherObject != null) {\n if ((ref = otherObject.animator.otherObject) != null) {\n ref.dispose();\n }\n }\n if (duration === 0) {\n if (otherObject != null) {\n otherObject.dispose();\n }\n object.visual.looping.vertical = loopVertical;\n return object.visual.looping.horizontal = loopHorizontal;\n } else {\n if (noAnimation) {\n object.visual.looping.vertical = loopVertical;\n return object.visual.looping.horizontal = loopHorizontal;\n } else {\n object.animator.otherObject = otherObject;\n return object.animator.appear(0, 0, animation, easing, duration, (function(_this) {\n return function(sender) {\n var ref1;\n sender.update();\n if ((ref1 = sender.animator.otherObject) != null) {\n ref1.dispose();\n }\n sender.animator.otherObject = null;\n sender.visual.looping.vertical = loopVertical;\n return sender.visual.looping.horizontal = loopHorizontal;\n };\n })(this));\n }\n }\n } else {\n return (ref1 = this.object.backgrounds[layer]) != null ? ref1.animator.hide(duration, easing, (function(_this) {\n return function() {\n _this.object.backgrounds[layer].dispose();\n return _this.object.backgrounds[layer] = null;\n };\n })(this)) : void 0;\n }\n };\n\n\n /**\n * Skips all viewport animations except the main viewport animation.\n *\n * @method skipViewports\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipViewports = function() {\n var component, j, k, len, len1, ref, viewport, viewports;\n viewports = this.object.viewportContainer.subObjects;\n for (j = 0, len = viewports.length; j < len; j++) {\n viewport = viewports[j];\n if (viewport) {\n ref = viewport.components;\n for (k = 0, len1 = ref.length; k < len1; k++) {\n component = ref[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all picture animations.\n *\n * @method skipPictures\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipPictures = function() {\n var component, j, k, len, len1, picture, ref, ref1;\n ref = this.object.pictures;\n for (j = 0, len = ref.length; j < len; j++) {\n picture = ref[j];\n if (picture) {\n ref1 = picture.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all text animations.\n *\n * @method skipTexts\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipTexts = function() {\n var component, j, k, len, len1, ref, ref1, text;\n ref = this.object.texts;\n for (j = 0, len = ref.length; j < len; j++) {\n text = ref[j];\n if (text) {\n ref1 = text.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all video animations but not the video-playback itself.\n *\n * @method skipVideos\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipVideos = function() {\n var component, j, k, len, len1, ref, ref1, video;\n ref = this.object.videos;\n for (j = 0, len = ref.length; j < len; j++) {\n video = ref[j];\n if (video) {\n ref1 = video.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all background animations.\n *\n * @method skipBackgrounds\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipBackgrounds = function() {\n var background, component, j, k, len, len1, ref, ref1;\n ref = this.object.backgrounds;\n for (j = 0, len = ref.length; j < len; j++) {\n background = ref[j];\n if (background) {\n ref1 = background.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all character animations\n *\n * @method skipCharacters\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipCharacters = function() {\n var character, component, j, k, len, len1, ref, ref1;\n ref = this.object.characters;\n for (j = 0, len = ref.length; j < len; j++) {\n character = ref[j];\n if (character) {\n ref1 = character.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips the main viewport animation.\n *\n * @method skipMainViewport\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipMainViewport = function() {\n var component, j, len, ref;\n ref = this.object.viewport.components;\n for (j = 0, len = ref.length; j < len; j++) {\n component = ref[j];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n return null;\n };\n\n\n /**\n * Skips all animations of all message boxes defined in MESSAGE_BOX_IDS ui constant.\n *\n * @method skipMessageBoxes\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipMessageBoxes = function() {\n var component, j, k, len, len1, messageBox, messageBoxId, ref, ref1;\n ref = gs.UIConstants.MESSAGE_BOX_IDS || [\"messageBox\", \"nvlMessageBox\"];\n for (j = 0, len = ref.length; j < len; j++) {\n messageBoxId = ref[j];\n messageBox = gs.ObjectManager.current.objectById(messageBoxId);\n if (messageBox.components) {\n ref1 = messageBox.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips all animations of all message areas.\n *\n * @method skipMessageAreas\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipMessageAreas = function() {\n var component, j, k, l, len, len1, len2, len3, m, messageArea, msg, ref, ref1, ref2, ref3;\n ref = this.object.messageAreas;\n for (j = 0, len = ref.length; j < len; j++) {\n messageArea = ref[j];\n if (messageArea != null ? messageArea.message : void 0) {\n ref1 = messageArea.message.components;\n for (k = 0, len1 = ref1.length; k < len1; k++) {\n component = ref1[k];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n }\n msg = gs.ObjectManager.current.objectById(\"gameMessage_message\");\n if (msg) {\n ref2 = msg.components;\n for (l = 0, len2 = ref2.length; l < len2; l++) {\n component = ref2[l];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n msg = gs.ObjectManager.current.objectById(\"nvlGameMessage_message\");\n if (msg) {\n ref3 = msg.components;\n for (m = 0, len3 = ref3.length; m < len3; m++) {\n component = ref3[m];\n if (typeof component.skip === \"function\") {\n component.skip();\n }\n }\n }\n return null;\n };\n\n\n /**\n * Skips the scene interpreter timer.\n *\n * @method skipInterpreter\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipInterpreter = function() {\n if (this.object.interpreter.waitCounter > GameManager.tempSettings.skipTime) {\n this.object.interpreter.waitCounter = GameManager.tempSettings.skipTime;\n if (this.object.interpreter.waitCounter === 0) {\n return this.object.interpreter.isWaiting = false;\n }\n }\n };\n\n\n /**\n * Skips the interpreter timer of all common events.\n *\n * @method skipCommonEvents\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipCommonEvents = function() {\n var event, events, j, len, results;\n events = this.object.commonEventContainer.subObjects;\n results = [];\n for (j = 0, len = events.length; j < len; j++) {\n event = events[j];\n if ((event != null ? event.interpreter : void 0) && event.interpreter.waitCounter > GameManager.tempSettings.skipTime) {\n event.interpreter.waitCounter = GameManager.tempSettings.skipTime;\n if (event.interpreter.waitCounter === 0) {\n results.push(event.interpreter.isWaiting = false);\n } else {\n results.push(void 0);\n }\n } else {\n results.push(void 0);\n }\n }\n return results;\n };\n\n\n /**\n * Skips the scene's content.\n *\n * @method skipContent\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.skipContent = function() {\n this.skipPictures();\n this.skipTexts();\n this.skipVideos();\n this.skipBackgrounds();\n this.skipCharacters();\n this.skipMainViewport();\n this.skipViewports();\n this.skipMessageBoxes();\n this.skipMessageAreas();\n this.skipInterpreter();\n return this.skipCommonEvents();\n };\n\n\n /**\n * Checks for the shortcut to hide/show the game UI. By default, this is the space-key. You\n * can override this method to change the shortcut.\n *\n * @method updateUIVisibilityShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateUIVisibilityShortcut = function() {\n if (!this.uiVisible && (Input.trigger(Input.C) || Input.Mouse.buttonDown)) {\n this.changeUIVisibility(!this.uiVisible);\n }\n if (Input.trigger(Input.KEY_SPACE)) {\n return this.changeUIVisibility(!this.uiVisible);\n }\n };\n\n\n /**\n * Checks for the shortcut to exit the game. By default, this is the escape-key. You\n * can override this method to change the shortcut.\n *\n * @method updateQuitShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateQuitShortcut = function() {\n if (Input.trigger(Input.KEY_ESCAPE)) {\n return gs.Application.exit();\n }\n };\n\n\n /**\n * Checks for the shortcut to open the settings menu. By default, this is the s-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSettingsShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateSettingsShortcut = function() {\n if (GameManager.tempSettings.menuAccess && Input.trigger(Input.X)) {\n return SceneManager.switchTo(new gs.Object_Layout(\"settingsMenuLayout\"), true);\n }\n };\n\n\n /**\n * Checks for the shortcut to open the settings menu. By default, this is the control-key. You\n * can override this method to change the shortcut.\n *\n * @method updateSkipShortcut\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateSkipShortcut = function() {\n if (this.object.settings.allowSkip) {\n if (Input.keys[Input.KEY_CONTROL] === 1) {\n return GameManager.tempSettings.skip = true;\n } else if (Input.keys[Input.KEY_CONTROL] === 2) {\n return GameManager.tempSettings.skip = false;\n }\n }\n };\n\n\n /**\n * Checks for default keyboard shortcuts e.g space-key to hide the UI, etc.\n *\n * @method updateShortcuts\n * @protected\n */\n\n Component_GameSceneBehavior.prototype.updateShortcuts = function() {\n this.updateSettingsShortcut();\n this.updateQuitShortcut();\n this.updateUIVisibilityShortcut();\n return this.updateSkipShortcut();\n };\n\n\n /**\n * Updates the full screen video played via Play Movie command.\n *\n * @method updateVideo\n */\n\n Component_GameSceneBehavior.prototype.updateVideo = function() {\n if (this.object.video != null) {\n this.object.video.update();\n if (this.object.settings.allowVideoSkip && (Input.trigger(Input.C) || Input.Mouse.buttons[Input.Mouse.LEFT] === 2)) {\n this.object.video.stop();\n }\n return Input.clear();\n }\n };\n\n\n /**\n * Updates skipping if enabled.\n *\n * @method updateSkipping\n */\n\n Component_GameSceneBehavior.prototype.updateSkipping = function() {\n if (!this.object.settings.allowSkip) {\n this.object.tempSettings.skip = false;\n }\n if (GameManager.tempSettings.skip) {\n return this.skipContent();\n }\n };\n\n\n /**\n * Updates the scene's content.\n *\n * @method updateContent\n */\n\n Component_GameSceneBehavior.prototype.updateContent = function() {\n GameManager.scene = this.object;\n Graphics.viewport.update();\n this.object.viewport.update();\n this.updateSkipping();\n this.updateVideo();\n this.updateShortcuts();\n return Component_GameSceneBehavior.__super__.updateContent.call(this);\n };\n\n return Component_GameSceneBehavior;\n\n})(gs.Component_LayoutSceneBehavior);\n\nvn.Component_GameSceneBehavior = Component_GameSceneBehavior;\n\n//# 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===================================================================\n#\n#   Script: Component_GameSceneBehavior\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_GameSceneBehavior extends gs.Component_LayoutSceneBehavior\n #   @objectCodecBlackList = [\"objectManager\"]\n    ###*\n    * Defines the behavior of visual novel game scene.\n    *\n    * @module vn\n    * @class Component_GameSceneBehavior\n    * @extends gs.Component_LayoutSceneBehavior\n    * @memberof vn\n    ###\n    constructor: ->\n        super()\n        \n        @onAutoCommonEventStart = =>\n            @object.removeComponent(@object.interpreter)\n            @object.interpreter.stop()\n        @onAutoCommonEventFinish = =>\n            if !@object.components.contains(@object.interpreter)\n                @object.addComponent(@object.interpreter)\n            @object.interpreter.resume()\n            \n        @resourceContext = null\n        @objectDomain = \"\"\n        \n    ###*\n    * Initializes the scene. \n    *\n    * @method initialize\n    ### \n    initialize: ->\n        if SceneManager.previousScenes.length == 0\n            gs.GlobalEventManager.clearExcept(@object.commonEventContainer.subObjects)\n            \n        @resourceContext = ResourceManager.createContext()\n        ResourceManager.context = @resourceContext\n        \n        Graphics.freeze()\n        saveGame = GameManager.loadedSaveGame\n        sceneUid = null\n        \n        if saveGame\n            sceneUid = saveGame.sceneUid\n            @object.sceneData = saveGame.data\n        else\n            sceneUid = $PARAMS.preview?.scene.uid || @object.sceneData.uid || RecordManager.system.startInfo.scene.uid\n        \n        @object.sceneDocument = DataManager.getDocument(sceneUid)\n        \n        if @object.sceneDocument and @object.sceneDocument.items.type == \"vn.scene\"\n            @object.chapter = DataManager.getDocument(@object.sceneDocument.items.chapterUid)\n            @object.currentCharacter = { \"name\": \"\" } #RecordManager.characters[0]\n    \n            if not GameManager.initialized\n                GameManager.initialize()\n    \n            LanguageManager.loadBundles()\n        else\n            sprite = new gs.Sprite()\n            sprite.bitmap = new gs.Bitmap(Graphics.width, 50)\n            sprite.bitmap.drawText(0, 0, Graphics.width, 50, \"No Start Scene selected\", 1, 0)\n            sprite.srcRect = new gs.Rect(0, 0, Graphics.width, 50)\n            sprite.y = (Graphics.height - 50) / 2\n            sprite.z = 10000\n   \n        @setupScreen() \n        \n    ###*\n    * Disposes the scene. \n    *\n    * @method dispose\n    ###\n    dispose: ->\n        ResourceManager.context = @resourceContext\n        @object.removeObject(@object.commonEventContainer)\n        @show(no)\n\n        for event in GameManager.commonEvents\n            if event\n                event.events.offByOwner(\"start\", @object)\n                event.events.offByOwner(\"finish\", @object)\n            \n        if @object.video\n            @object.video.dispose()\n            @object.video.onEnded()\n        \n        super()\n    \n    changePictureDomain: (domain) ->\n        @object.pictureContainer.behavior.changeDomain(domain)\n        @object.pictures = @object.pictureContainer.subObjects\n    changeTextDomain: (domain) ->\n        @object.textContainer.behavior.changeDomain(domain)\n        @object.texts = @object.textContainer.subObjects\n    changeVideoDomain: (domain) ->\n        @object.videoContainer.behavior.changeDomain(domain)\n        @object.videos = @object.videoContainer.subObjects\n    changeHotspotDomain: (domain) ->\n        @object.hotspotContainer.behavior.changeDomain(domain)\n        @object.hotspots = @object.hotspotContainer.subObjects\n    changeMessageAreaDomain: (domain) ->\n        @object.messageAreaContainer.behavior.changeDomain(domain)\n        @object.messageAreas = @object.messageAreaContainer.subObjects\n            \n    ###*\n    * Shows/Hides the current scene. A hidden scene is no longer shown and executed\n    * but all objects and data is still there and be shown again anytime.\n    *\n    * @method show\n    * @param {boolean} visible - Indicates if the scene should be shown or hidden.\n    ###          \n    show: (visible) ->\n        if visible\n            @object.viewport = GameManager.sceneViewport\n            \n        window.$dataFields = @dataFields\n        @object.visible = visible\n        \n        @object.layout?.update()\n        \n        @object.pictureContainer.behavior.setVisible(visible)\n        @object.hotspotContainer.behavior.setVisible(visible)\n        @object.textContainer.behavior.setVisible(visible)\n        @object.videoContainer.behavior.setVisible(visible)\n        @object.messageAreaContainer.behavior.setVisible(visible)\n        @object.viewportContainer.behavior.setVisible(visible)\n        @object.characterContainer.behavior.setVisible(visible)\n        @object.backgroundContainer.behavior.setVisible(visible)\n\n        @viewport?.visible = visible\n        @object.choiceWindow?.visible = visible\n        @object.inputNumberBox?.visible = visible\n        @object.inputTextBox?.visible = visible\n        @object.inputTextBox?.update()\n        @object.inputNumberBox?.update()\n        @object.choiceWindow?.update()\n        \n        #if visible and @object.commonEventContainer.subObjects.length == 0\n        @setupCommonEvents()\n    \n     \n    ###*\n    * Sets up common event handling.\n    *\n    * @method setupCommonEvents\n    ###   \n    setupCommonEvents: ->\n        commonEvents = @object.sceneData?.commonEvents\n        \n        if commonEvents\n            for event, i in commonEvents\n                if event and @object.commonEventContainer.subObjects.indexOf(event) == -1\n                    @object.commonEventContainer.setObject(event, i)\n                    event.behavior.setupEventHandlers()\n                \n                    if event.interpreter?.isRunning\n                        event.events.emit(\"start\", event)\n        else\n            for event, i in GameManager.commonEvents\n                if event and (event.record.startCondition == 1 or event.record.parallel) and @object.commonEventContainer.subObjects.indexOf(event) == -1\n                    @object.commonEventContainer.setObject(event, i)\n                    \n                    event.events.offByOwner(\"start\", @object)\n                    event.events.offByOwner(\"finish\", @object)\n                    \n                    if not event.record.parallel\n                        event.events.on \"start\", gs.CallBack(\"onAutoCommonEventStart\", this), null, @object\n                        event.events.on \"finish\", gs.CallBack(\"onAutoCommonEventFinish\", this), null, @object\n\n                    if event.interpreter?.isRunning\n                        event.events.emit(\"start\", event)\n         \n        return null\n        \n    ###*\n    * Sets up main interpreter.\n    *\n    * @method setupInterpreter\n    * @protected\n    ###      \n    setupInterpreter: ->\n        @object.commands = @object.sceneDocument.items.commands\n        \n        if @object.sceneData.interpreter\n            @object.removeComponent(@object.interpreter)\n            @object.interpreter = @object.sceneData.interpreter\n            @object.addComponent(@object.interpreter)\n            #Object.mixin(@object.interpreter, @object.sceneData.interpreter, gs.Component_CommandInterpreter.objectCodecBlackList)\n            @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n            @object.interpreter.object = @object\n        else\n            @object.interpreter.setup()\n            @object.interpreter.context.set(@object.sceneDocument.uid, @object)\n            @object.interpreter.start()\n            \n     \n    ###*\n    * Sets up characters and restores them from loaded save game if necessary.\n    *\n    * @method setupCharacters\n    * @protected\n    ###       \n    setupCharacters: ->\n        if @object.sceneData.characters?\n            for c, i in @object.sceneData.characters\n                @object.characterContainer.setObject(c, i)\n        \n        @object.currentCharacter = @object.sceneData.currentCharacter || { name: \"\" }#RecordManager.characters[0]\n       \n    \n    ###*\n    * Sets up viewports and restores them from loaded save game if necessary.\n    *\n    * @method setupViewports\n    * @protected\n    ###    \n    setupViewports: ->\n        viewports = @object.sceneData?.viewports ? []\n        for viewport, i in viewports\n            if viewport\n                @object.viewportContainer.setObject(viewport, i)\n    ###*\n    * Sets up backgrounds and restores them from loaded save game if necessary.\n    *\n    * @method setupBackgrounds\n    * @protected\n    ###   \n    setupBackgrounds: ->\n        backgrounds = @object.sceneData?.backgrounds ? []\n        for b, i in backgrounds\n            @object.backgroundContainer.setObject(b, i)\n            \n    ###*\n    * Sets up pictures and restores them from loaded save game if necessary.\n    *\n    * @method setupPictures\n    * @protected\n    ###   \n    setupPictures: ->\n        pictures = @object.sceneData?.pictures ? {}\n        for domain of pictures\n            @object.pictureContainer.behavior.changeDomain(domain)\n            if pictures[domain] then for picture, i in pictures[domain]\n                @object.pictureContainer.setObject(picture, i)\n                if picture?.image\n                    path = \"Graphics/Pictures/#{picture.image}\"\n                    @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n        \n    ###*\n    * Sets up texts and restores them from loaded save game if necessary.\n    *\n    * @method setupTexts\n    * @protected\n    ###   \n    setupTexts: ->\n        texts = @object.sceneData?.texts ? {}\n        for domain of texts\n            @object.textContainer.behavior.changeDomain(domain)\n            if texts[domain] then for text, i in texts[domain]\n                @object.textContainer.setObject(text, i)\n            \n    ###*\n    * Sets up videos and restores them from loaded save game if necessary.\n    *\n    * @method setupVideos\n    * @protected\n    ### \n    setupVideos: ->\n        videos = @object.sceneData?.videos ? {}\n        for domain of videos\n            @object.videoContainer.behavior.changeDomain(domain)\n            if videos[domain] then for video, i in videos[domain]\n                if video\n                    path = \"Movies/#{video.video}\"\n                    @resourceContext.add(path, ResourceManager.resourcesByPath[path])\n                    video.visible = yes\n                    video.update()\n                    \n                @object.videoContainer.setObject(video, i)\n     \n    ###*\n    * Sets up hotspots and restores them from loaded save game if necessary.\n    *\n    * @method setupHotspots\n    * @protected\n    ###        \n    setupHotspots: ->\n        hotspots = @object.sceneData?.hotspots ? {}\n        for domain of hotspots\n            @object.hotspotContainer.behavior.changeDomain(domain)\n            if hotspots[domain] then for hotspot, i in hotspots[domain]\n                @object.hotspotContainer.setObject(hotspot, i)\n     \n    ###*\n    * Sets up layout.\n    *\n    * @method setupLayout\n    * @protected\n    ###       \n    setupLayout: ->\n        @dataFields = ui.UIManager.dataSources[ui.UiFactory.layouts.gameLayout.dataSource || \"default\"]()\n        @dataFields.scene = @object\n        window.$dataFields = @dataFields\n        advVisible = @object.messageMode == vn.MessageMode.ADV\n        \n        @object.layout = ui.UiFactory.createFromDescriptor(ui.UiFactory.layouts.gameLayout, @object)\n        @object.layout.visible = advVisible\n        $gameMessage_message.visible = advVisible\n        @object.layout.ui.prepare()\n        \n        @object.choices = @object.sceneData?.choices || @object.choices\n        if @object.choices?.length > 0\n            @showChoices(gs.CallBack(\"onChoiceAccept\", @object.interpreter, { pointer: @object.interpreter.pointer, params: @params }))\n    \n        if @object.interpreter.waitingFor.inputNumber\n            @showInputNumber(GameManager.tempFields.digits, gs.CallBack(\"onInputNumberFinish\", @object.interpreter, @object.interpreter))\n            \n        if @object.interpreter.waitingFor.inputText\n            @showInputText(GameManager.tempFields.letters, gs.CallBack(\"onInputTextFinish\", @object.interpreter, @object.interpreter))\n     \n    ###*\n    * Sets up the main viewport / screen viewport.\n    *\n    * @method setupMainViewport\n    * @protected\n    ### \n    setupMainViewport: ->\n        if !@object.sceneData.viewport\n            GameManager.sceneViewport.removeComponent(GameManager.sceneViewport.visual)\n            GameManager.sceneViewport.dispose()\n            GameManager.sceneViewport = new gs.Object_Viewport(GameManager.sceneViewport.visual.viewport)\n            @viewport = GameManager.sceneViewport.visual.viewport\n            @object.viewport = GameManager.sceneViewport\n        else\n            GameManager.sceneViewport.dispose()\n            GameManager.sceneViewport = @object.sceneData.viewport\n            @object.viewport = @object.sceneData.viewport\n            @viewport = @object.viewport.visual.viewport\n            @viewport.viewport = Graphics.viewport\n            \n    ###*\n    * Sets up screen.\n    *\n    * @method setupScreen\n    * @protected\n    ### \n    setupScreen: ->\n        if @object.sceneData.screen\n            @object.viewport.restore(@object.sceneData.screen)\n            \n    ###*\n    * Restores main interpreter from loaded save game.\n    *\n    * @method restoreInterpreter\n    * @protected\n    ###      \n    restoreInterpreter: ->\n        if @object.sceneData.interpreter\n            @object.interpreter.restore()\n    \n    ###*\n    * Restores message box from loaded save game.\n    *\n    * @method restoreMessageBox\n    * @protected\n    ###  \n    restoreMessageBox: ->\n        messageBoxes = @object.sceneData?.messageBoxes\n        if messageBoxes\n            for messageBox in messageBoxes\n                messageObject = gs.ObjectManager.current.objectById(messageBox.id)\n                messageObject.visible = messageBox.visible\n                if messageBox.message\n                    messageBox.message.textRenderer.disposeEventHandlers()\n                    message = gs.ObjectManager.current.objectById(messageBox.message.id)\n                    message.textRenderer.dispose()\n                    \n                    Object.mixin(message, messageBox.message, ui.Object_Message.objectCodecBlackList.concat([\"origin\"]))\n                        \n                    for c in message.components\n                        c.object = message\n                    message.textRenderer.setupEventHandlers()\n            \n    ###*\n    * Restores message from loaded save game.\n    *\n    * @method restoreMessages\n    * @protected\n    ###              \n    restoreMessages: ->\n        #messageObject = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n        \n     #   if @object.sceneData?.message\n     #       messageObject.restore(@object.sceneData.message)\n            \n     #   if @object.sceneData?.messages\n     #       messageObject.message.restoreMessages(@object.sceneData.messages)\n     #       messageObject.textRenderer.restore(@object.sceneData.messageTextRenderer)\n            \n        if @object.sceneData?.messageAreas\n            for domain of @object.sceneData.messageAreas\n                @object.messageAreaContainer.behavior.changeDomain(domain)\n                messageAreas = @object.sceneData.messageAreas\n                if messageAreas[domain] then for area, i in messageAreas[domain]\n                    if area\n                        messageArea = new gs.Object_MessageArea()\n                        messageLayout = ui.UIManager.createControlFromDescriptor(type: \"ui.CustomGameMessage\", id: \"customGameMessage_\"+i, params: { id: \"customGameMessage_\"+i }, messageArea)\n                        message = gs.ObjectManager.current.objectById(\"customGameMessage_\"+i+\"_message\")\n                        Object.mixin(message, area.message)\n                        for c in message.components\n                            c.object = message\n                        #message.restore(f.message)\n                        \n                        messageLayout.dstRect.x = area.layout.dstRect.x\n                        messageLayout.dstRect.y = area.layout.dstRect.y\n                        messageLayout.dstRect.width = area.layout.dstRect.width\n                        messageLayout.dstRect.height = area.layout.dstRect.height\n                        messageLayout.needsUpdate = yes\n                        messageLayout.update()\n                        #message.message.restoreMessages(f.messages)\n                        #message.textRenderer.restore(f.textRenderer)\n                        #message.visible = yes\n                        messageArea.message = message\n                        messageArea.layout = messageLayout\n                        messageArea.addObject(messageLayout)\n                        @object.messageAreaContainer.setObject(messageArea, i)\n                    \n                    \n          \n    \n    \n    ###*\n    * Restores audio-playback from loaded save game.\n    *\n    * @method restoreAudioPlayback\n    * @protected\n    ###         \n    restoreAudioPlayback: ->\n        if @object.sceneData.audio\n            AudioManager.audioBuffers.push(b) for b in @object.sceneData.audio.audioBuffers\n            AudioManager.audioBuffersByLayer = @object.sceneData.audio.audioBuffersByLayer\n            AudioManager.audioLayers = @object.sceneData.audio.audioLayers\n            AudioManager.soundReferences = @object.sceneData.audio.soundReferences\n            \n     \n    ###*\n    * Restores the scene objects from the current loaded save-game. If no save-game is\n    * present in GameManager.loadedSaveGame, nothing will happen.\n    *\n    * @method restoreScene\n    * @protected\n    ###\n    restoreScene: ->\n        saveGame = GameManager.loadedSaveGame\n        if saveGame\n            context = new gs.ObjectCodecContext([Graphics.viewport, @object, this], saveGame.encodedObjectStore, null)\n            saveGame.data = gs.ObjectCodec.decode(saveGame.data, context)\n            for c in saveGame.data.characterNames\n                if c then RecordManager.characters[c.index]?.name = c.name\n            GameManager.restore(saveGame)\n            gs.ObjectCodec.onRestore(saveGame.data, context)\n            @resourceContext.fromDataBundle(saveGame.data.resourceContext, ResourceManager.resourcesByPath)\n\n            @object.sceneData = saveGame.data\n            Graphics.frameCount = saveGame.data.frameCount\n        \n    ###*\n    * Prepares all data for the scene and loads the necessary graphic and audio resources.\n    *\n    * @method prepareData\n    * @abstract\n    ###\n    prepareData: ->\n        #RecordManager.translate()\n        \n        GameManager.scene = @object\n\n        gs.ObjectManager.current = @objectManager\n        \n        @object.sceneData.uid = @object.sceneDocument.uid\n        \n        if !ResourceLoader.loadEventCommandsData(@object.sceneDocument.items.commands)\n            ResourceLoader.loadEventCommandsGraphics(@object.sceneDocument.items.commands)\n            GameManager.backlog = @object.sceneData.backlog || GameManager.sceneData.backlog || []\n            \n            ResourceLoader.loadSystemSounds()\n            ResourceLoader.loadSystemGraphics()\n            ResourceLoader.loadUiTypesGraphics(ui.UiFactory.customTypes)\n            ResourceLoader.loadUiLayoutGraphics(ui.UiFactory.layouts.gameLayout)\n            \n            if @dataFields?\n                ResourceLoader.loadUiDataFieldsGraphics(@dataFields)\n                \n            $tempFields.choiceTimer = @object.choiceTimer\n            \n            GameManager.variableStore.setup({ id: @object.sceneDocument.uid})\n            \n    ###*\n    * Prepares all visual game object for the scene.\n    *\n    * @method prepareVisual\n    ### \n    prepareVisual: ->\n        if @object.layout then return\n        \n        if GameManager.tempFields.isExitingGame\n            GameManager.tempFields.isExitingGame = no\n            gs.GameNotifier.postResetSceneChange(@object.sceneDocument.items.name)\n        else\n            gs.GameNotifier.postSceneChange(@object.sceneDocument.items.name)\n        \n        @restoreScene()\n        @object.messageMode = @object.sceneData.messageMode ? vn.MessageMode.ADV\n        @setupMainViewport()\n        @setupViewports()\n        @setupCharacters()\n        @setupBackgrounds()\n        @setupPictures()\n        @setupTexts()\n        @setupVideos()\n        @setupHotspots()\n        @setupInterpreter()\n        @setupLayout()\n        @setupCommonEvents()\n        \n        @restoreMessageBox()\n        @restoreInterpreter()\n        @restoreMessages()\n        @restoreAudioPlayback()\n        \n        @show(true)\n        \n        @object.sceneData = {}\n        GameManager.sceneData = {}\n        \n        Graphics.update()\n        @transition({ duration: 0 })\n        \n        \n    ###*\n    * Adds a new character to the scene.\n    *\n    * @method addCharacter\n    * @param {vn.Object_Character} character - The character to add.\n    * @param {boolean} noAnimation - Indicates if the character should be added immediately witout any appear-animation.\n    * @param {Object} animationData - Contains the appear-animation data -> { animation, easing, duration }.\n    ### \n    addCharacter: (character, noAnimation, animationData) ->\n        unless noAnimation\n            character.motionBlur.set(animationData.motionBlur)\n            \n            if animationData.duration > 0\n                character.animator.appear(character.dstRect.x, character.dstRect.y, animationData.animation, animationData.easing, animationData.duration) unless noAnimation\n        \n        character.viewport = @viewport\n        character.visible = yes \n    \n        @object.characterContainer.addObject(character)\n        \n    ###*\n    * Removes a character from the scene.\n    *\n    * @method removeCharacter\n    * @param {vn.Object_Character} character - The character to remove.\n    * @param {Object} animationData - Contains the disappear-animation data -> { animation, easing, duration }.\n    ###\n    removeCharacter: (character, animationData) ->\n        character?.animator.disappear(animationData.animation, animationData.easing, animationData.duration, (sender) -> sender.dispose())\n    \n    ###*\n    * Resumes the current scene if it has been paused.\n    *\n    * @method resumeScene\n    ###\n    resumeScene: ->\n        @object.pictureContainer.active = yes\n        @object.characterContainer.active = yes\n        @object.backgroundContainer.active = yes\n        @object.textContainer.active = yes\n        @object.hotspotContainer.active = yes\n        @object.videoContainer.active = yes\n        \n        message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n        message.active = yes\n \n    ###*\n    * Pauses the current scene. A paused scene will not continue, messages, pictures, etc. will\n    * stop until the scene resumes.\n    *\n    * @method pauseScene\n    ###\n    pauseScene: ->\n        @object.pictureContainer.active = no\n        @object.characterContainer.active = no\n        @object.backgroundContainer.active = no\n        @object.textContainer.active = no\n        @object.hotspotContainer.active = no\n        @object.videoContainer.active = no\n        \n        message = gs.ObjectManager.current.objectById(\"gameMessage_message\")\n        message.active = no\n     \n    ###*\n    * Changes the visibility of the entire game UI like the message boxes, etc. to allows\n    * the player to see the entire scene. Useful for CGs, etc.\n    *\n    * @param {boolean} visible - If <b>true</b>, the game UI will be visible. Otherwise it will be hidden.\n    * @method changeUIVisibility\n    ###   \n    changeUIVisibility: (visible) ->\n        @uiVisible = visible\n        @object.layout.visible = visible\n        \n    ###*\n    * Shows input-text box to let the user enter a text.\n    *\n    * @param {number} letters - The max. number of letters the user can enter.\n    * @param {gs.Callback} callback - A callback function called if the input-text box has been accepted by the user.\n    * @method showInputText\n    ###\n    showInputText: (letters, callback) ->\n        @object.inputTextBox?.dispose()\n        @object.inputTextBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputTextBox\"], @object.layout)\n        @object.inputTextBox.ui.prepare()\n        @object.inputTextBox.events.on(\"accept\", callback)\n       \n    ###*\n    * Shows input-number box to let the user enter a number.\n    *\n    * @param {number} digits - The max. number of digits the user can enter.\n    * @param {gs.Callback} callback - A callback function called if the input-number box has been accepted by the user.\n    * @method showInputNumber\n    ### \n    showInputNumber: (digits, callback) ->\n        @object.inputNumberBox?.dispose()\n        @object.inputNumberBox = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.InputNumberBox\"], @object.layout)\n        @object.inputNumberBox.ui.prepare()\n        @object.inputNumberBox.events.on(\"accept\", callback)    \n    \n    ###*\n    * Shows choices to let the user pick a choice.\n    *\n    * @param {Object[]} choices - An array of choices\n    * @param {gs.Callback} callback - A callback function called if a choice has been picked by the user.\n    * @method showChoices\n    ###     \n    showChoices: (callback) ->\n        useFreeLayout = @object.choices.where((x) -> x.dstRect?).length > 0\n                \n        @object.choiceWindow?.dispose()\n        \n        if useFreeLayout\n            @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.FreeChoiceBox\"], @object.layout)\n        else\n            @object.choiceWindow = ui.UiFactory.createControlFromDescriptor(ui.UiFactory.customTypes[\"ui.ChoiceBox\"], @object.layout)\n        \n        @object.choiceWindow.events.on(\"selectionAccept\", callback)\n        @object.choiceWindow.ui.prepare()\n        \n    ###*\n    * Changes the background of the scene.\n    *\n    * @method changeBackground\n    * @param {Object} background - The background graphic object -> { name }\n    * @param {boolean} noAnimation - Indicates if the background should be changed immediately witout any change-animation.\n    * @param {Object} animation - The appear/disappear animation to use.\n    * @param {Object} easing - The easing of the change animation.\n    * @param {number} duration - The duration of the change in frames.\n    * @param {number} ox - The x-origin of the background.\n    * @param {number} oy - The y-origin of the background.\n    * @param {number} layer - The background-layer to change.\n    * @param {boolean} loopHorizontal - Indicates if the background should be looped horizontally.\n    * @param {boolean} loopVertical - Indicates if the background should be looped vertically.\n    ###   \n    changeBackground: (background, noAnimation, animation, easing, duration, ox, oy, layer, loopHorizontal, loopVertical) ->\n        if background?\n            otherObject = @object.backgrounds[layer]\n            object = new vn.Object_Background()\n            object.image = background.name\n            object.origin.x = ox\n            object.origin.y = oy\n            object.viewport = @viewport\n            object.visual.looping.vertical = no\n            object.visual.looping.horizontal = no\n            object.update()\n            \n            @object.backgroundContainer.setObject(object, layer)\n                \n            duration = duration ? 30\n            \n            otherObject?.zIndex = layer\n            otherObject?.animator.otherObject?.dispose()\n            \n            if duration == 0\n                otherObject?.dispose()\n                object.visual.looping.vertical = loopVertical\n                object.visual.looping.horizontal = loopHorizontal\n            else\n                if noAnimation\n                    object.visual.looping.vertical = loopVertical\n                    object.visual.looping.horizontal = loopHorizontal\n                else\n                    object.animator.otherObject = otherObject\n                    object.animator.appear(0, 0, animation, easing, duration, (sender) => \n                        sender.update()\n                        sender.animator.otherObject?.dispose()\n                        sender.animator.otherObject = null\n                        sender.visual.looping.vertical = loopVertical\n                        sender.visual.looping.horizontal = loopHorizontal\n                    )\n        else\n            @object.backgrounds[layer]?.animator.hide duration, easing,  =>\n               @object.backgrounds[layer].dispose()\n               @object.backgrounds[layer] = null\n    \n    \n    ###*\n    * Skips all viewport animations except the main viewport animation.\n    *\n    * @method skipViewports\n    * @protected\n    ### \n    skipViewports: ->\n        viewports = @object.viewportContainer.subObjects\n        for viewport in viewports\n            if viewport\n                for component in viewport.components\n                    component.skip?()\n        return null\n       \n    ###*\n    * Skips all picture animations.\n    *\n    * @method skipPictures\n    * @protected\n    ###  \n    skipPictures: ->\n        for picture in @object.pictures\n            if picture\n                for component in picture.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all text animations.\n    *\n    * @method skipTexts\n    * @protected\n    ### \n    skipTexts: ->\n       for text in @object.texts\n            if text\n                for component in text.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all video animations but not the video-playback itself.\n    *\n    * @method skipVideos\n    * @protected\n    ### \n    skipVideos: ->\n        for video in @object.videos\n            if video\n                for component in video.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all background animations.\n    *\n    * @method skipBackgrounds\n    * @protected\n    ### \n    skipBackgrounds: ->\n        for background in @object.backgrounds\n            if background\n                for component in background.components\n                    component.skip?()\n        return null\n        \n    ###*\n    * Skips all character animations\n    *\n    * @method skipCharacters\n    * @protected\n    ### \n    skipCharacters: ->\n        for character in @object.characters\n            if character\n                for component in character.components\n                    component.skip?()\n        return null\n     \n    ###*\n    * Skips the main viewport animation.\n    *\n    * @method skipMainViewport\n    * @protected\n    ###    \n    skipMainViewport: ->\n        for component in @object.viewport.components\n            component.skip?()\n        return null\n        \n    ###*\n    * Skips all animations of all message boxes defined in MESSAGE_BOX_IDS ui constant.\n    *\n    * @method skipMessageBoxes\n    * @protected\n    ### \n    skipMessageBoxes: ->\n        for messageBoxId in gs.UIConstants.MESSAGE_BOX_IDS || [\"messageBox\", \"nvlMessageBox\"]\n            messageBox = gs.ObjectManager.current.objectById(messageBoxId)\n            if messageBox.components\n                for component in messageBox.components\n                    component.skip?() \n        return null\n     \n    ###*\n    * Skips all animations of all message areas.\n    *\n    * @method skipMessageAreas\n    * @protected\n    ###    \n    skipMessageAreas: ->\n        for messageArea in @object.messageAreas\n            if messageArea?.message\n                for component in messageArea.message.components\n                    component.skip?()\n               \n        msg = gs.ObjectManager.current.objectById(\"gameMessage_message\")     \n        if msg\n            for component in msg.components\n                component.skip?()\n        msg = gs.ObjectManager.current.objectById(\"nvlGameMessage_message\")     \n        if msg\n            for component in msg.components\n                component.skip?()\n                    \n        return null\n        \n    ###*\n    * Skips the scene interpreter timer.\n    *\n    * @method skipInterpreter\n    * @protected\n    ### \n    skipInterpreter: ->\n        if @object.interpreter.waitCounter > GameManager.tempSettings.skipTime\n            @object.interpreter.waitCounter = GameManager.tempSettings.skipTime\n            if @object.interpreter.waitCounter == 0\n                @object.interpreter.isWaiting = no\n    \n    ###*\n    * Skips the interpreter timer of all common events.\n    *\n    * @method skipCommonEvents\n    * @protected\n    ###  \n    skipCommonEvents: ->\n        events = @object.commonEventContainer.subObjects\n        for event in events\n            if event?.interpreter and event.interpreter.waitCounter > GameManager.tempSettings.skipTime\n                event.interpreter.waitCounter = GameManager.tempSettings.skipTime\n                if event.interpreter.waitCounter == 0\n                    event.interpreter.isWaiting = no\n                    \n    ###*\n    * Skips the scene's content.\n    *\n    * @method skipContent\n    * @protected\n    ###    \n    skipContent: ->\n        @skipPictures()\n        @skipTexts()\n        @skipVideos()\n        @skipBackgrounds()\n        @skipCharacters()\n        @skipMainViewport()\n        @skipViewports()\n        @skipMessageBoxes()\n        @skipMessageAreas()\n        @skipInterpreter()\n        @skipCommonEvents()\n    \n    \n    ###*\n    * Checks for the shortcut to hide/show the game UI. By default, this is the space-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateUIVisibilityShortcut\n    * @protected\n    ### \n    updateUIVisibilityShortcut: ->\n        if !@uiVisible and (Input.trigger(Input.C) or Input.Mouse.buttonDown)\n            @changeUIVisibility(!@uiVisible)\n        if Input.trigger(Input.KEY_SPACE)\n            @changeUIVisibility(!@uiVisible)\n    \n    ###*\n    * Checks for the shortcut to exit the game. By default, this is the escape-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateQuitShortcut\n    * @protected\n    ###         \n    updateQuitShortcut: ->\n        if Input.trigger(Input.KEY_ESCAPE)\n            gs.Application.exit()\n    \n    \n    ###*\n    * Checks for the shortcut to open the settings menu. By default, this is the s-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateSettingsShortcut\n    * @protected\n    ###           \n    updateSettingsShortcut: ->\n        if GameManager.tempSettings.menuAccess and Input.trigger(Input.X)\n            SceneManager.switchTo(new gs.Object_Layout(\"settingsMenuLayout\"), true)\n     \n    ###*\n    * Checks for the shortcut to open the settings menu. By default, this is the control-key. You\n    * can override this method to change the shortcut.\n    *\n    * @method updateSkipShortcut\n    * @protected\n    ###         \n    updateSkipShortcut: ->\n        if @object.settings.allowSkip\n            if Input.keys[Input.KEY_CONTROL] == 1\n                GameManager.tempSettings.skip = yes\n            else if Input.keys[Input.KEY_CONTROL] == 2\n                GameManager.tempSettings.skip = no\n                \n    ###*\n    * Checks for default keyboard shortcuts e.g space-key to hide the UI, etc.\n    *\n    * @method updateShortcuts\n    * @protected\n    ### \n    updateShortcuts: ->\n        @updateSettingsShortcut()\n        @updateQuitShortcut()\n        @updateUIVisibilityShortcut()\n        @updateSkipShortcut()\n\n    ###*\n    * Updates the full screen video played via Play Movie command.\n    *\n    * @method updateVideo\n    ###  \n    updateVideo: ->\n        if @object.video?\n            @object.video.update()\n            if @object.settings.allowVideoSkip and (Input.trigger(Input.C) or Input.Mouse.buttons[Input.Mouse.LEFT] == 2)\n                @object.video.stop()\n            Input.clear()\n     \n    ###*\n    * Updates skipping if enabled.\n    *\n    * @method updateSkipping\n    ###         \n    updateSkipping: ->\n        if !@object.settings.allowSkip\n            @object.tempSettings.skip = no\n            \n        if GameManager.tempSettings.skip\n            @skipContent()\n            \n    ###*\n    * Updates the scene's content.\n    *\n    * @method updateContent\n    ###      \n    updateContent: ->\n        #if !@object.interpreter.isRunning and !Graphics.frozen\n        #    @setupInterpreter()\n        GameManager.scene = @object\n        Graphics.viewport.update()\n        @object.viewport.update()\n    \n        @updateSkipping()\n        @updateVideo()\n        @updateShortcuts()\n\n        super()\n        \nvn.Component_GameSceneBehavior = Component_GameSceneBehavior"]}\n//# sourceURL=Component_GameSceneBehavior_42.js"
13 13 },
14 14 "summary": [
15 15 "name",