Ejemplo n.º 1
0
        /// <summary>
        /// Invokes and bubbles up output of embedded fragments and passages.
        /// </summary>
        IStoryThread CollapseThread(IStoryThread thread)
        {
            foreach (StoryOutput output in thread)
            {
                //foreach (TwineOutput scopeTag in ScopeOutputTags())
                //	yield return scopeTag;

                if (output is Embed)
                {
                    var          embed = (Embed)output;
                    IStoryThread embeddedThread;
                    if (embed is EmbedPassage)
                    {
                        var          embedInfo = (EmbedPassage)embed;
                        StoryPassage passage   = GetPassage(embedInfo.Name);
                        embeddedThread = passage.MainThread();
                    }
                    else if (embed is EmbedFragment)
                    {
                        var embedInfo = (EmbedFragment)embed;
                        embeddedThread = embedInfo.GetThread();
                    }
                    else
                    {
                        continue;
                    }

                    // First yield the embed
                    yield return(embed);

                    // Output the content
                    foreach (StoryOutput innerOutput in CollapseThread(embeddedThread))
                    {
                        if (innerOutput != null)
                        {
                            innerOutput.EmbedInfo = embed;
                        }
                        yield return(innerOutput);
                    }
                }
                else
                {
                    yield return(output);
                }
            }

            //foreach (TwineOutput scopeTag in ScopeOutputTags())
            //	yield return scopeTag;
        }
Ejemplo n.º 2
0
        void Enter(string passageName)
        {
            _passageWaitingToEnter  = null;
            _passageEnterCueInvoked = false;
            _timeAccumulated        = 0;
            _timeChangedToPlay      = Time.time;

            this.InsertStack.Clear();
            this.Output.Clear();
            _groupStack.Clear();
            _passageUpdateCues = null;

            StoryPassage passage = GetPassage(passageName);

            this.Tags = (string[])passage.Tags.Clone();
            this.CurrentPassageName = passage.Name;

            PassageHistory.Add(passageName);

            // Prepare the thread enumerator
            _currentThread      = CollapseThread(GetPassageThread(passage).Invoke()).GetEnumerator();
            CurrentLinkInAction = null;

            this.State = StoryState.Playing;

            // Invoke the general passage enter event
            if (this.OnPassageEnter != null)
            {
                this.OnPassageEnter(passage);
            }

            // Story was paused, wait for it to resume
            if (this.State == StoryState.Paused)
            {
                return;
            }
            else
            {
                CuesInvoke(CuesGet(passage.Name, "Enter"));
                _passageEnterCueInvoked = true;
                ExecuteCurrentThread();
            }
        }
Ejemplo n.º 3
0
 protected virtual Func <IStoryThread> GetPassageThread(StoryPassage passage)
 {
     return(passage.MainThread);
 }