Example #1
0
        /// <summary>
        /// Executes the current thread by advancing its enumerator, sending its output and invoking cues.
        /// </summary>
        void ExecuteCurrentThread()
        {
            Abort aborted = null;

            UpdateCuesRefresh();

            while (_currentThread.MoveNext())
            {
                StoryOutput output = _currentThread.Current;

                // If output is not null, process it. Otherwise, just check if story was paused and continue
                if (output != null)
                {
                    // Abort this thread
                    if (output is Abort)
                    {
                        aborted = (Abort)output;
                        break;
                    }

                    OutputAdd(output);

                    // Let the handlers and cues kick in
                    if (output is EmbedPassage)
                    {
                        CuesInvoke(CuesGet(output.Name, CueType.Enter));
                        UpdateCuesRefresh();
                    }

                    // Send output
                    OutputSend(output);
                    CuesInvoke(CuesFind(CueType.Output), output);
                }

                // Story was paused, wait for it to resume
                if (this.State == StoryState.Paused)
                {
                    _lastThreadResult = ThreadResult.InProgress;
                    return;
                }
            }

            _currentThread.Dispose();
            _currentThread    = null;
            _lastThreadResult = ThreadResult.Done;


            this.State = StoryState.Idle;

            // Next passage, if any, will either be a goto or a link
            string goToPassage =
                aborted != null ? aborted.GoToPassage :
                CurrentLinkInAction != null ? CurrentLinkInAction.PassageName :
                null;

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

            // Invoke the done cue - either for main or for a link
            if (CurrentLinkInAction == null)
            {
                CuesInvoke(CuesFind(CueType.Done));
            }
            else
            {
                CuesInvoke(CuesFind(CueType.Done, CurrentLinkInAction.Name));
                CurrentLinkInAction = null;
                NumberOfLinksDone++;
            }

            // Now that the link is done, go to its passage
            if (goToPassage != null)
            {
                GoTo(goToPassage);
            }
        }
Example #2
0
        /// <summary>
        /// Executes the current thread by advancing its enumerator, sending its output and invoking cues.
        /// </summary>
        void ExecuteCurrentThread()
        {
            Abort aborted = null;

            UpdateCuesRefresh();

            while (_currentThread.MoveNext())
            {
                StoryOutput output = _currentThread.Current;

                // If output is not null, process it. Otherwise, just check if story was paused and continue
                if (output != null)
                {
                    // Abort this thread
                    if (output is Abort)
                    {
                        aborted = (Abort)output;
                        break;
                    }

                    OutputAdd(output);

                    // Let the handlers and cues kick in
                    if (output is EmbedPassage)
                    {
                        CuesInvoke(CuesGet(output.Name, "Enter"));
                        UpdateCuesRefresh();
                    }

                    // Send output
                    OutputSend(output);
                    CuesInvoke(CuesFind("Output"), output);
                }

                // Story was paused, wait for it to resume
                if (this.State == StoryState.Paused)
                {
                    _lastThreadResult = ThreadResult.InProgress;
                    return;
                }
            }

            _currentThread.Dispose();
            _currentThread = null;

            this.State = StoryState.Idle;

            // Return the appropriate result
            if (aborted != null)
            {
                CuesInvoke(CuesFind("Aborted"));

                _lastThreadResult = ThreadResult.Aborted;
            }
            else
            {
                // Invoke the done cue - either for main or for a link
                if (CurrentLinkInAction == null)
                {
                    CuesInvoke(CuesFind("Done"));
                }
                else
                {
                    CuesInvoke(CuesFind("Done", CurrentLinkInAction.Name));
                }

                _lastThreadResult = ThreadResult.Done;
            }

            CurrentLinkInAction = null;

            if (aborted != null && aborted.GoToPassage != null)
            {
                this.GoTo(aborted.GoToPassage);
            }
        }