static void Load(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newseg = new Segments.Control();

        newseg.controlType = Segments.Control.ControlType.Load;
        newseg.SetLoadScriptData(protocol.parameters[0]);

        var newSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo();

        newSegInfo.newSeg        = newseg;
        newSegInfo.usePrevPeriod = true;
        newSegInfo.selfPeriod    = true;
        protocol.PushSegment(newSegInfo);

        // Load를 하는 시점에서 해당 스크립트가 종료되므로, block
        var blockseg = new Segments.Control();

        blockseg.controlType = Segments.Control.ControlType.Block;
        var blockSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = blockseg,
            usePrevPeriod = true
        };

        protocol.PushSegment(blockSegInfo);
    }
    /// <summary>
    /// 글 없는 선택지 표시
    /// </summary>
    /// <param name="protocol"></param>
    static void Option_end_nontext(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var optionData = protocol.GetStateVar(c_key_optionData) as string[][];

        if (optionData == null)
        {
            Debug.LogError("You can't make options without starting an option sequence.");
        }
        else
        {
            // 지정된 레이블로 점프하는 선택지 점프 세그먼트
            var userChoiceSeg = new Segments.Control();
            userChoiceSeg.controlType = Segments.Control.ControlType.SwipeOption;
            for (int i = 0; i < 4; i++)
            {
                var option = optionData[i];
                if (option != null)
                {
                    userChoiceSeg.SetSwipeOptionData((FSNInGameSetting.FlowDirection)i, optionData[i][0]);
                }
            }
            userChoiceSeg.SetNonTextOptionFlag();                               // 글 없는 선택지로 지정

            var userOptionControlSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = userChoiceSeg,
                selfPeriod    = false,
                usePrevPeriod = false,
            };
            protocol.PushSegment(userOptionControlSegInfo);

            // period 세그먼트 (선택지 표시를 위해서)
            var periodSeg = new Segments.Period();
            periodSeg.isChaining = false;
            var periodSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg = periodSeg
            };
            protocol.PushSegment(periodSegInfo);

            // 처리 블록 세그먼트
            var blockSeg = new Segments.Control();
            blockSeg.controlType = Segments.Control.ControlType.Block;
            var blockControlSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = blockSeg,
                selfPeriod    = false,
                usePrevPeriod = false,
            };
            protocol.PushSegment(blockControlSegInfo);
        }
    }
    static void TextClear(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newseg = new Segments.Text();

        newseg.textType = Segments.Text.TextType.Clear;

        var newSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo();

        newSegInfo.newSeg        = newseg;
        newSegInfo.usePrevPeriod = true;
        newSegInfo.selfPeriod    = false;
        protocol.PushSegment(newSegInfo);
    }
    static void ForceBack(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newseg = new Segments.Control();

        newseg.controlType = Segments.Control.ControlType.ForceBack;

        var newSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo();

        newSegInfo.newSeg        = newseg;
        newSegInfo.usePrevPeriod = false;              //??
        newSegInfo.selfPeriod    = true;               //??
        protocol.PushSegment(newSegInfo);
    }
    static void PopSetting(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newseg = new Segments.Setting();

        newseg.settingMethod = Segments.Setting.SettingMethod.Pop;

        var newSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newseg,
            usePrevPeriod = true,
        };

        protocol.PushSegment(newSegInfo);
    }
    static void ReverseGoto(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newseg = new Segments.Control();

        newseg.controlType = Segments.Control.ControlType.ReverseGoto;
        newseg.SetReverseGotoData(protocol.parameters[0]);

        var newSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo();

        newSegInfo.newSeg        = newseg;
        newSegInfo.usePrevPeriod = false;
        newSegInfo.selfPeriod    = false;
        protocol.PushSegment(newSegInfo);
    }
    static void Image_final(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newImageSeg = new Segments.Image();

        newImageSeg.command = Segments.Object.CommandType.SetFinal;

        _Image_setupSegment(newImageSeg, protocol);                     // 셋업

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newImageSeg,
            usePrevPeriod = true,
            selfPeriod    = false
        });
    }
示例#8
0
        static void Set(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
        {
            var newCtrlSeg = new ScriptSegment();

            newCtrlSeg.command = Segments.Object.CommandType.SetKey;

            _setupSegment(newCtrlSeg, protocol);                        // 셋업

            protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = newCtrlSeg,
                usePrevPeriod = true,
                selfPeriod    = false
            });
        }
    static void UnityCall_ShowSaveDialog(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newCallSeg = new Segments.Control();

        newCallSeg.controlType = Segments.Control.ControlType.UnityCall;

        newCallSeg.SetUnityCallData("__fsnengine_ShowSaveDialog", protocol.parameters);

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newCallSeg,
            usePrevPeriod = false,
            selfPeriod    = false
        });
    }
    static void Sound_end(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newObjectSeg = new Segments.Sound();

        newObjectSeg.command = Segments.Object.CommandType.Remove;

        _Sound_setupSegment(newObjectSeg, protocol);                    // 셋업

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newObjectSeg,
            usePrevPeriod = true,
            selfPeriod    = false
        });
    }
    static void ConditionJump_IfValueLesserThan(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newCallSeg = new Segments.Control();

        newCallSeg.controlType = Segments.Control.ControlType.ConditionJump;

        newCallSeg.EnqueueConditionJumpData("__fsnengine_CheckValueIsLesserThan", protocol.parameters[0], protocol.parameters[1]);
        newCallSeg.SetConditionJumpLabel(protocol.parameters[2]);

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newCallSeg,
            usePrevPeriod = false,
            selfPeriod    = false
        });
    }
    static void Delay(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newseg = new Segments.Control();

        newseg.controlType = Segments.Control.ControlType.Delay;
        newseg.SetDelay(float.Parse(protocol.parameters[0]));

        var newSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newseg,
            usePrevPeriod = false,
            selfPeriod    = true
        };

        protocol.PushSegment(newSegInfo);
    }
    static void Sound_oneshot(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newObjectSeg = new Segments.Sound();

        newObjectSeg.command = Segments.Object.CommandType.Custom;

        //_Sound_setupSegment(newObjectSeg, protocol);		// 셋업
        _BaseObject_setupSegment <Segments.Sound>((int)FSNSnapshot.PreDefinedLayers.Sound, newObjectSeg, protocol, false);              // 원샷 사운드는 오브젝트 이름을 지정하지 않는다.

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newObjectSeg,
            usePrevPeriod = true,
            selfPeriod    = false
        });
    }
示例#14
0
        /// <summary>
        /// 스크립트 안에서 사용하기 전에 호출해야함.
        /// 실제로는 레이어에 LibSequentia를 컨트롤할 오브젝트를 생성하는 역할을 한다.
        /// </summary>
        /// <param name="protocol"></param>
        static void Ready(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
        {
            var newCtrlSeg = new ScriptSegment();

            newCtrlSeg.command = Segments.Object.CommandType.Create;

            _setupSegment(newCtrlSeg, protocol);                        // 셋업

            // 현재 LibSequentia 엔진의 상태를 가져와 세팅해준다
            newCtrlSeg.tension   = LibSequentiaMain.instance.tension;
            newCtrlSeg.songTrans = LibSequentiaMain.instance.songTransition;

            protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = newCtrlSeg,
                usePrevPeriod = true,
                selfPeriod    = false
            });
        }
    static void UnityCall(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newCallSeg = new Segments.Control();

        newCallSeg.controlType = Segments.Control.ControlType.UnityCall;

        string funcname;                                                                                                                                                // 함수 이름

        string [] param;                                                                                                                                                // 함수 파라미터 (두번째부터 끝까지)
        SplitParams_SingleList(protocol.parameters, out funcname, out param);

        newCallSeg.SetUnityCallData(funcname, param);

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newCallSeg,
            usePrevPeriod = false,                       // ? ... 실제 사용 양상에 따라서 정해줘야할듯... 일단 함수콜이 출력에 영향을 미치지는 않으므로 false로 해둠.
            selfPeriod    = false
        });
    }
    //------------------------------------------------------------------------------------

    static void ConditionJump_UnityCall(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var newCallSeg = new Segments.Control();

        newCallSeg.controlType = Segments.Control.ControlType.ConditionJump;

        string funcname;                                                                                                                                                // 함수 이름

        string [] param;                                                                                                                                                // 함수 파라미터 (두번째부터 끝에서 두번째까지)
        string    label;                                                                                                                                                // 맨 마지막은 점프할 레이블

        SplitParams_SingleListSingle(protocol.parameters, out funcname, out param, out label);

        newCallSeg.EnqueueConditionJumpData(funcname, param);
        newCallSeg.SetConditionJumpLabel(label);

        protocol.PushSegment(new FSNScriptSequence.Parser.GeneratedSegmentInfo()
        {
            newSeg        = newCallSeg,
            usePrevPeriod = false,
            selfPeriod    = false
        });
    }
    /// <summary>
    /// 일반 선택지 표시
    /// </summary>
    /// <param name="protocol"></param>
    static void Option_end(FSNScriptSequence.Parser.ICommandGenerateProtocol protocol)
    {
        var optionData = protocol.GetStateVar(c_key_optionData) as string[][];

        if (optionData == null)
        {
            Debug.LogError("You can't make options without starting an option sequence.");
        }
        else
        {
            var newOptionTextSeg = new Segments.Text();
            newOptionTextSeg.text     = protocol.GetStateVar(c_key_optionTitle) as string;
            newOptionTextSeg.textType = Segments.Text.TextType.Options;

            // 선택지 선택 후 해당 선택지를 잠깐 보여주기 위해서,
            // 가상 Label을 추가한 뒤 LastOption 텍스트 출력, 이후 원래 Label로 점프하는 추가 시퀀스를 만든다.

            newOptionTextSeg.optionTexts = new string[4];
            var optionTransitionLabels = new string[4];                         // 트랜지션용 임시 라벨 목록
            for (int i = 0; i < 4; i++)
            {
                var option = optionData[i];
                if (option != null)
                {
                    optionTransitionLabels[i]       = option[0] + "__transition";
                    newOptionTextSeg.optionTexts[i] = option[1];
                }
            }

            // 선택지 텍스트 세그먼트 푸시
            var newOptionTextSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = newOptionTextSeg,
                selfPeriod    = false,
                usePrevPeriod = true,
            };
            protocol.PushSegment(newOptionTextSegInfo);


            // 임시 레이블로 점프하는 선택지 점프 세그먼트
            var userChoiceSeg = new Segments.Control();
            userChoiceSeg.controlType = Segments.Control.ControlType.SwipeOption;
            for (int i = 0; i < 4; i++)
            {
                userChoiceSeg.SetSwipeOptionData((FSNInGameSetting.FlowDirection)i, optionTransitionLabels[i]);
            }

            var userOptionControlSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = userChoiceSeg,
                selfPeriod    = false,
                usePrevPeriod = false,
            };
            protocol.PushSegment(userOptionControlSegInfo);

            // period 세그먼트 (선택지 표시를 위해서)
            var periodSeg = new Segments.Period();
            periodSeg.isChaining = false;
            var periodSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg = periodSeg
            };
            protocol.PushSegment(periodSegInfo);


            // 처리 블록 세그먼트
            var blockSeg = new Segments.Control();
            blockSeg.controlType = Segments.Control.ControlType.Block;
            var blockControlSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
            {
                newSeg        = blockSeg,
                selfPeriod    = false,
                usePrevPeriod = false,
            };
            protocol.PushSegment(blockControlSegInfo);


            // 각 임시 라벨에 해당하는 시퀀스 만들기
            //
            for (int i = 0; i < 4; i++)
            {
                if (optionTransitionLabels[i] == null)                  // 라벨이 지정된 경우만 진행
                {
                    continue;
                }


                // 라벨 (soft 라벨 모드를 사용한다)
                var labelSeg = new Segments.Label();
                labelSeg.labelName = optionTransitionLabels[i];
                labelSeg.labelType = Segments.Label.LabelType.Soft;
                var labelSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
                {
                    newSeg = labelSeg,
                };
                protocol.PushSegment(labelSegInfo);

                // LastOption 텍스트
                var lastOptionSeg = new Segments.Text();
                lastOptionSeg.textType = Segments.Text.TextType.LastOption;
                var lastOptionSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
                {
                    newSeg = lastOptionSeg
                };
                protocol.PushSegment(lastOptionSegInfo);

                // 원래 label로 점프
                var gotoSeg = new Segments.Control();
                gotoSeg.controlType = Segments.Control.ControlType.Goto;
                gotoSeg.SetGotoData(optionData[i][0]);
                var gotoSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
                {
                    newSeg = gotoSeg
                };
                protocol.PushSegment(gotoSegInfo);

                // Period (chaining을 사용한다)
                var chainPeriodSeg = new Segments.Period();
                chainPeriodSeg.isChaining = true;
                var chainPeriodSegInfo = new FSNScriptSequence.Parser.GeneratedSegmentInfo()
                {
                    newSeg = chainPeriodSeg
                };
                protocol.PushSegment(chainPeriodSegInfo);

                // 블럭 추가
                protocol.PushSegment(blockControlSegInfo);
            }
        }
    }