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-- Test Flowchart public variable substitution
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local s = sub("{$StringVar}")
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luaScript: '-- Check the starting value of StringVar
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-- Check the new value of StringVar
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pass()'
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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--- !u!222 &405820713
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luaScript: '-- The "Do Test" block in the flowchart sets a bunch of flowchart variables
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runblock(flowchart, "Do Test")
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|
|
|
|
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-- Check if the variables contain the expected values
|
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local bo = flowchart.GetVariable("BoolVar")
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check(bo.value)
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local f = flowchart.GetVariable("FloatVar")
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check(f.value == 1.0)
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local i = flowchart.GetVariable("IntVar")
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check(i.value == 2)
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local s = flowchart.GetVariable("StringVar")
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check(s.value == "a string")
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local c = flowchart.GetVariable("ColorVar")
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check(c.value.r == 1)
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local go = flowchart.GetVariable("GameObjectVar")
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check(go.value == testgameobject)
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local m = flowchart.GetVariable("MaterialVar")
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|
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check(m.value == testmaterial)
|
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|
|
|
|
|
|
|
|
|
|
local o = flowchart.GetVariable("ObjectVar")
|
|
|
|
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check(o.value == testgameobject)
|
|
|
|
|
|
|
|
|
|
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local sp = flowchart.GetVariable("SpriteVar")
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|
|
|
|
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check(sp.value == mushroom)
|
|
|
|
|
|
|
|
|
|
|
|
local t = flowchart.GetVariable("TextureVar")
|
|
|
|
|
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check(t.value == mousepointer)
|
|
|
|
|
|
|
|
|
|
|
|
local v2 = flowchart.GetVariable("Vector2Var")
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|
|
|
|
|
|
|
check(v2.value.y == 1)
|
|
|
|
|
|
|
|
|
|
|
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local v3 = flowchart.GetVariable("Vector3Var")
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|
|
|
|
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check(v3.value.z == 1)
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|
|
|
|
|
|
|
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|
pass()'
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runAsCoroutine: 1
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--- !u!114 &448016419
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--- !u!1 &465829169
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------------------------------------------------------
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= false\nsay(\"test\")\n\ngo = luautils.find(\"SayDialog\")\ncheck(go != nil)\n\n--
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Test Menu creating a MenuDialog when none already exists\nfunction choose_a()\n
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\ pass()\nend\n\nmenu(\"Option A\", choose_a)\n\nlocal go = luautils.find(\"OptionButton0\")\ncheck(go
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luaScript: '-- Test getting and setting Fungus variables
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local boolvar = flowchart.GetVariable("BoolVar")
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local floatvar = flowchart.GetVariable("FloatVar")
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|
|
local intvar = flowchart.GetVariable("IntVar")
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|
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|
|
|
|
local stringvar = flowchart.GetVariable("StringVar")
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|
|
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|
|
boolvar.value = true
|
|
|
|
|
|
|
|
check(boolvar.value == true)
|
|
|
|
|
|
|
|
|
|
|
|
floatvar.value = 1
|
|
|
|
|
|
|
|
check(floatvar.value == 1)
|
|
|
|
|
|
|
|
|
|
|
|
intvar.value = 1
|
|
|
|
|
|
|
|
check(intvar.value == 1)
|
|
|
|
|
|
|
|
|
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|
|
stringvar.value = "a"
|
|
|
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|
|
|
|
check(stringvar.value == "a")
|
|
|
|
|
|
|
|
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|
|
pass()'
|
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|
|
runAsCoroutine: 1
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|
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|
--- !u!114 &851718694
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hasFailed: 0
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luaScript: return testgameobject
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luaScript: return testmaterial
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luaScript: return testgameobject
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- Fungus.FacingDirection, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- Fungus.PortraitState, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- Fungus.SayDialog, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- System.Action, System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
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- Fungus.Flowchart, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.UI.Button, UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.Canvas, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.UI.Text, UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.UI.Image, UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.TextGenerator, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.Texture, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.Font, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.TextAnchor, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.HorizontalWrapMode, UnityEngine, Version=0.0.0.0, Culture=neutral,
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PublicKeyToken=null
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- UnityEngine.VerticalWrapMode, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.FontStyle, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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- UnityEngine.TextGenerationSettings, UnityEngine, Version=0.0.0.0, Culture=neutral,
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PublicKeyToken=null
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- UnityEngine.Vector2, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
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boundObjects:
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luaScript: '-- Check that the character name text appears if a setcharacter() is
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-- called before doing any say() call.
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|
|
setsaydialog( saydialog )
|
|
|
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|
|
setcharacter( rinku )
|
|
|
|
|
|
|
|
say "Show name{x}"
|
|
|
|
|
|
|
|
check (nametext.text == "Rinku")
|
|
|
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|
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pass()'
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runAsCoroutine: 1
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--- !u!114 &1845639739
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luaScript: '-- Test Say Dialog integration
|
|
|
|
|
|
|
|
|
|
|
|
score = 10
|
|
|
|
|
|
|
|
|
|
|
|
-- Make say dialog active
|
|
|
|
|
|
|
|
setsaydialog(saydialog)
|
|
|
|
|
|
|
|
sayoptions.waitforinput = false
|
|
|
|
|
|
|
|
|
|
|
|
-- Select active character
|
|
|
|
|
|
|
|
setcharacter(john, "Mushroom")
|
|
|
|
|
|
|
|
|
|
|
|
say ("voiceover{w=3}", voiceover)
|
|
|
|
|
|
|
|
|
|
|
|
-- Test say command with a tag and global variable substitution
|
|
|
|
|
|
|
|
say "Alrighty{w=1} how do {$score}?"
|
|
|
|
|
|
|
|
|
|
|
|
check(nametext.text == "John 10")
|
|
|
|
|
|
|
|
check(storytext.text == "Alrighty how do 10?")
|
|
|
|
|
|
|
|
|
|
|
|
pass()
|
|
|
|
|
|
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|
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'
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runAsCoroutine: 1
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executeMethodName: OnExecute
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--- !u!1 &1880266302
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