# Narrative commands # {#narrative_commands}
[TOC]
# Clear Menu # {#ClearMenu}
Clears the options from a menu dialogue
Defined in Fungus.ClearMenu
Property | Type | Description
--- | --- | ---
Menu Dialog | Fungus.MenuDialog | Menu Dialog to clear the options on
# Control Stage # {#ControlStage}
Controls the stage on which character portraits are displayed.
Defined in Fungus.ControlStage
Property | Type | Description
--- | --- | ---
Stage | Fungus.Stage | Stage to display characters on
Replaced Stage | Fungus.Stage | Stage to swap with
Use Default Settings | System.Boolean | Use Default Settings
Fade Duration | System.Single | Fade Duration
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
Display | Fungus.StageDisplayType | Display type
# Conversation # {#Conversation}
Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [: Story text]
Defined in Fungus.Conversation
# Menu # {#Menu}
Displays a button in a multiple choice menu
Defined in Fungus.Menu
Property | Type | Description
--- | --- | ---
Text | System.String | Text to display on the menu button
Description | System.String | Notes about the option text for other authors, localization, etc.
Target Block | Fungus.Block | Block to execute when this option is selected
Hide If Visited | System.Boolean | Hide this option if the target block has been executed previously
Interactable | Fungus.BooleanData | If false, the menu option will be displayed but will not be selectable
Set Menu Dialog | Fungus.MenuDialog | A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.
# Menu Timer # {#MenuTimer}
Displays a timer bar and executes a target block if the player fails to select a menu option in time.
Defined in Fungus.MenuTimer
Property | Type | Description
--- | --- | ---
_duration | Fungus.FloatData | Length of time to display the timer for
Target Block | Fungus.Block | Block to execute when the timer expires
# Portrait # {#Portrait}
Controls a character portrait.
Defined in Fungus.Portrait
Property | Type | Description
--- | --- | ---
Stage | Fungus.Stage | Stage to display portrait on
Character | Fungus.Character | Character to display
Replaced Character | Fungus.Character | Character to swap with
Portrait | UnityEngine.Sprite | Portrait to display
Offset | Fungus.PositionOffset | Move the portrait from/to this offset position
From Position | UnityEngine.RectTransform | Move the portrait from this position
To Position | UnityEngine.RectTransform | Move the portrait to this position
Facing | Fungus.FacingDirection | Direction character is facing
Use Default Settings | System.Boolean | Use Default Settings
Fade Duration | System.Single | Fade Duration
Move Duration | System.Single | Movement Duration
Shift Offset | UnityEngine.Vector2 | Shift Offset
Move | System.Boolean | Move portrait into new position
Shift Into Place | System.Boolean | Start from offset position
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
Display | Fungus.DisplayType | Display type
# Say # {#Say}
Writes text in a dialog box.
Defined in Fungus.Say
Property | Type | Description
--- | --- | ---
Description | System.String | Notes about this story text for other authors, localization, etc.
Character | Fungus.Character | Character that is speaking
Portrait | UnityEngine.Sprite | Portrait that represents speaking character
Voice Over Clip | UnityEngine.AudioClip | Voiceover audio to play when writing the text
Show Always | System.Boolean | Always show this Say text when the command is executed multiple times
Show Count | System.Int32 | Number of times to show this Say text when the command is executed multiple times
Extend Previous | System.Boolean | Type this text in the previous dialog box.
Fade When Done | System.Boolean | Fade out the dialog box when writing has finished and not waiting for input.
Wait For Click | System.Boolean | Wait for player to click before continuing.
Stop Voiceover | System.Boolean | Stop playing voiceover when text finishes writing.
Set Say Dialog | Fungus.SayDialog | Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog.
# Set Language # {#SetLanguage}
Set the active language for the scene. A Localization object with a localization file must be present in the scene.
Defined in Fungus.SetLanguage
Property | Type | Description
--- | --- | ---
_language Code | Fungus.StringData | Code of the language to set. e.g. ES, DE, JA
# Set Menu Dialog # {#SetMenuDialog}
Sets a custom menu dialog to use when displaying multiple choice menus
Defined in Fungus.SetMenuDialog
Property | Type | Description
--- | --- | ---
Menu Dialog | Fungus.MenuDialog | The Menu Dialog to use for displaying menu buttons
# Set Say Dialog # {#SetSayDialog}
Sets a custom say dialog to use when displaying story text
Defined in Fungus.SetSayDialog
Property | Type | Description
--- | --- | ---
Say Dialog | Fungus.SayDialog | The Say Dialog to use for displaying Say story text