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Updated command reference docs

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Chris Gregan 7 years ago
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  1. 17
      Docs/command_ref/gameobject_commands.md
  2. 16
      Docs/command_ref/input_commands.md
  3. 96
      Docs/command_ref/leanTween_commands.md
  4. 140
      Docs/command_ref/math_commands.md
  5. 7
      Docs/command_ref/narrative_commands.md
  6. 38
      Docs/command_ref/rigidbody2d_commands.md
  7. 7
      Docs/command_ref/scene_commands.md
  8. 8
      Docs/command_ref/scripting_commands.md
  9. 11
      Docs/command_ref/transform_commands.md
  10. 2
      Docs/command_ref/ui_commands.md
  11. 36
      Docs/command_ref/vector3_commands.md

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Docs/command_ref/gameobject_commands.md

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# GameObject commands # {#gameobject_commands}
[TOC]
# Instantiate # {#Instantiate}
Instantiate a game object
Defined in Fungus.SpawnObject
Property | Type | Description
--- | --- | ---
_source Object | Fungus.GameObjectData | Game object to copy when spawning. Can be a scene object or a prefab.
_parent Transform | Fungus.TransformData | Transform to use as parent during instantiate.
_spawn At Self | Fungus.BooleanData | If true, will use the Transfrom of this Flowchart for the position and rotation.
_spawn Position | Fungus.Vector3Data | Local position of newly spawned object.
_spawn Rotation | Fungus.Vector3Data | Local rotation of newly spawned object.
_newly Spawned Object | Fungus.GameObjectData | Optional variable to store the GameObject that was just created.

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Docs/command_ref/input_commands.md

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# Input Commands # {#input_commands} # Input commands # {#input_commands}
Commands that interact with UnityEngine.Input
[TOC] [TOC]
# Move # {#Move} # GetAxis # {#GetAxis}
Moves a game object to a specified position over time. Can be either to or from a given target. Can be absolute or additive. Store Input.GetAxis in a variable
Defined in Fungus.MoveLean Defined in Fungus.GetAxis
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
axisName | Fungus.StringData | Input Axis name, defined in [InputManager](https://docs.unity3d.com/Manual/class-InputManager.html) Axis Raw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis
axisRaw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis Out Value | Fungus.FloatData | Float to store the value of the GetAxis
outValue | Fungus.FloatData | Float to store the value of the GetAxis.

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Docs/command_ref/leanTween_commands.md

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# LeanTween commands # {#leanTween_commands} # LeanTween commands # {#leantween_commands}
Fungus Commands that apply [LeanTweens](http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html) to a GameObject.
[TOC] [TOC]
# Move # {#Move} # Move # {#Move}
Moves a game object to a specified position over time. Can be either to or from a given target. Can be absolute or additive. Moves a game object to a specified position over time. The position can be defined by a transform in another object (using To Transform) or by setting an absolute position (using To Position, if To Transform is set to None).
Defined in Fungus.MoveLean Defined in Fungus.MoveLean
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
_targetObject | Fungus.GameObjectData | GameObject to tween _to Transform | Fungus.TransformData | Target transform that the GameObject will move to
_duration | Fungus.FloatData | Time in seconds for the tween to complete _to Position | Fungus.Vector3Data | Target world position that the GameObject will move to, if no From Transform is set
_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current. Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination. _target Object | Fungus.GameObjectData | Target game object to apply the Tween to
easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad _duration | Fungus.FloatData | The time in seconds the animation will take to complete
loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. _to From | Fungus.BaseLeanTweenCommand+ToFrom | Does the tween act from current TO destination or is it reversed and act FROM destination to its current
repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. _abs Add | Fungus.BaseLeanTweenCommand+AbsAdd | Does the tween use the value as a target or as a delta to be added to current.
stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. Ease Type | LeanTweenType | The shape of the easing curve applied to the animation
waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. Loop Type | LeanTweenType | The type of loop to apply once the animation has completed
_toTransform | Fungus.TransformData | Target transform that the GameObject will move to. Often easier to configure tweens with the use of a target gameobject than a hard coded world position. (if this is not set then the _toPosition vector3 will be used) Repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite.
_toPosition | Fungus.Vector3Data | Target world position that the GameObject will move to, if no From Transform is set. This is only used if the _toTransform is null Stop Previous Tweens | System.Boolean | Stop any previously LeanTweens on this object before adding this one. Warning; expensive.
isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default. Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
# Scale # {#Scale} # Rotate # {#Rotate}
Scales a game object to a specified scale over time. Can be either to or from a given target. Can be absolute or additive. Rotates a game object to the specified angles over time.
Defined in Fungus.ScaleLean Defined in Fungus.RotateLean
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
_targetObject | Fungus.GameObjectData | GameObject to tween _to Transform | Fungus.TransformData | Target transform that the GameObject will rotate to
_duration | Fungus.FloatData | Time in seconds for the tween to complete _to Rotation | Fungus.Vector3Data | Target rotation that the GameObject will rotate to, if no To Transform is set
_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current. Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination. Rotate Mode | Fungus.RotateLean+RotateMode | Whether to use the provided Transform or Vector as a target to look at rather than a euler to match.
easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad _target Object | Fungus.GameObjectData | Target game object to apply the Tween to
loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. _duration | Fungus.FloatData | The time in seconds the animation will take to complete
repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. _to From | Fungus.BaseLeanTweenCommand+ToFrom | Does the tween act from current TO destination or is it reversed and act FROM destination to its current
stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. _abs Add | Fungus.BaseLeanTweenCommand+AbsAdd | Does the tween use the value as a target or as a delta to be added to current.
waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. Ease Type | LeanTweenType | The shape of the easing curve applied to the animation
_toTransform | Fungus.TransformData | Target scale for the tween to use. If null then the _toScale vector3 is used instead. Loop Type | LeanTweenType | The type of loop to apply once the animation has completed
_toScale | Fungus.Vector3Data | Target scale that the GameObject will scale to. Only used if _toTransform is null. Default is 1,1,1 Repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite.
Stop Previous Tweens | System.Boolean | Stop any previously LeanTweens on this object before adding this one. Warning; expensive.
Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
# Rotate # {#Rotate} # Scale # {#Scale}
Rotate a game object to a specified rotation (matching another transform or eulerAngle) over time. Can be either to or from a given target. Can be absolute or additive. Changes a game object's scale to a specified value over time.
Defined in Fungus.RotateLean Defined in Fungus.ScaleLean
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
_targetObject | Fungus.GameObjectData | GameObject to tween _to Transform | Fungus.TransformData | Target transform that the GameObject will scale to
_duration | Fungus.FloatData | Time in seconds for the tween to complete _to Scale | Fungus.Vector3Data | Target scale that the GameObject will scale to, if no To Transform is set
_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current. _target Object | Fungus.GameObjectData | Target game object to apply the Tween to
_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination. _duration | Fungus.FloatData | The time in seconds the animation will take to complete
easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad _to From | Fungus.BaseLeanTweenCommand+ToFrom | Does the tween act from current TO destination or is it reversed and act FROM destination to its current
loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. _abs Add | Fungus.BaseLeanTweenCommand+AbsAdd | Does the tween use the value as a target or as a delta to be added to current.
repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. Ease Type | LeanTweenType | The shape of the easing curve applied to the animation
stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. Loop Type | LeanTweenType | The type of loop to apply once the animation has completed
waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. Repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite.
_toTransform | Fungus.TransformData | Rotation for the tween to match. If not set _toRotation will be used. Stop Previous Tweens | System.Boolean | Stop any previously LeanTweens on this object before adding this one. Warning; expensive.
_ToRotation | Fungus.FloatData | Target rotation that the GameObject will rotate to, if no To Transform is set Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command
isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
rotateMode | System.Enum | 'PureRotate', 'LookAt2D' or 'LookAt3D'. Determines how to use the supplied rotation information. PureRotate is a simply euler/quaternion match. LookAt2D matches the euler z only. LookAt3D rotations the objects forward to point at the given direction/target.
# Stop Tweens # {#StopTweens} # StopTweens # {#StopTweens}
Stops the all active LeanTweens, made by fungus or otherwise, on the target GameObject Stops the LeanTweens on a target GameObject
Defined in Fungus.StopTweensLean Defined in Fungus.StopTweensLean
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
_target Object | Fungus.GameObjectData | Target game object stop LeanTweens on _target Object | Fungus.GameObjectData | Target game object stop LeanTweens on

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# Math commands # {#math_commands} # Math commands # {#math_commands}
Provides a way for Fungus.FloatData to be used in conjunction with most of [Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) and more.
[TOC] [TOC]
# Abs # {#Abs} # Abs # {#Abs}
Sets the outValue to the be Absolute value of the inValue. Command to execute and store the result of a Abs
Defined in Fungus.Abs Defined in Fungus.Abs
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
# Clamp # {#Clamp} # Clamp # {#Clamp}
Sets the outValue to the result of a clamp of value, between lower and upper. Command to contain a value between a lower and upper bound, with optional wrapping modes
Defined in Fungus.Clamp Defined in Fungus.Clamp
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
mode | System.Enum | Clamp or Repeat or Pingpong. See [Repeat and Pingpong](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details. Out Value | Fungus.FloatData | Result put here, if using pingpong don't use the same var for value as outValue.
lower | Fungus.FloatData | The lower bound of the clamp
upper | Fungus.FloatData | The upper bound of the clamp
value | Fungus.FloatData | The value to be clamped
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# Curve # {#Curve} # Curve # {#Curve}
Sets the outValue to the evaluation at inValue of the supplied animation curve. Useful for non linearly remapping values. Pass a value through an AnimationCurve
Defined in Fungus.Curve Defined in Fungus.Curve
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
curve | Unity.AnimationCurve | See [AnimationCurve](https://docs.unity3d.com/ScriptReference/AnimationCurve.html) for more info. Defaults to a Linear 0,0, to 1,1 AnimationCurve.
# Exp # {#Exp} # Exp # {#Exp}
Sets the outValue to the be Exp (e^) value of the inValue. Command to execute and store the result of a Exp
Defined in Fungus.Exp Defined in Fungus.Exp
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
# Inv # {#Inv} # Inverse # {#Inverse}
Sets the outValue to the be mutliplicative inverse of the inValue, 1 / inValue. Multiplicative Inverse of a float (1/f)
Defined in Fungus.Inv Defined in Fungus.Inv
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
# InvLerp # {#InvLerp} # InvLerp # {#InvLerp}
Sets the outValue to the Calculates the inverse lerp, the percentage a value is between two others. Calculates the inverse lerp, the percentage a value is between two others.
Defined in Fungus.InvLerp Defined in Fungus.InvLerp
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
clampResult | System.Boolean | Clamp percentage to 0-1? Clamp Result | System.Boolean | Clamp percentage to 0-1?
a | Fungus.FloatData | Min of the range
b | Fungus.FloatData | Max of the range
value | Fungus.FloatData | Value to determine precentage between a and b.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# Lerp # {#Lerp} # Lerp # {#Lerp}
Sets the outValue to the linear interpolation of a percentage between two other values. Linearly Interpolate from A to B
Defined in Fungus.Lerp Defined in Fungus.Lerp
Property | Type | Description
--- | --- | ---
mode | System.Enum | Lerp or LerpUnclamped or LerpAngle. See [Lerp functions in Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details.
a | Fungus.FloatData | Min of the range, default 0.
b | Fungus.FloatData | Max of the range, default 1.
percentage | Fungus.FloatData | percentage between a and b.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# Log # {#Log} # Log # {#Log}
Sets the outValue to the be Log or Ln of the inValue. Command to execute and store the result of a Log
Defined in Fungus.Log Defined in Fungus.Log
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). Mode | Fungus.Log+Mode | Which log to use, natural or base 10
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. In Value | Fungus.FloatData | Value to be passed in to the function.
mode | System.Enum | Base10 or Natural. Base10 is the standard Log, Natural log is often seen as Ln. Out Value | Fungus.FloatData | Where the result of the function is stored.
# Map # {#Map} # Map # {#Map}
Sets the outValue mapping of a value that currently exists between a set of numbers to another set of numbers. Map a value that exists in 1 range of numbers to another.
E.g. a value of 5 between 0 and 10, mapped to 0-20 would result in 10.
Does not clamp between ranges, use a Fungus.Clamp before or after this command for that if is desired.
Defined in Fungus.Map Defined in Fungus.Map
Property | Type | Description
--- | --- | ---
initialRangeLower | Fungus.FloatData | Min of the initial range, default 0.
initialRangeupper | Fungus.FloatData | Max of the initial range, default 1.
value | Fungus.FloatData | Value to be mapped from initial to new range.
newRangeLower | Fungus.FloatData | Min of the new target range, default 0.
newRangeUpper | Fungus.FloatData | Max of the new target range, default 1.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# MinMax # {#MinMax} # MinMax # {#MinMax}
Sets the outValue to minimum or the maximum of 2 given values. Command to store the min or max of 2 values
Defined in Fungus.MinMax Defined in Fungus.MinMax
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
function | System.Enum | Min or Max. Function | Fungus.MinMax+Function | Min Or Max
inLHSValue | Fungus.FloatData | lhs given to min or max function.
inRHSValue | Fungus.FloatData | rhs given to min or max function.
outValue | Fungus.FloatData | Value the result of the function min or max.
# Neg # {#Neg} # Negate # {#Negate}
Sets the outValue to the be addative inverse of the inValue, becomes -inValue. Negate a float
Defined in Fungus.Neg Defined in Fungus.Neg
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
# Pow # {#Pow} # Pow # {#Pow}
Sets the outValue to result of a base value rasied to an exponent. Raise a value to the power of another.
E.g. 2^5
2 is the base
5 is the exponent.
Defined in Fungus.Pow Defined in Fungus.Pow
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
baseValue | Fungus.FloatData | Base value. Out Value | Fungus.FloatData | Where the result of the function is stored.
exponentValue | Fungus.FloatData | Exponent value
outValue | Fungus.FloatData | Value the result of the pow function.
# Round # {#Round} # Round # {#Round}
Sets the outValue to the Rounded result of inValue. Command to execute and store the result of a Round
Defined in Fungus.Round Defined in Fungus.Round
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). Function | Fungus.Round+Mode | Mode; Round (closest), floor(smaller) or ceil(bigger).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. In Value | Fungus.FloatData | Value to be passed in to the function.
mode | System.Enum | Round or Floor or Ceil. Round is closest whole number, Floor is the smaller whole number, Ceil is the larger whole number. Out Value | Fungus.FloatData | Where the result of the function is stored.
# Sign # {#Sign} # Sign # {#Sign}
Sets the outValue to the be mutliplicative sign of the inValue. -1 for negative number otherwise it is 1. Command to execute and store the result of a Sign
Defined in Fungus.Sign Defined in Fungus.Sign
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
# Sqrt # {#Sqrt} # Sqrt # {#Sqrt}
Sets the outValue to the be square root of the inValue. Command to execute and store the result of a Sqrt
Defined in Fungus.Sqrt Defined in Fungus.Sqrt
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). In Value | Fungus.FloatData | Value to be passed in to the function.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. Out Value | Fungus.FloatData | Where the result of the function is stored.
# ToInt # {#ToInt} # ToInt # {#ToInt}
Sets the outValue to the Rounded to Int result of inValue. Command to execute and store the result of a float to int conversion
Defined in Fungus.ToInt Defined in Fungus.ToInt
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). Function | Fungus.ToInt+Mode | To integer mode; round, floor or ceil.
outValue | Fungus.IntData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. In Value | Fungus.FloatData | Value to be passed in to the function.
mode | System.Enum | RoundToInt or FloorToInt or CeilToInt. Round is closest integer, Floor is the smaller integer, Ceil is the larger integer. Out Value | Fungus.IntegerData | Where the result of the function is stored.
# Trig # {#Trig} # Trig # {#Trig}
Sets the outValue to the of a trigonmetric function performed on inValue. Command to execute and store the result of basic trigonometry
Defined in Fungus.Trig Defined in Fungus.Trig
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side). Function | Fungus.Trig+Function | Trigonometric function to run.
outValue | Fungus.IntData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. In Value | Fungus.FloatData | Value to be passed in to the function.
function | System.Enum | Rad2Deg, Deg2Rad, ACos, ASin, ATan, Cos, Sin, Tan. Default is Sin. Out Value | Fungus.FloatData | Where the result of the function is stored.

7
Docs/command_ref/narrative_commands.md

@ -41,7 +41,7 @@ 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 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 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. Set Menu Dialog | Fungus.MenuDialog | A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog.
hideThisOption | Fungus.BooleanData | If true, this option will be passed to the Menu Dialogue but marked as hidden, this can be used to hide options while maintaining a Menu Shuffle. Hide This Option | Fungus.BooleanData | If true, this option will be passed to the Menu Dialogue but marked as hidden, this can be used to hide options while maintaining a Menu Shuffle.
# Menu Shuffle # {#MenuShuffle} # Menu Shuffle # {#MenuShuffle}
Shuffle the order of the items in a Fungus Menu Shuffle the order of the items in a Fungus Menu
@ -50,8 +50,7 @@ Defined in Fungus.MenuShuffle
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
shuffleMode | System.Enum | Determines if the order is shuffled everytime this command is it (Every) or if it is consistent when returned to but random (Once) Shuffle Mode | Fungus.MenuShuffle+Mode | Determines if the order is shuffled everytime this command is it (Every) or if it is consistent when returned to but random (Once)
# Menu Timer # {#MenuTimer} # Menu Timer # {#MenuTimer}
Displays a timer bar and executes a target block if the player fails to select a menu option in time. Displays a timer bar and executes a target block if the player fails to select a menu option in time.
@ -104,8 +103,8 @@ 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. 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. Wait For Click | System.Boolean | Wait for player to click before continuing.
Stop Voiceover | System.Boolean | Stop playing voiceover when text finishes writing. Stop Voiceover | System.Boolean | Stop playing voiceover when text finishes writing.
Wait For V O | System.Boolean | Wait for the Voice Over to complete before continuing
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 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.
Wait for VO | System.Boolean | Wait for the VO line to complete before continuing.
# Set Language # {#SetLanguage} # Set Language # {#SetLanguage}
Set the active language for the scene. A Localization object with a localization file must be present in the scene. Set the active language for the scene. A Localization object with a localization file must be present in the scene.

38
Docs/command_ref/rigidbody2d_commands.md

@ -1,39 +1,27 @@
# Rigidbody2D Commands # {#rigidbody2d_commands} # Rigidbody2D commands # {#rigidbody2d_commands}
Commands that interact with [UnityEngine.Rigidbody2D](https://docs.unity3d.com/ScriptReference/Rigidbody2D.html) & Fungus.Rigidbody2DVariable
[TOC] [TOC]
# AddTorque2D # {#AddTorque2D} # AddForce2D # {#AddForce2D}
Add Torque to a Rigidbody2D. Add force to a Rigidbody2D
Defined in Fungus.AddTorque2D Defined in Fungus.AddForce2D
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d Force | Fungus.Vector2Data | Vector of force to be added
forceMode | Unity.ForceMode2D | Parameter given to AddTorque Force Scale Factor | Fungus.FloatData | Scale factor to be applied to force as it is used.
force | Fungus.FloatData | Amount of torque to be added At Position | Fungus.Vector2Data | World position the force is being applied from. Used only in AddForceAtPosition
# AddForce2D # {#AddForce2D} # AddTorque2D # {#AddTorque2D}
Add Force to a Rigidbody2D. Add Torque to a Rigidbody2D
Defined in Fungus.AddForce2D Defined in Fungus.AddTorque2D
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d Force | Fungus.FloatData | Amount of torque to be added
forceMode | Unity.ForceMode2D | Parameter given to AddForce
forceFunction | System.Enum | Which variant of AddForce to use (AddForce,AddForceAtPosition,AddRelativeForce)
force | Fungus.Vector2DData | Amount of torque to be added
forceScaleFactor | Fungus.FloatData | Scale factor to be applied to force as it is used. Default 1.
atPosition | Fungus.Vector2DData | World position the force is being applied from. Used only in AddForceAtPosition
# StopMotion2D # {#StopMotion2D} # StopMotion2D # {#StopMotion2D}
Stop motion or angularmotion or both of a rigidbody2d. Stop velocity and angular velocity on a Rigidbody2D
Defined in Fungus.StopMotion2D Defined in Fungus.StopMotionRigidBody2D
Property | Type | Description
--- | --- | ---
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d
motionToStop | System.Enum | Which motion to stop (Velocity,AngularVelocity,AngularAndLinearVelocity)

7
Docs/command_ref/scene_commands.md

@ -1,6 +1,4 @@
# Scene Commands # {#scene_commands} # Scene commands # {#scene_commands}
Commands that interact with scenes and Unity SceneManagement.
[TOC] [TOC]
# Reload # {#Reload} # Reload # {#Reload}
@ -10,4 +8,5 @@ Defined in Fungus.ReloadScene
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
Loading Image | UnityEngine.Texture2D | Image to display while loading the scene Loading Image | UnityEngine.Texture2D | Image to display while loading the scene

8
Docs/command_ref/scripting_commands.md

@ -40,7 +40,7 @@ Defined in Fungus.Destroy
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
_target Game Object | Fungus.GameObjectData | Reference to game object to destroy _target Game Object | Fungus.GameObjectData | Reference to game object to destroy
destroyInXSeconds | Fungus.FloatData | Optional delay given to the destroy Destroy In X Seconds | Fungus.FloatData | Optional delay given to destroy
# Execute Lua # {#ExecuteLua} # Execute Lua # {#ExecuteLua}
Executes a Lua code chunk using a Lua Environment. Executes a Lua code chunk using a Lua Environment.
@ -117,15 +117,15 @@ _target Game Object | Fungus.GameObjectData | Reference to game object to enable
Active State | Fungus.BooleanData | Set to true to enable the game object Active State | Fungus.BooleanData | Set to true to enable the game object
# Spawn Object # {#SpawnObject} # Spawn Object # {#SpawnObject}
Spawns a new object based on a reference to a scene or prefab game object. Can use the Instantiate parent if desired and can be set to spawn at the same location as the flowchart. Spawns a new object based on a reference to a scene or prefab game object.
Defined in Fungus.SpawnObject Defined in Fungus.SpawnObject
Property | Type | Description Property | Type | Description
--- | --- | --- --- | --- | ---
_source Object | Fungus.GameObjectData | Game object to copy when spawning. Can be a scene object or a prefab. _source Object | Fungus.GameObjectData | Game object to copy when spawning. Can be a scene object or a prefab.
_parent Transform | Fungus.TransformData | Optional, Transform to use as parent of newly spawned object. _parent Transform | Fungus.TransformData | Transform to use as parent during instantiate.
_sapwn At Self | Fungus.BooleanData | If true, will use the Transfrom of this Flowchart for the position and rotation. _spawn At Self | Fungus.BooleanData | If true, will use the Transfrom of this Flowchart for the position and rotation.
_spawn Position | Fungus.Vector3Data | Local position of newly spawned object. _spawn Position | Fungus.Vector3Data | Local position of newly spawned object.
_spawn Rotation | Fungus.Vector3Data | Local rotation of newly spawned object. _spawn Rotation | Fungus.Vector3Data | Local rotation of newly spawned object.
_newly Spawned Object | Fungus.GameObjectData | Optional variable to store the GameObject that was just created. _newly Spawned Object | Fungus.GameObjectData | Optional variable to store the GameObject that was just created.

11
Docs/command_ref/transform_commands.md

@ -1,16 +1,7 @@
# Transform commands # {#transform_commands} # Transform commands # {#transform_commands}
Commands that interact with and impact the UnityEngine.Transform
[TOC] [TOC]
# Property # {#Property} # Property # {#Property}
Fades a sprite to a target color over a period of time. Get or Set a property of a transform component
Defined in Fungus.TransformProperty Defined in Fungus.TransformProperty
Property | Type | Description
--- | --- | ---
getOrSet | System.Enum | Get or set the property from the transform
property | System.Enum | Which property are you targeting (ChildCount,EulerAngles,Forward,HasChanged,HierarchyCapacity,HierarchyCount,LocalEulerAngles,LocalPosition,LocalScale,LossyScale,Parent,Position,Right,Root,Up)
transformData | Fungus.TransformData | Target transform.
inOutVar | Fungus.Variable | Variable that is being used to pull data from or push the data to. Can be a bool, int, float or Transform. See (Unity Transform Docs for detials)[https://docs.unity3d.com/ScriptReference/Transform.html]

2
Docs/command_ref/ui_commands.md

@ -34,7 +34,7 @@ Toggle | UnityEngine.UI.Toggle | Target toggle object to get the value from
Toggle State | Fungus.BooleanVariable | Boolean variable to store the state of the toggle value in. Toggle State | Fungus.BooleanVariable | Boolean variable to store the state of the toggle value in.
# Set Interactable # {#SetInteractable} # Set Interactable # {#SetInteractable}
Set the interactable sate of selectable objects. Set the interactable state of selectable objects.
Defined in Fungus.SetInteractable Defined in Fungus.SetInteractable

36
Docs/command_ref/vector3_commands.md

@ -1,49 +1,19 @@
# Vector3 Commands # {#vector3_commands} # Vector3 commands # {#vector3_commands}
Commands that interact with and manipulate Fungus.Vector3Variable
[TOC] [TOC]
# Arithmetic # {#Arithmetic} # Arithmetic # {#Arithmetic}
Vector3 add, sub, mul, div arithmetic Vector3 add, sub, mul, div arithmetic
Defined in Fungus.Vector3Arithmetic Defined in Fungus.Vector3Arithmetic
Property | Type | Description
--- | --- | ---
lhs | Fungus.Vector3Data | Left hand side of the operation
rhs | Fungus.Vector3Data | Right hand side of the operation
output | Fungus.Vector3Data | Push result of operation into this variable
operation | System.Enum | Operation to perform (Add,Sub,Mul,Div)
# Fields # {#Fields} # Fields # {#Fields}
Get or Set the x,y,z fields of a vector3 via floatvars Get or Set the x,y,z fields of a vector3 via floatvars
Defined in Fungus.Vector3Fields Defined in Fungus.Vector3Fields
Property | Type | Description
--- | --- | ---
getOrSet | System.Enum | Get or Set the fields of the Vector3.
vec3 | Fungus.Vector3Data | Target Vector3.
x | Fungus.FloatData | x field.
y | Fungus.FloatData | y field.
z | Fungus.FloatData | z field.
# Normalise # {#Normalise} # Normalise # {#Normalise}
Normalise a vector3, output can be the same as the input. Normalise a Vector3
Defined in Fungus.Vector3Normalise Defined in Fungus.Vector3Normalise
Property | Type | Description
--- | --- | ---
vec3In | Fungus.Vector3Data | Vector3 data to be normalised.
vec3Out | Fungus.Vector3Data | Vector3 to store result of normalisation.
# ToVector2 # {#ToVector2} # ToVector2 # {#ToVector2}
Convert Fungus Vector3 to Fungus Vector2. Convert Fungus Vector3 to Fungus Vector2
Defined in Fungus.Vector3ToVector2 Defined in Fungus.Vector3ToVector2
Property | Type | Description
--- | --- | ---
vec3 | Fungus.Vector3Data | Vector3 data to be normalised.
vec2 | Fungus.Vector3Data | Vector2 to store result of normalisation.
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