"Plays a usfxr synth sound. Use the usfxr editor [Tools > Fungus > Utilities > Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.")]
"Plays a usfxr synth sound. Use the usfxr editor [Tools > Fungus > Utilities > Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.")]
[AddComponentMenu("")]
[AddComponentMenu("")]
[ExecuteInEditMode]
[ExecuteInEditMode]
publicclassPlayUsfxrSound:Command
publicclassPlayUsfxrSound:Command
{
{
protectedSfxrSynth_synth=newSfxrSynth();
protectedSfxrSynth_synth=newSfxrSynth();
[Tooltip("Transform to use for positional audio")]
[Tooltip("Transform to use for positional audio")]
publicTransformParentTransform=null;
publicTransformParentTransform=null;
[Tooltip("Settings string which describes the audio")]
[Tooltip("Settings string which describes the audio")]
EditorGUILayout.PropertyField(primaryAspectRatioProp,newGUIContent("Primary Aspect Ratio","Width and height values that define the primary aspect ratio (e.g. 4:3)"));
EditorGUILayout.PropertyField(primaryAspectRatioProp,newGUIContent("Primary Aspect Ratio","Width and height values that define the primary aspect ratio (e.g. 4:3)"));
EditorGUILayout.PropertyField(secondaryAspectRatioProp,newGUIContent("Secondary Aspect Ratio","Width and height values that define the primary aspect ratio (e.g. 4:3)"));
EditorGUILayout.PropertyField(secondaryAspectRatioProp,newGUIContent("Secondary Aspect Ratio","Width and height values that define the primary aspect ratio (e.g. 4:3)"));
"Draws a fullscreen texture over the scene to give a fade effect. Setting Target Alpha to 1 will obscure the screen, alpha 0 will reveal the screen. "+
"Draws a fullscreen texture over the scene to give a fade effect. Setting Target Alpha to 1 will obscure the screen, alpha 0 will reveal the screen. "+
"If no Fade Texture is provided then a default flat color texture is used.")]
"If no Fade Texture is provided then a default flat color texture is used.")]
[AddComponentMenu("")]
[AddComponentMenu("")]
publicclassFadeScreen:Command
publicclassFadeScreen:Command
{
{
[Tooltip("Time for fade effect to complete")]
[Tooltip("Time for fade effect to complete")]
publicfloatduration=1f;
publicfloatduration=1f;
[Tooltip("Current target alpha transparency value. The fade gradually adjusts the alpha to approach this target value.")]
[Tooltip("Current target alpha transparency value. The fade gradually adjusts the alpha to approach this target value.")]
publicfloattargetAlpha=1f;
publicfloattargetAlpha=1f;
[Tooltip("Wait until the fade has finished before executing next command")]
[Tooltip("Wait until the fade has finished before executing next command")]
publicboolwaitUntilFinished=true;
publicboolwaitUntilFinished=true;
[Tooltip("Color to render fullscreen fade texture with when screen is obscured.")]
[Tooltip("Color to render fullscreen fade texture with when screen is obscured.")]
publicColorfadeColor=Color.black;
publicColorfadeColor=Color.black;
[Tooltip("Optional texture to use when rendering the fullscreen fade effect.")]
[Tooltip("Optional texture to use when rendering the fullscreen fade effect.")]
/// FindDerivedTypesFromAssembly allows a user to query all of types derived from a
/// FindDerivedTypesFromAssembly allows a user to query all of types derived from a
/// particular Type at runtime.
/// particular Type at runtime.
/// Example usage:
/// Example usage:
/// foreach (System.Type st in EditorUtility.FindDerivedTypesFromAssembly(System.Reflection.Assembly.GetAssembly(typeof(BaseTimelineEvent)), typeof(BaseTimelineEvent), true))
/// foreach (System.Type st in EditorUtility.FindDerivedTypesFromAssembly(System.Reflection.Assembly.GetAssembly(typeof(BaseTimelineEvent)), typeof(BaseTimelineEvent), true))
/// </summary>
/// </summary>
/// <param name="assembly">The assembly to search in</param>
/// <param name="assembly">The assembly to search in</param>
/// <param name="baseType">The base Type from which all returned Types derive</param>
/// <param name="baseType">The base Type from which all returned Types derive</param>
/// <param name="classOnly">If true, only class Types will be returned</param>
/// <param name="classOnly">If true, only class Types will be returned</param>
GUI.EndGroup();// End the group Unity begins automatically for an EditorWindow to clip out the window tab. This allows us to draw outside of the size of the EditorWindow.
GUI.EndGroup();// End the group Unity begins automatically for an EditorWindow to clip out the window tab. This allows us to draw outside of the size of the EditorWindow.
"Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler.")]
"Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler.")]
[AddComponentMenu("")]
[AddComponentMenu("")]
[ExecuteInEditMode]
[ExecuteInEditMode]
publicclassSendMessage:Command
publicclassSendMessage:Command
{
{
publicenumMessageTarget
publicenumMessageTarget
{
{
SameFlowchart,
SameFlowchart,
AllFlowcharts
AllFlowcharts
}
}
[Tooltip("Target flowchart(s) to send the message to")]
[Tooltip("Target flowchart(s) to send the message to")]
"Sets the active profile that the Save Variable and Load Variable commands will use. This is useful to crete multiple player save games. Once set, the profile applies across all Flowcharts and will also persist across scene loads.")]
"Sets the active profile that the Save Variable and Load Variable commands will use. This is useful to crete multiple player save games. Once set, the profile applies across all Flowcharts and will also persist across scene loads.")]
"Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type.")]
"Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type.")]
[AddComponentMenu("")]
[AddComponentMenu("")]
publicclassSetVariable:Command
publicclassSetVariable:Command
{
{
publicenumSetOperator
publicenumSetOperator
{
{
Assign,// =
Assign,// =
Negate,// =!
Negate,// =!
Add,// +=
Add,// +=
Subtract,// -=
Subtract,// -=
Multiply,// *=
Multiply,// *=
Divide// /=
Divide// /=
}
}
[Tooltip("The variable whos value will be set")]
[Tooltip("The variable whos value will be set")]
[VariableProperty(typeof(BooleanVariable),
[VariableProperty(typeof(BooleanVariable),
typeof(IntegerVariable),
typeof(IntegerVariable),
typeof(FloatVariable),
typeof(FloatVariable),
typeof(StringVariable))]
typeof(StringVariable))]
publicVariablevariable;
publicVariablevariable;
[Tooltip("The type of math operation to be performed")]
[Tooltip("The type of math operation to be performed")]