Browse Source

Added Rigidbody2D variable type

Fixed indentlevel for EventHandler:DrawProperties
Added Playground to the FungusExamples
Added Vector3 FungusCommands
- Fields, Normalise, Convert to Vector2, Arithetic
Added TransformProperty FungusCommand
-Get an Set a transform's fields and properties./
-Does not currently support rotation, localRotation nor the Mat4x4 commands as we do not have the appropriate FungusVariables to store them in
Added FungusCommand to Reload Current Scene
Added Rigidbody2D FungusCommands
- AddForce, AddTorque, StopMotion
Added Input GetAxis fungusCommand, fetch Input.GetAxis and store in a FloatData
SpawnObject FungusCommand  now can store the gameobject it instantiates and can spawn at itself
Destroy FungusCommand can now be told to pass down a delay to Destroy
Updated Docs with all changes and addtions
master
desktop-maesty/steve 7 years ago
parent
commit
2de96f8f04
  1. 9
      Assets/Fungus/Scripts/Commands/Destroy.cs
  2. 9
      Assets/Fungus/Scripts/Commands/Input.meta
  3. 52
      Assets/Fungus/Scripts/Commands/Input/GetAxis.cs
  4. 12
      Assets/Fungus/Scripts/Commands/Input/GetAxis.cs.meta
  5. 9
      Assets/Fungus/Scripts/Commands/Rigidbody2D.meta
  6. 76
      Assets/Fungus/Scripts/Commands/Rigidbody2D/AddForce2D.cs
  7. 12
      Assets/Fungus/Scripts/Commands/Rigidbody2D/AddForce2D.cs.meta
  8. 49
      Assets/Fungus/Scripts/Commands/Rigidbody2D/AddTorque2D.cs
  9. 12
      Assets/Fungus/Scripts/Commands/Rigidbody2D/AddTorque2D.cs.meta
  10. 61
      Assets/Fungus/Scripts/Commands/Rigidbody2D/StopMotionRigidBody2D.cs
  11. 12
      Assets/Fungus/Scripts/Commands/Rigidbody2D/StopMotionRigidBody2D.cs.meta
  12. 9
      Assets/Fungus/Scripts/Commands/Scene.meta
  13. 35
      Assets/Fungus/Scripts/Commands/Scene/ReloadScene.cs
  14. 12
      Assets/Fungus/Scripts/Commands/Scene/ReloadScene.cs.meta
  15. 29
      Assets/Fungus/Scripts/Commands/SpawnObject.cs
  16. 9
      Assets/Fungus/Scripts/Commands/Transform.meta
  17. 209
      Assets/Fungus/Scripts/Commands/Transform/TransformProperty.cs
  18. 12
      Assets/Fungus/Scripts/Commands/Transform/TransformProperty.cs.meta
  19. 9
      Assets/Fungus/Scripts/Commands/Vector3.meta
  20. 74
      Assets/Fungus/Scripts/Commands/Vector3/Vector3Arithmetic.cs
  21. 12
      Assets/Fungus/Scripts/Commands/Vector3/Vector3Arithmetic.cs.meta
  22. 67
      Assets/Fungus/Scripts/Commands/Vector3/Vector3Fields.cs
  23. 12
      Assets/Fungus/Scripts/Commands/Vector3/Vector3Fields.cs.meta
  24. 40
      Assets/Fungus/Scripts/Commands/Vector3/Vector3Normalise.cs
  25. 12
      Assets/Fungus/Scripts/Commands/Vector3/Vector3Normalise.cs.meta
  26. 44
      Assets/Fungus/Scripts/Commands/Vector3/Vector3ToVector2.cs
  27. 12
      Assets/Fungus/Scripts/Commands/Vector3/Vector3ToVector2.cs.meta
  28. 3
      Assets/Fungus/Scripts/Editor/EventHandlerEditor.cs
  29. 6
      Assets/Fungus/Scripts/Editor/VariableEditor.cs
  30. 56
      Assets/Fungus/Scripts/VariableTypes/Rigidbody2DVariable.cs
  31. 12
      Assets/Fungus/Scripts/VariableTypes/Rigidbody2DVariable.cs.meta
  32. 9
      Assets/FungusExamples/Playground.meta
  33. 9
      Assets/FungusExamples/Playground/Defender.meta
  34. 1985
      Assets/FungusExamples/Playground/Defender.unity
  35. 8
      Assets/FungusExamples/Playground/Defender.unity.meta
  36. 749
      Assets/FungusExamples/Playground/Defender/Cannon.prefab
  37. 9
      Assets/FungusExamples/Playground/Defender/Cannon.prefab.meta
  38. BIN
      Assets/FungusExamples/Playground/Defender/Circle.png
  39. 330
      Assets/FungusExamples/Playground/Defender/Circle.png.meta
  40. 542
      Assets/FungusExamples/Playground/Defender/Enemy.prefab
  41. 9
      Assets/FungusExamples/Playground/Defender/Enemy.prefab.meta
  42. 3362
      Assets/FungusExamples/Playground/Defender/EnemyDieParticle.prefab
  43. 9
      Assets/FungusExamples/Playground/Defender/EnemyDieParticle.prefab.meta
  44. BIN
      Assets/FungusExamples/Playground/Defender/Hexagon.png
  45. 74
      Assets/FungusExamples/Playground/Defender/Hexagon.png.meta
  46. 633
      Assets/FungusExamples/Playground/Defender/Laser.prefab
  47. 9
      Assets/FungusExamples/Playground/Defender/Laser.prefab.meta
  48. 365
      Assets/FungusExamples/Playground/Defender/Spawner.prefab
  49. 9
      Assets/FungusExamples/Playground/Defender/Spawner.prefab.meta
  50. BIN
      Assets/FungusExamples/Playground/Defender/Square.png
  51. 72
      Assets/FungusExamples/Playground/Defender/Square.png.meta
  52. BIN
      Assets/FungusExamples/Playground/Defender/Triangle.png
  53. 71
      Assets/FungusExamples/Playground/Defender/Triangle.png.meta
  54. 9
      Assets/FungusExamples/Playground/Football.meta
  55. 2898
      Assets/FungusExamples/Playground/Football.unity
  56. 8
      Assets/FungusExamples/Playground/Football.unity.meta
  57. 10
      Assets/FungusExamples/Playground/Football/Bouncy.physicsMaterial2D
  58. 9
      Assets/FungusExamples/Playground/Football/Bouncy.physicsMaterial2D.meta
  59. 208
      Assets/FungusExamples/Playground/Football/LeftGoal.prefab
  60. 9
      Assets/FungusExamples/Playground/Football/LeftGoal.prefab.meta
  61. 490
      Assets/FungusExamples/Playground/Football/P1.prefab
  62. 9
      Assets/FungusExamples/Playground/Football/P1.prefab.meta
  63. 4259
      Assets/FungusExamples/Playground/Lander.unity
  64. 8
      Assets/FungusExamples/Playground/Lander.unity.meta
  65. 5
      Docs/Docs.mdproj
  66. 15
      Docs/command_ref/input_commands.md
  67. 39
      Docs/command_ref/rigidbody2d_commands.md
  68. 13
      Docs/command_ref/scene_commands.md
  69. 7
      Docs/command_ref/scripting_commands.md
  70. 16
      Docs/command_ref/transform_commands.md
  71. 49
      Docs/command_ref/vector3_commands.md
  72. 5
      Docs/top_pages/command_reference.md

9
Assets/Fungus/Scripts/Commands/Destroy.cs

@ -19,12 +19,19 @@ namespace Fungus
[Tooltip("Reference to game object to destroy")]
[SerializeField] protected GameObjectData _targetGameObject;
[Tooltip("Optional delay given to destroy")]
[SerializeField]
protected FloatData destroyInXSeconds = new FloatData(0);
#region Public members
public override void OnEnter()
{
if (_targetGameObject.Value != null)
{
if (destroyInXSeconds.Value != 0)
Destroy(_targetGameObject, destroyInXSeconds.Value);
else
Destroy(_targetGameObject.Value);
}
@ -38,7 +45,7 @@ namespace Fungus
return "Error: No game object selected";
}
return _targetGameObject.Value.name;
return _targetGameObject.Value.name + (destroyInXSeconds.Value == 0 ? "" : " in " + destroyInXSeconds.Value.ToString());
}
public override Color GetButtonColor()

9
Assets/Fungus/Scripts/Commands/Input.meta

@ -0,0 +1,9 @@
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folderAsset: yes
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licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

52
Assets/Fungus/Scripts/Commands/Input/GetAxis.cs

@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Store Input.GetAxis in a variable
/// </summary>
[CommandInfo("Input",
"GetAxis",
"Store Input.GetAxis in a variable")]
[AddComponentMenu("")]
public class GetAxis : Command
{
[SerializeField]
protected StringData axisName;
[Tooltip("If true, calls GetAxisRaw instead of GetAxis")]
[SerializeField]
protected bool axisRaw = false;
[Tooltip("Float to store the value of the GetAxis")]
[SerializeField]
protected FloatData outValue;
public override void OnEnter()
{
if(axisRaw)
{
outValue.Value = Input.GetAxisRaw(axisName.Value);
}
else
{
outValue.Value = Input.GetAxis(axisName.Value);
}
Continue();
}
public override string GetSummary()
{
return axisName + (axisRaw ? " Raw" : "");
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Input/GetAxis.cs.meta

@ -0,0 +1,12 @@
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9
Assets/Fungus/Scripts/Commands/Rigidbody2D.meta

@ -0,0 +1,9 @@
fileFormatVersion: 2
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folderAsset: yes
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licenseType: Free
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76
Assets/Fungus/Scripts/Commands/Rigidbody2D/AddForce2D.cs

@ -0,0 +1,76 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Add force to a Rigidbody2D
/// </summary>
[CommandInfo("Rigidbody2D",
"AddForce2D",
"Add force to a Rigidbody2D")]
[AddComponentMenu("")]
public class AddForce2D : Command
{
[SerializeField]
protected Rigidbody2DData rb;
[SerializeField]
protected ForceMode2D forceMode = ForceMode2D.Force;
public enum ForceFunction
{
AddForce,
AddForceAtPosition,
AddRelativeForce
}
[SerializeField]
protected ForceFunction forceFunction = ForceFunction.AddForce;
[Tooltip("Vector of force to be added")]
[SerializeField]
protected Vector2Data force;
[Tooltip("Scale factor to be applied to force as it is used.")]
[SerializeField]
protected FloatData forceScaleFactor = new FloatData(1);
[Tooltip("World position the force is being applied from. Used only in AddForceAtPosition")]
[SerializeField]
protected Vector2Data atPosition;
public override void OnEnter()
{
switch (forceFunction)
{
case ForceFunction.AddForce:
rb.Value.AddForce(force.Value * forceScaleFactor.Value, forceMode);
break;
case ForceFunction.AddForceAtPosition:
rb.Value.AddForceAtPosition(force.Value * forceScaleFactor.Value, atPosition.Value, forceMode);
break;
case ForceFunction.AddRelativeForce:
rb.Value.AddRelativeForce(force.Value * forceScaleFactor.Value, forceMode);
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
return forceMode.ToString() + ": " + force.ToString();
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Rigidbody2D/AddForce2D.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 59927941e3d79be4dac4408058904465
timeCreated: 1503094848
licenseType: Free
MonoImporter:
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defaultReferences: []
executionOrder: 0
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49
Assets/Fungus/Scripts/Commands/Rigidbody2D/AddTorque2D.cs

@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Add Torque to a Rigidbody2D
/// </summary>
[CommandInfo("Rigidbody2D",
"AddTorque2D",
"Add Torque to a Rigidbody2D")]
[AddComponentMenu("")]
public class AddTorque2D : Command
{
[SerializeField]
protected Rigidbody2DData rb;
[SerializeField]
protected ForceMode2D forceMode = ForceMode2D.Force;
[Tooltip("Amount of torque to be added")]
[SerializeField]
protected FloatData force;
public override void OnEnter()
{
rb.Value.AddTorque(force.Value, forceMode);
Continue();
}
public override string GetSummary()
{
if(rb.Value == null)
{
return "Error: rb not set";
}
return forceMode.ToString() + ": " + force.Value.ToString() + (force.floatRef != null ? " (" + force.floatRef.Key + ")" : "");
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Rigidbody2D/AddTorque2D.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 42fb61d4cee69b244bcf4fcc8e4ae28b
timeCreated: 1503744011
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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61
Assets/Fungus/Scripts/Commands/Rigidbody2D/StopMotionRigidBody2D.cs

@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Stop velocity and angular velocity on a Rigidbody2D
/// </summary>
[CommandInfo("Rigidbody2D",
"StopMotion2D",
"Stop velocity and angular velocity on a Rigidbody2D")]
[AddComponentMenu("")]
public class StopMotionRigidBody2D : Command
{
[SerializeField]
protected Rigidbody2DData rb;
public enum Motion
{
Velocity,
AngularVelocity,
AngularAndLinearVelocity
}
[SerializeField]
protected Motion motionToStop = Motion.AngularAndLinearVelocity;
public override void OnEnter()
{
switch (motionToStop)
{
case Motion.Velocity:
rb.Value.velocity = Vector2.zero;
break;
case Motion.AngularVelocity:
rb.Value.angularVelocity = 0;
break;
case Motion.AngularAndLinearVelocity:
rb.Value.angularVelocity = 0;
rb.Value.velocity = Vector2.zero;
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
return motionToStop.ToString();
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Rigidbody2D/StopMotionRigidBody2D.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: bd2e830ee16360d418acee50d83c9c13
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defaultReferences: []
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9
Assets/Fungus/Scripts/Commands/Scene.meta

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3c625aa42f45f484cb2a4f4bef7adede
folderAsset: yes
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licenseType: Free
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35
Assets/Fungus/Scripts/Commands/Scene/ReloadScene.cs

@ -0,0 +1,35 @@
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Reload the current scene
/// </summary>
[CommandInfo("Scene",
"Reload",
"Reload the current scene")]
[AddComponentMenu("")]
public class ReloadScene : Command
{
[Tooltip("Image to display while loading the scene")]
[SerializeField]
protected Texture2D loadingImage;
public override void OnEnter()
{
SceneLoader.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name, loadingImage);
Continue();
}
public override string GetSummary()
{
return "";
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Scene/ReloadScene.cs.meta

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 9c784b19efbe8424fa879e0d6d883281
timeCreated: 1501237128
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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29
Assets/Fungus/Scripts/Commands/SpawnObject.cs

@ -19,15 +19,24 @@ namespace Fungus
[Tooltip("Game object to copy when spawning. Can be a scene object or a prefab.")]
[SerializeField] protected GameObjectData _sourceObject;
[Tooltip("Transform to use for position of newly spawned object.")]
[Tooltip("Transform to use as parent during instantiate.")]
[SerializeField] protected TransformData _parentTransform;
[Tooltip("If true, will use the Transfrom of this Flowchart for the position and rotation.")]
[SerializeField] protected BooleanData _spawnAtSelf = new BooleanData(false);
[Tooltip("Local position of newly spawned object.")]
[SerializeField] protected Vector3Data _spawnPosition;
[Tooltip("Local rotation of newly spawned object.")]
[SerializeField] protected Vector3Data _spawnRotation;
[Tooltip("Optional variable to store the GameObject that was just created.")]
[SerializeField]
protected GameObjectData _newlySpawnedObject;
#region Public members
public override void OnEnter()
@ -38,14 +47,28 @@ namespace Fungus
return;
}
GameObject newObject = GameObject.Instantiate(_sourceObject.Value);
GameObject newObject = null;
if (_parentTransform.Value != null)
{
newObject.transform.parent = _parentTransform.Value;
newObject = GameObject.Instantiate(_sourceObject.Value,_parentTransform.Value);
}
else
{
newObject = GameObject.Instantiate(_sourceObject.Value);
}
if (!_spawnAtSelf.Value)
{
newObject.transform.localPosition = _spawnPosition.Value;
newObject.transform.localRotation = Quaternion.Euler(_spawnRotation.Value);
}
else
{
newObject.transform.SetPositionAndRotation(transform.position, transform.rotation);
}
_newlySpawnedObject.Value = newObject;
Continue();
}

9
Assets/Fungus/Scripts/Commands/Transform.meta

@ -0,0 +1,9 @@
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guid: f7ddb80a0487d1342b36129da32ad1f6
folderAsset: yes
timeCreated: 1503815490
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

209
Assets/Fungus/Scripts/Commands/Transform/TransformProperty.cs

@ -0,0 +1,209 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Get or Set a property of a transform component
/// </summary>
[CommandInfo("Transform",
"Property",
"Get or Set a property of a transform component")]
[AddComponentMenu("")]
public class TransformProperty : Command
{
public enum GetSet
{
Get,
Set,
}
public GetSet getOrSet = GetSet.Get;
public enum Property
{
ChildCount,
EulerAngles,
Forward,
HasChanged,
HierarchyCapacity,
HierarchyCount,
LocalEulerAngles,
LocalPosition,
LocalScale,
LossyScale,
Parent,
Position,
Right,
Root,
Up,
//no quat or mat4 yet
//LocalRotation,
//Rotation,
//LocalToWorldMatrix,
//WorldToLocalMatrix
}
[SerializeField]
protected Property property = Property.Position;
[SerializeField]
protected TransformData transformData;
[SerializeField]
[VariableProperty(typeof(BooleanVariable),
typeof(IntegerVariable),
typeof(Vector3Variable),
typeof(TransformVariable))]
protected Variable inOutVar;
public override void OnEnter()
{
var iob = inOutVar as BooleanVariable;
var ioi = inOutVar as IntegerVariable;
var iov = inOutVar as Vector3Variable;
var iot = inOutVar as TransformVariable;
var t = transformData.Value;
switch (getOrSet)
{
case GetSet.Get:
switch (property)
{
case Property.ChildCount:
ioi.Value = t.childCount;
break;
case Property.EulerAngles:
iov.Value = t.eulerAngles;
break;
case Property.Forward:
iov.Value = t.forward;
break;
case Property.HasChanged:
iob.Value = t.hasChanged;
break;
case Property.HierarchyCapacity:
ioi.Value = t.hierarchyCapacity;
break;
case Property.HierarchyCount:
ioi.Value = t.hierarchyCount;
break;
case Property.LocalEulerAngles:
iov.Value = t.localEulerAngles;
break;
case Property.LocalPosition:
iov.Value = t.localPosition;
break;
case Property.LocalScale:
iov.Value = t.localScale;
break;
case Property.LossyScale:
iov.Value = t.lossyScale;
break;
case Property.Parent:
iot.Value = t.parent;
break;
case Property.Position:
iov.Value = t.position;
break;
case Property.Right:
iov.Value = t.right;
break;
case Property.Root:
iot.Value = t.parent;
break;
case Property.Up:
iov.Value = t.up;
break;
default:
break;
}
break;
case GetSet.Set:
switch (property)
{
case Property.ChildCount:
Debug.LogWarning("Cannot Set childCount, it is read only");
break;
case Property.EulerAngles:
t.eulerAngles = iov.Value;
break;
case Property.Forward:
t.forward = iov.Value;
break;
case Property.HasChanged:
t.hasChanged = iob.Value;
break;
case Property.HierarchyCapacity:
t.hierarchyCapacity = ioi.Value;
break;
case Property.HierarchyCount:
Debug.LogWarning("Cannot Set HierarchyCount, it is read only");
break;
case Property.LocalEulerAngles:
t.localEulerAngles = iov.Value;
break;
case Property.LocalPosition:
t.localPosition = iov.Value;
break;
case Property.LocalScale:
t.localScale = iov.Value;
break;
case Property.LossyScale:
Debug.LogWarning("Cannot Set LossyScale, it is read only");
break;
case Property.Parent:
t.parent = iot.Value;
break;
case Property.Position:
t.position = iov.Value;
break;
case Property.Right:
t.right = iov.Value;
break;
case Property.Root:
Debug.LogWarning("Cannot Set Root, it is read only");
break;
case Property.Up:
t.up = iov.Value;
break;
default:
break;
}
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
if(transformData.Value == null)
{
return "Error: no transform set";
}
var iob = inOutVar as BooleanVariable;
var ioi = inOutVar as IntegerVariable;
var iov = inOutVar as Vector3Variable;
var iot = inOutVar as TransformVariable;
if(iob == null && ioi == null && iov == null && iot == null)
{
return "Error: no variable set to push or pull data to or from";
}
//We could do further checks here, eg, you have selected childcount but set a vec3variable
return getOrSet.ToString() + " " + property.ToString();
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Transform/TransformProperty.cs.meta

@ -0,0 +1,12 @@
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9
Assets/Fungus/Scripts/Commands/Vector3.meta

@ -0,0 +1,9 @@
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74
Assets/Fungus/Scripts/Commands/Vector3/Vector3Arithmetic.cs

@ -0,0 +1,74 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Vector3 add, sub, mul, div arithmetic
/// </summary>
[CommandInfo("Vector3",
"Arithmetic",
"Vector3 add, sub, mul, div arithmetic")]
[AddComponentMenu("")]
public class Vector3Arithmetic : Command
{
[SerializeField]
protected Vector3Data lhs, rhs, output;
public enum Operation
{
Add,
Sub,
Mul,
Div
}
[SerializeField]
protected Operation operation = Operation.Add;
public override void OnEnter()
{
Vector3 tmp;
switch (operation)
{
case Operation.Add:
output.Value = lhs.Value + rhs.Value;
break;
case Operation.Sub:
output.Value = lhs.Value - rhs.Value;
break;
case Operation.Mul:
tmp = lhs.Value;
tmp.Scale(rhs.Value);
output.Value = tmp;
break;
case Operation.Div:
tmp = lhs.Value;
tmp.Scale(new Vector3(1.0f / rhs.Value.x,
1.0f / rhs.Value.y,
1.0f / rhs.Value.z));
output.Value = tmp;
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
if(output.vector3Ref == null)
{
return "Error: no output set";
}
return operation.ToString() + ": stored in " + output.vector3Ref.Key;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Vector3/Vector3Arithmetic.cs.meta

@ -0,0 +1,12 @@
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67
Assets/Fungus/Scripts/Commands/Vector3/Vector3Fields.cs

@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Get or Set the x,y,z fields of a vector3 via floatvars
/// </summary>
[CommandInfo("Vector3",
"Fields",
"Get or Set the x,y,z fields of a vector3 via floatvars")]
[AddComponentMenu("")]
public class Vector3Fields : Command
{
public enum GetSet
{
Get,
Set,
}
public GetSet getOrSet = GetSet.Get;
[SerializeField]
protected Vector3Data vec3;
[SerializeField]
protected FloatData x, y, z;
public override void OnEnter()
{
switch (getOrSet)
{
case GetSet.Get:
var v = vec3.Value;
x.Value = v.x;
y.Value = v.y;
z.Value = v.z;
break;
case GetSet.Set:
vec3.Value = new Vector3(x.Value, y.Value, z.Value);
break;
default:
break;
}
Continue();
}
public override string GetSummary()
{
if(vec3.vector3Ref == null)
{
return "Error: vec3 not set";
}
return getOrSet.ToString() + " (" + vec3.vector3Ref.Key + ")";
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Vector3/Vector3Fields.cs.meta

@ -0,0 +1,12 @@
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40
Assets/Fungus/Scripts/Commands/Vector3/Vector3Normalise.cs

@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Normalise a vector3, output can be the same as the input
/// </summary>
[CommandInfo("Vector3",
"Normalise",
"Normalise a Vector3")]
[AddComponentMenu("")]
public class Vector3Normalise : Command
{
[SerializeField]
protected Vector3Data vec3In, vec3Out;
public override void OnEnter()
{
vec3Out.Value = vec3In.Value.normalized;
Continue();
}
public override string GetSummary()
{
if (vec3Out.vector3Ref == null)
return "";
else
return vec3Out.vector3Ref.Key;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
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@ -0,0 +1,12 @@
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44
Assets/Fungus/Scripts/Commands/Vector3/Vector3ToVector2.cs

@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
// <summary>
/// Convert fungus vec3 to vec2
/// </summary>
[CommandInfo("Vector3",
"ToVector2",
"Convert Fungus Vector3 to Fungus Vector2")]
[AddComponentMenu("")]
public class Vector3ToVector2 : Command
{
[SerializeField]
protected Vector3Data vec3;
[SerializeField]
protected Vector2Data vec2;
public override void OnEnter()
{
vec2.Value = vec3.Value;
Continue();
}
public override string GetSummary()
{
if(vec3.vector3Ref != null && vec2.vector2Ref != null)
return "Converting " + vec3.vector3Ref.Key + " to " + vec2.vector2Ref.Key;
return "Error: variables not set";
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
}
}

12
Assets/Fungus/Scripts/Commands/Vector3/Vector3ToVector2.cs.meta

@ -0,0 +1,12 @@
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3
Assets/Fungus/Scripts/Editor/EventHandlerEditor.cs

@ -11,6 +11,7 @@ namespace Fungus.EditorUtils
{
protected virtual void DrawProperties()
{
EditorGUI.indentLevel++;
SerializedProperty iterator = serializedObject.GetIterator();
bool enterChildren = true;
while (iterator.NextVisible(enterChildren))
@ -24,6 +25,8 @@ namespace Fungus.EditorUtils
EditorGUILayout.PropertyField(iterator, true, new GUILayoutOption[0]);
}
EditorGUI.indentLevel--;
}
protected virtual void DrawHelpBox()

6
Assets/Fungus/Scripts/Editor/VariableEditor.cs

@ -348,5 +348,9 @@ namespace Fungus.EditorUtils
[CustomPropertyDrawer (typeof(AudioSourceData))]
public class AudioSourceDrawer : VariableDataDrawer<AudioSourceVariable>
{}
{ }
[CustomPropertyDrawer(typeof(Rigidbody2DData))]
public class Rigidbody2DDataDrawer : VariableDataDrawer<Rigidbody2DVariable>
{ }
}

56
Assets/Fungus/Scripts/VariableTypes/Rigidbody2DVariable.cs

@ -0,0 +1,56 @@
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Rigidbody2D variable type.
/// </summary>
[VariableInfo("Other", "Rigidbody2D")]
[AddComponentMenu("")]
[System.Serializable]
public class Rigidbody2DVariable : VariableBase<Rigidbody2D>
{ }
/// <summary>
/// Container for a Rigidbody2D variable reference or constant value.
/// </summary>
[System.Serializable]
public struct Rigidbody2DData
{
[SerializeField]
[VariableProperty("<Value>", typeof(Rigidbody2DVariable))]
public Rigidbody2DVariable rigidbody2DRef;
[SerializeField]
public Rigidbody2D rigidbody2DVal;
public static implicit operator Rigidbody2D(Rigidbody2DData rigidbody2DData)
{
return rigidbody2DData.Value;
}
public Rigidbody2DData(Rigidbody2D v)
{
rigidbody2DVal = v;
rigidbody2DRef = null;
}
public Rigidbody2D Value
{
get { return (rigidbody2DRef == null) ? rigidbody2DVal : rigidbody2DRef.Value; }
set { if (rigidbody2DRef == null) { rigidbody2DVal = value; } else { rigidbody2DRef.Value = value; } }
}
public string GetDescription()
{
if (rigidbody2DRef == null)
{
return rigidbody2DVal.ToString();
}
else
{
return rigidbody2DRef.Key;
}
}
}
}

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15
Docs/command_ref/input_commands.md

@ -0,0 +1,15 @@
# Input Commands # {#input_commands}
Commands that interact with UnityEngine.Input
[TOC]
# 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.
Defined in Fungus.MoveLean
Property | Type | Description
--- | --- | ---
axisName | Fungus.StringData | Input Axis name, defined in [InputManager](https://docs.unity3d.com/Manual/class-InputManager.html)
axisRaw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis
outValue | Fungus.FloatData | Float to store the value of the GetAxis.

39
Docs/command_ref/rigidbody2d_commands.md

@ -0,0 +1,39 @@
# Rigidbody2D Commands # {#rigidbody2d_commands}
Commands that interact with [UnityEngine.Rigidbody2D](https://docs.unity3d.com/ScriptReference/Rigidbody2D.html) & Fungus.Rigidbody2DVariable
[TOC]
# AddTorque2D # {#AddTorque2D}
Add Torque to a Rigidbody2D.
Defined in Fungus.AddTorque2D
Property | Type | Description
--- | --- | ---
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d
forceMode | Unity.ForceMode2D | Parameter given to AddTorque
force | Fungus.FloatData | Amount of torque to be added
# AddForce2D # {#AddForce2D}
Add Force to a Rigidbody2D.
Defined in Fungus.AddForce2D
Property | Type | Description
--- | --- | ---
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d
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}
Stop motion or angularmotion or both of a rigidbody2d.
Defined in Fungus.StopMotion2D
Property | Type | Description
--- | --- | ---
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d
motionToStop | System.Enum | Which motion to stop (Velocity,AngularVelocity,AngularAndLinearVelocity)

13
Docs/command_ref/scene_commands.md

@ -0,0 +1,13 @@
# Scene Commands # {#scene_commands}
Commands that interact with scenes and Unity SceneManagement.
[TOC]
# Reload # {#Reload}
Reload the current scene
Defined in Fungus.ReloadScene
Property | Type | Description
--- | --- | ---
Loading Image | UnityEngine.Texture2D | Image to display while loading the scene

7
Docs/command_ref/scripting_commands.md

@ -40,6 +40,7 @@ Defined in Fungus.Destroy
Property | Type | Description
--- | --- | ---
_target Game Object | Fungus.GameObjectData | Reference to game object to destroy
destroyInXSeconds | Fungus.FloatData | Optional delay given to the destroy
# Execute Lua # {#ExecuteLua}
Executes a Lua code chunk using a Lua Environment.
@ -116,14 +117,16 @@ _target Game Object | Fungus.GameObjectData | Reference to game object to enable
Active State | Fungus.BooleanData | Set to true to enable the game object
# Spawn Object # {#SpawnObject}
Spawns a new object based on a reference to a scene or prefab game object.
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.
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 for position of newly spawned object.
_parent Transform | Fungus.TransformData | Optional, Transform to use as parent of newly spawned object.
_sapwn 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.

16
Docs/command_ref/transform_commands.md

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# Transform commands # {#transform_commands}
Commands that interact with and impact the UnityEngine.Transform
[TOC]
# Property # {#Property}
Fades a sprite to a target color over a period of time.
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]

49
Docs/command_ref/vector3_commands.md

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# Vector3 Commands # {#vector3_commands}
Commands that interact with and manipulate Fungus.Vector3Variable
[TOC]
# Arithmetic # {#Arithmetic}
Vector3 add, sub, mul, div arithmetic
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}
Get or Set the x,y,z fields of a vector3 via floatvars
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 a vector3, output can be the same as the input.
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}
Convert Fungus Vector3 to Fungus Vector2.
Defined in Fungus.Vector3ToVector2
Property | Type | Description
--- | --- | ---
vec3 | Fungus.Vector3Data | Vector3 data to be normalised.
vec2 | Fungus.Vector3Data | Vector2 to store result of normalisation.

5
Docs/top_pages/command_reference.md

@ -7,12 +7,17 @@ This is the reference documentation for all %Fungus commands.
* @subpage camera_commands
* @subpage flow_commands
* @subpage itween_commands
* @subpage input_commands
* @subpage leanTween_commands
* @subpage math_commands
* @subpage narrative_commands
* @subpage rigidbody2d_commands
* @subpage scene_commands
* @subpage scripting_commands
* @subpage sprite_commands
* @subpage transform_commands
* @subpage variable_commands
* @subpage vector3_commands
* @subpage ui_commands
* @subpage tests_commands

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