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Updated CHANGELOG and command reference docs

master
Chris Gregan 7 years ago
parent
commit
3f9948d6c5
  1. 74
      Assets/Fungus/Docs/CHANGELOG.txt
  2. 2
      Docs/Doxyfile
  3. 42
      Docs/command_ref/flow_commands.md
  4. 11
      Docs/command_ref/variable_commands.md
  5. 74
      Docs/fungus_docs/change_log.md

74
Assets/Fungus/Docs/CHANGELOG.txt

@ -2,6 +2,40 @@ Changelog {#changelog}
========= =========
[TOC] [TOC]
v3.9.0 {#v3_9_0}
======
## Added
- Conversation command supports setting default clear, wait for input and fade options #673
- Added Fungus Priority Signals #671 #670
- allows fungus to notify the outside world that it is doing something of priority so the outside world can pause
- Added GetKey fungus command. #683
- Supports positive and negative keybindings output to a bool, float or int variable
- Supports checking for pressed, release and current state
- Uses keycode with optional fallback to key name
- Disabled Flowcharts and EventHandlers. #682
- Added Dialog history on Save Menu UI #675
- Added BlockReference, a simple data type with a property drawer that makes it easier to select a target fungus block from external c# scripts. #669
- Added comparison (equals and not equals) as well as assign functionality to most variable types. #668
## Changed
- Updated to Unity 2018.1 #681
- Conversation Manager Regex now allows - and _ within say params group. #692
- Conversation example scene makes some basic use of new Conversation features
- Update LeanTween to 2.46 #689
- PortraitController forces alpha and color tweens to be non recursive.
- Updated playground demos
- Football uses GetKey instead of GetAxis (get axis was failing in some packages as inputmanager axis were not imported)
- Defender had a bug due to a change in how unity syncs 'up' between transform and rb2d
## Fixed
- ElseIfs now confirm that the previous condition was at the same indent as themselves. #693
- NarrativeLog is tolerant of null Name or Story fields #690
- Force the hierarchy icon list to refresh when a script a is loaded/changed #672
- Eventhandlers no longer fire when the flowchart is disabled #682
- StopFlowchart can continue now #685
- Fixed stray \\ that were not being stripped on Mac OS, when importing editor resources. #686
v3.8.0 {#v3_8_0} v3.8.0 {#v3_8_0}
====== ======
@ -324,16 +358,16 @@ Awesome github contributors:
## Added ## Added
- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 - FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224
- LuaEnvironment component: Execution environment for running Lua scripts. - LuaEnvironment component: Execution environment for running Lua scripts.
- LuaUtils component: Extends LuaEnvironment with lots of useful features. - LuaUtils component: Extends LuaEnvironment with lots of useful features.
- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. - LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts.
- LuaScript: Runs Lua code from a text file or from a string property. - LuaScript: Runs Lua code from a text file or from a string property.
- LuaStore: Stores variables in a global table which persists across scene loads. - LuaStore: Stores variables in a global table which persists across scene loads.
- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. - FungusModule: A set of utility functions for scripting Unity and Fungus from Lua.
- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. - FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua.
- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 - ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247
- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. - ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables.
- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. - PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc.
- Lots of FungusLua example scenes - Lots of FungusLua example scenes
- Fungus documentation now has an extensive section on LuaScripting. - Fungus documentation now has an extensive section on LuaScripting.
- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. - StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector.
@ -405,16 +439,16 @@ v2.4.0 {#v2_4_0}
## Added ## Added
- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 - FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224
- LuaEnvironment component: Execution environment for running Lua scripts. - LuaEnvironment component: Execution environment for running Lua scripts.
- LuaUtils component: Extends LuaEnvironment with lots of useful features. - LuaUtils component: Extends LuaEnvironment with lots of useful features.
- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. - LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts.
- LuaScript: Runs Lua code from a text file or from a string property. - LuaScript: Runs Lua code from a text file or from a string property.
- LuaStore: Stores variables in a global table which persists across scene loads. - LuaStore: Stores variables in a global table which persists across scene loads.
- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. - FungusModule: A set of utility functions for scripting Unity and Fungus from Lua.
- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. - FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua.
- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 - ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247
- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. - ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables.
- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. - PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc.
- Lots of FungusLua example scenes - Lots of FungusLua example scenes
- Fungus documentation now has an extensive section on LuaScripting. - Fungus documentation now has an extensive section on LuaScripting.
- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. - StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector.

2
Docs/Doxyfile

@ -38,7 +38,7 @@ PROJECT_NAME = Fungus
# could be handy for archiving the generated documentation or if some version # could be handy for archiving the generated documentation or if some version
# control system is used. # control system is used.
PROJECT_NUMBER = v3.6.1 PROJECT_NUMBER = v3.9.0
# Using the PROJECT_BRIEF tag one can provide an optional one line description # Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a # for a project that appears at the top of each page and should give viewer a

42
Docs/command_ref/flow_commands.md

@ -35,7 +35,18 @@ Boolean Data | Fungus.BooleanData | Boolean value to compare against
Integer Data | Fungus.IntegerData | Integer value to compare against Integer Data | Fungus.IntegerData | Integer value to compare against
Float Data | Fungus.FloatData | Float value to compare against Float Data | Fungus.FloatData | Float value to compare against
String Data | Fungus.StringDataMulti | String value to compare against String Data | Fungus.StringDataMulti | String value to compare against
Animator Data | Fungus.AnimatorData | Animator value to compare against
Audio Source Data | Fungus.AudioSourceData | AudioSource value to compare against
Color Data | Fungus.ColorData | Color value to compare against
Game Object Data | Fungus.GameObjectData | GameObject value to compare against Game Object Data | Fungus.GameObjectData | GameObject value to compare against
Material Data | Fungus.MaterialData | Material value to compare against
Object Data | Fungus.ObjectData | Object value to compare against
Rigidbody2 D Data | Fungus.Rigidbody2DData | Rigidbody2D value to compare against
Sprite Data | Fungus.SpriteData | Sprite value to compare against
Texture Data | Fungus.TextureData | Texture value to compare against
Transform Data | Fungus.TransformData | Transform value to compare against
Vector2 Data | Fungus.Vector2Data | Vector2 value to compare against
Vector3 Data | Fungus.Vector3Data | Vector3 value to compare against
# End # {#End} # End # {#End}
Marks the end of a conditional block. Marks the end of a conditional block.
@ -54,7 +65,18 @@ Boolean Data | Fungus.BooleanData | Boolean value to compare against
Integer Data | Fungus.IntegerData | Integer value to compare against Integer Data | Fungus.IntegerData | Integer value to compare against
Float Data | Fungus.FloatData | Float value to compare against Float Data | Fungus.FloatData | Float value to compare against
String Data | Fungus.StringDataMulti | String value to compare against String Data | Fungus.StringDataMulti | String value to compare against
Animator Data | Fungus.AnimatorData | Animator value to compare against
Audio Source Data | Fungus.AudioSourceData | AudioSource value to compare against
Color Data | Fungus.ColorData | Color value to compare against
Game Object Data | Fungus.GameObjectData | GameObject value to compare against Game Object Data | Fungus.GameObjectData | GameObject value to compare against
Material Data | Fungus.MaterialData | Material value to compare against
Object Data | Fungus.ObjectData | Object value to compare against
Rigidbody2 D Data | Fungus.Rigidbody2DData | Rigidbody2D value to compare against
Sprite Data | Fungus.SpriteData | Sprite value to compare against
Texture Data | Fungus.TextureData | Texture value to compare against
Transform Data | Fungus.TransformData | Transform value to compare against
Vector2 Data | Fungus.Vector2Data | Vector2 value to compare against
Vector3 Data | Fungus.Vector3Data | Vector3 value to compare against
# Jump # {#Jump} # Jump # {#Jump}
Move execution to a specific Label command in the same block Move execution to a specific Label command in the same block
@ -176,6 +198,15 @@ Property | Type | Description
--- | --- | --- --- | --- | ---
Frame Count | Fungus.IntegerData | Number of frames to wait for Frame Count | Fungus.IntegerData | Number of frames to wait for
# WaitInput # {#WaitInput}
Waits for a period of time or for player input before executing the next command in the block.
Defined in WaitInput
Property | Type | Description
--- | --- | ---
Duration | System.Single | Duration to wait for. If negative will wait until player input occurs.
# While # {#While} # While # {#While}
Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately. Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately.
@ -189,5 +220,16 @@ Boolean Data | Fungus.BooleanData | Boolean value to compare against
Integer Data | Fungus.IntegerData | Integer value to compare against Integer Data | Fungus.IntegerData | Integer value to compare against
Float Data | Fungus.FloatData | Float value to compare against Float Data | Fungus.FloatData | Float value to compare against
String Data | Fungus.StringDataMulti | String value to compare against String Data | Fungus.StringDataMulti | String value to compare against
Animator Data | Fungus.AnimatorData | Animator value to compare against
Audio Source Data | Fungus.AudioSourceData | AudioSource value to compare against
Color Data | Fungus.ColorData | Color value to compare against
Game Object Data | Fungus.GameObjectData | GameObject value to compare against Game Object Data | Fungus.GameObjectData | GameObject value to compare against
Material Data | Fungus.MaterialData | Material value to compare against
Object Data | Fungus.ObjectData | Object value to compare against
Rigidbody2 D Data | Fungus.Rigidbody2DData | Rigidbody2D value to compare against
Sprite Data | Fungus.SpriteData | Sprite value to compare against
Texture Data | Fungus.TextureData | Texture value to compare against
Transform Data | Fungus.TransformData | Transform value to compare against
Vector2 Data | Fungus.Vector2Data | Vector2 value to compare against
Vector3 Data | Fungus.Vector3Data | Vector3 value to compare against

11
Docs/command_ref/variable_commands.md

@ -94,5 +94,16 @@ Boolean Data | Fungus.BooleanData | Boolean value to set with
Integer Data | Fungus.IntegerData | Integer value to set with Integer Data | Fungus.IntegerData | Integer value to set with
Float Data | Fungus.FloatData | Float value to set with Float Data | Fungus.FloatData | Float value to set with
String Data | Fungus.StringDataMulti | String value to set with String Data | Fungus.StringDataMulti | String value to set with
Animator Data | Fungus.AnimatorData | Animator value to set with
Audio Source Data | Fungus.AudioSourceData | AudioSource value to set with
Color Data | Fungus.ColorData | Color value to set with
Game Object Data | Fungus.GameObjectData | GameObject value to set with Game Object Data | Fungus.GameObjectData | GameObject value to set with
Material Data | Fungus.MaterialData | Material value to set with
Object Data | Fungus.ObjectData | Object value to set with
Rigidbody2 D Data | Fungus.Rigidbody2DData | Rigidbody2D value to set with
Sprite Data | Fungus.SpriteData | Sprite value to set with
Texture Data | Fungus.TextureData | Texture value to set with
Transform Data | Fungus.TransformData | Transform value to set with
Vector2 Data | Fungus.Vector2Data | Vector2 value to set with
Vector3 Data | Fungus.Vector3Data | Vector3 value to set with

74
Docs/fungus_docs/change_log.md

@ -2,6 +2,40 @@ Changelog {#changelog}
========= =========
[TOC] [TOC]
v3.9.0 {#v3_9_0}
======
## Added
- Conversation command supports setting default clear, wait for input and fade options #673
- Added Fungus Priority Signals #671 #670
- allows fungus to notify the outside world that it is doing something of priority so the outside world can pause
- Added GetKey fungus command. #683
- Supports positive and negative keybindings output to a bool, float or int variable
- Supports checking for pressed, release and current state
- Uses keycode with optional fallback to key name
- Disabled Flowcharts and EventHandlers. #682
- Added Dialog history on Save Menu UI #675
- Added BlockReference, a simple data type with a property drawer that makes it easier to select a target fungus block from external c# scripts. #669
- Added comparison (equals and not equals) as well as assign functionality to most variable types. #668
## Changed
- Updated to Unity 2018.1 #681
- Conversation Manager Regex now allows - and _ within say params group. #692
- Conversation example scene makes some basic use of new Conversation features
- Update LeanTween to 2.46 #689
- PortraitController forces alpha and color tweens to be non recursive.
- Updated playground demos
- Football uses GetKey instead of GetAxis (get axis was failing in some packages as inputmanager axis were not imported)
- Defender had a bug due to a change in how unity syncs 'up' between transform and rb2d
## Fixed
- ElseIfs now confirm that the previous condition was at the same indent as themselves. #693
- NarrativeLog is tolerant of null Name or Story fields #690
- Force the hierarchy icon list to refresh when a script a is loaded/changed #672
- Eventhandlers no longer fire when the flowchart is disabled #682
- StopFlowchart can continue now #685
- Fixed stray \\ that were not being stripped on Mac OS, when importing editor resources. #686
v3.8.0 {#v3_8_0} v3.8.0 {#v3_8_0}
====== ======
@ -324,16 +358,16 @@ Awesome github contributors:
## Added ## Added
- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 - FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224
- LuaEnvironment component: Execution environment for running Lua scripts. - LuaEnvironment component: Execution environment for running Lua scripts.
- LuaUtils component: Extends LuaEnvironment with lots of useful features. - LuaUtils component: Extends LuaEnvironment with lots of useful features.
- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. - LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts.
- LuaScript: Runs Lua code from a text file or from a string property. - LuaScript: Runs Lua code from a text file or from a string property.
- LuaStore: Stores variables in a global table which persists across scene loads. - LuaStore: Stores variables in a global table which persists across scene loads.
- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. - FungusModule: A set of utility functions for scripting Unity and Fungus from Lua.
- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. - FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua.
- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 - ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247
- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. - ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables.
- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. - PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc.
- Lots of FungusLua example scenes - Lots of FungusLua example scenes
- Fungus documentation now has an extensive section on LuaScripting. - Fungus documentation now has an extensive section on LuaScripting.
- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. - StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector.
@ -405,16 +439,16 @@ v2.4.0 {#v2_4_0}
## Added ## Added
- FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224 - FungusLua: Lua scripting support for Fungus via wrapper components for using MoonSharp in Unity. #281, #317, #334, #237, #235, #232, #224
- LuaEnvironment component: Execution environment for running Lua scripts. - LuaEnvironment component: Execution environment for running Lua scripts.
- LuaUtils component: Extends LuaEnvironment with lots of useful features. - LuaUtils component: Extends LuaEnvironment with lots of useful features.
- LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts. - LuaBindings: Maps Unity objects & components to Lua variables for use in Lua scripts.
- LuaScript: Runs Lua code from a text file or from a string property. - LuaScript: Runs Lua code from a text file or from a string property.
- LuaStore: Stores variables in a global table which persists across scene loads. - LuaStore: Stores variables in a global table which persists across scene loads.
- FungusModule: A set of utility functions for scripting Unity and Fungus from Lua. - FungusModule: A set of utility functions for scripting Unity and Fungus from Lua.
- FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua. - FungusPrefs: An improved version of PlayerPrefs that can be easily used from Lua.
- ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247 - ExecuteHandler: Listens for any standard Unity event and calls a method on a component in the gameobject. #247
- ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables. - ExecuteLua command: Run some Lua script in a Fungus command. Return values can be stored in Fungus variables.
- PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc. - PODTypeFactory: Utility factory class for instantiating Plain-Old-Data (POD) types like Color, Vector3, etc.
- Lots of FungusLua example scenes - Lots of FungusLua example scenes
- Fungus documentation now has an extensive section on LuaScripting. - Fungus documentation now has an extensive section on LuaScripting.
- StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector. - StringDataMulti: Like StringData, but uses a multi-line textbox in the inspector.

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