Browse Source

Misc tidy up pass

master
Christopher 9 years ago
parent
commit
4d331c34c2
  1. 1
      Assets/Fungus/Sprite/Scripts/SpriteFader.cs
  2. 1
      Assets/Fungus/Thirdparty/FungusLua/Scripts/FungusPrefs.cs
  3. 1
      Assets/Fungus/Thirdparty/FungusLua/Scripts/InfoText.cs
  4. 1
      Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaBindings.cs
  5. 2
      Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaEnvironment.cs
  6. 4
      Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaStore.cs
  7. 5
      Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaUtils.cs
  8. 1
      Assets/Fungus/Thirdparty/FungusLua/Scripts/StringSubstituter.cs
  9. 2
      Assets/Fungus/UI/Scripts/Commands/SetInteractable.cs

1
Assets/Fungus/Sprite/Scripts/SpriteFader.cs

@ -3,7 +3,6 @@
using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{

1
Assets/Fungus/Thirdparty/FungusLua/Scripts/FungusPrefs.cs vendored

@ -5,7 +5,6 @@
namespace Fungus
{
/// <summary>
/// Wrapper class for PlayerPrefs that adds the concept of multiple save slots.
/// Save slots allow you to store multiple player save profiles.

1
Assets/Fungus/Thirdparty/FungusLua/Scripts/InfoText.cs vendored

@ -5,7 +5,6 @@
namespace Fungus
{
/// <summary>
/// Displays information text at the top left of the screen.
/// </summary>

1
Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaBindings.cs vendored

@ -61,7 +61,6 @@ namespace Fungus
/// </summary>
[Tooltip("The list of Unity objects to be bound to make them accessible in Lua script.")]
[SerializeField] protected List<BoundObject> boundObjects = new List<BoundObject>();
public List<BoundObject> BoundObjects { get { return boundObjects; } }
[Tooltip("Show inherited public members.")]

2
Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaEnvironment.cs vendored

@ -105,7 +105,7 @@ namespace Fungus
protected Script interpreter;
/// <summary>
/// Returns the MoonSharp interpreter instance used to run Lua code.
/// The MoonSharp interpreter instance used to run Lua code.
/// </summary>
public Script Interpreter { get { return interpreter; } }

4
Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaStore.cs vendored

@ -13,11 +13,11 @@ namespace Fungus
/// </summary>
public class LuaStore : LuaBindingsBase
{
protected Table primeTable;
/// <summary>
/// A Lua table that can be shared between multiple LuaEnvironments.
/// </summary>
protected Table primeTable;
public Table PrimeTable { get { return primeTable; } }
protected bool initialized;

5
Assets/Fungus/Thirdparty/FungusLua/Scripts/LuaUtils.cs vendored

@ -36,11 +36,6 @@ namespace Fungus
/// </summary>
[Tooltip("The currently selected language in the string table. Affects variable substitution.")]
[SerializeField] protected string activeLanguage = "en";
/// <summary>
/// Gets or sets the active language.
/// </summary>
/// <value>The active language.</value>
public string ActiveLanguage { get { return activeLanguage; } set { activeLanguage = value; } }
/// <summary>

1
Assets/Fungus/Thirdparty/FungusLua/Scripts/StringSubstituter.cs vendored

@ -34,7 +34,6 @@ namespace Fungus
/// This property is public to support client code optimisations.
/// </summary>
protected StringBuilder stringBuilder;
public StringBuilder _StringBuilder { get { return stringBuilder; } }
private int recursionDepth;

2
Assets/Fungus/UI/Scripts/Commands/SetInteractable.cs

@ -8,7 +8,7 @@ using System.Collections.Generic;
namespace Fungus
{
/// <summary>
/// Set the interactable sate of selectable objects.
/// Set the interactable state of selectable objects.
/// </summary>
[CommandInfo("UI",
"Set Interactable",

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