Browse Source

Improved names of all commands

master
chrisgregan 10 years ago
parent
commit
537f9f0d2e
  1. 3
      Assets/Fungus/FungusCommands/Scripts/AddOption.cs
  2. 0
      Assets/Fungus/FungusCommands/Scripts/AddOption.cs.meta
  3. 3
      Assets/Fungus/FungusCommands/Scripts/FadeSprite.cs
  4. 3
      Assets/Fungus/FungusCommands/Scripts/SetView.cs
  5. 0
      Assets/Fungus/FungusCommands/Scripts/SetView.cs.meta
  6. 10
      Assets/Fungus/FungusScript/Editor/OptionEditor.cs
  7. BIN
      Assets/Shuttle/ShuttleGame.unity

3
Assets/Fungus/FungusCommands/Scripts/Option.cs → Assets/Fungus/FungusCommands/Scripts/AddOption.cs

@ -4,8 +4,9 @@ using System.Collections.Generic;
namespace Fungus.Script
{
[CommandName("Add Option")]
[HelpText("Adds an option button to be displayed by the next Say command. The target sequence is run when the player selects the option. A condition can be specified for when the option should be shown.")]
public class Option : FungusCommand
public class AddOption : FungusCommand
{
public enum ShowCondition
{

0
Assets/Fungus/FungusCommands/Scripts/Option.cs.meta → Assets/Fungus/FungusCommands/Scripts/AddOption.cs.meta

3
Assets/Fungus/FungusCommands/Scripts/FadeSprite.cs

@ -4,7 +4,8 @@ using System.Collections;
namespace Fungus.Script
{
[CommandName("Fade Sprite")]
[HelpText("Fades a sprite to a target color over a period of time.")]
public class FadeSprite : FungusCommand
{
public float duration;

3
Assets/Fungus/FungusCommands/Scripts/View.cs → Assets/Fungus/FungusCommands/Scripts/SetView.cs

@ -4,8 +4,9 @@ using System.Collections;
namespace Fungus.Script
{
[CommandName("Set View")]
[HelpText("Moves the camera to a location specified by a View object. Supports Move and Fade transitions over a period of time.")]
public class View : FungusCommand
public class SetView : FungusCommand
{
public enum Transition
{

0
Assets/Fungus/FungusCommands/Scripts/View.cs.meta → Assets/Fungus/FungusCommands/Scripts/SetView.cs.meta

10
Assets/Fungus/FungusScript/Editor/OptionEditor.cs

@ -7,12 +7,12 @@ using System.Collections.Generic;
namespace Fungus.Script
{
[CustomEditor (typeof(Option))]
[CustomEditor (typeof(AddOption))]
public class OptionEditor : FungusCommandEditor
{
public override void DrawCommandGUI()
{
Option t = target as Option;
AddOption t = target as AddOption;
EditorGUI.BeginChangeCheck();
@ -21,12 +21,12 @@ namespace Fungus.Script
new GUIContent("<Continue>"),
t.GetFungusScript(),
t.targetSequence);
Option.ShowCondition showCondition = (Option.ShowCondition)EditorGUILayout.EnumPopup(new GUIContent("Show Condition", "Condition when this option should be visible."), t.showCondition);
AddOption.ShowCondition showCondition = (AddOption.ShowCondition)EditorGUILayout.EnumPopup(new GUIContent("Show Condition", "Condition when this option should be visible."), t.showCondition);
BooleanVariable booleanVariable = t.booleanVariable;
if (showCondition == Option.ShowCondition.BooleanIsFalse ||
showCondition == Option.ShowCondition.BooleanIsTrue)
if (showCondition == AddOption.ShowCondition.BooleanIsFalse ||
showCondition == AddOption.ShowCondition.BooleanIsTrue)
{
booleanVariable = FungusVariableEditor.VariableField (new GUIContent ("Boolean Variable", "Boolean variable to test for condition"),
t.GetFungusScript (),

BIN
Assets/Shuttle/ShuttleGame.unity

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