diff --git a/Assets/Fungus/CHANGELOG.txt b/Assets/Fungus/CHANGELOG.txt index f2adef40..bd065b86 100644 --- a/Assets/Fungus/CHANGELOG.txt +++ b/Assets/Fungus/CHANGELOG.txt @@ -1,3 +1,31 @@ +Fungus v2.2.1 +============= + +# Added + +- Set Interactable command to control UI button, input field, etc. interactivity #178 +- Button Clicked event handler to execute a block when a UI button is clicked +- End Edit event handler to execute a block when user presses enter in an input field +- Hide specific commands & categories in the Add Command menu by setting the Hide Commands property on Flowchart + +# Changed + +- Improved Enter Name example to demonstrate the new Write, Get Text, Set Text, Set Interactable, etc. commands. +- Removed punctuation pause for last character in a sentence #168 +- Removed unsupported 'shiver' item from tag help description in Say and Write commands +- Moved LICENSE and README inside the Fungus folder #185 + +# Fixed + +- Concurrent Say calls cause Say Dialog to freeze up #156 +- Null reference error after editing Flowchart code #181 +- Markup text visible if rich text not enabled when using Write command #176 +- ControlAudio waitUntilFinished property doesn't wait for correct time #174 +- Removed legacy hidden objects in example scenes #159 +- Undo for delete command doesn't work #161 +- Flowchart in The Hunter example has Hide Components set to false #150 + + Fungus v2.2.0 ============= diff --git a/Assets/Fungus/Flowchart/Editor/BlockEditor.cs b/Assets/Fungus/Flowchart/Editor/BlockEditor.cs index 4689de23..e1cb01f8 100644 --- a/Assets/Fungus/Flowchart/Editor/BlockEditor.cs +++ b/Assets/Fungus/Flowchart/Editor/BlockEditor.cs @@ -399,6 +399,9 @@ namespace Fungus newHandler.parentBlock = block; block.eventHandler = newHandler; } + + // Because this is an async call, we need to force prefab instances to record changes + PrefabUtility.RecordPrefabInstancePropertyModifications(block); } protected virtual void UpdateIndentLevels(Block block) @@ -764,6 +767,9 @@ namespace Fungus { block.commandList.Add(newCommand); } + + // Because this is an async call, we need to force prefab instances to record changes + PrefabUtility.RecordPrefabInstancePropertyModifications(block); } public virtual void ShowContextMenu() @@ -968,6 +974,9 @@ namespace Fungus } } + // Because this is an async call, we need to force prefab instances to record changes + PrefabUtility.RecordPrefabInstancePropertyModifications(block); + Repaint(); } diff --git a/Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs b/Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs index 77207e5d..c509c15c 100644 --- a/Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs +++ b/Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs @@ -229,6 +229,9 @@ namespace Fungus Variable newVariable = flowchart.gameObject.AddComponent(variableType) as Variable; newVariable.key = flowchart.GetUniqueVariableKey(""); flowchart.variables.Add(newVariable); + + // Because this is an async call, we need to force prefab instances to record changes + PrefabUtility.RecordPrefabInstancePropertyModifications(flowchart); } public static List FindAllDerivedTypes() diff --git a/Assets/Fungus/Flowchart/Editor/FlowchartMenuItems.cs b/Assets/Fungus/Flowchart/Editor/FlowchartMenuItems.cs index 32bceca3..c53131ca 100644 --- a/Assets/Fungus/Flowchart/Editor/FlowchartMenuItems.cs +++ b/Assets/Fungus/Flowchart/Editor/FlowchartMenuItems.cs @@ -13,6 +13,14 @@ namespace Fungus { GameObject go = SpawnPrefab("Flowchart"); go.transform.position = Vector3.zero; + + // Only the first created Flowchart in the scene should have a default GameStarted block + if (GameObject.FindObjectsOfType().Length > 1) + { + Block block = go.GetComponent(); + block.eventHandler = null; + GameObject.DestroyImmediate(block.eventHandler); + } } [MenuItem("Tools/Fungus/Create/Fungus Logo", false, 1000)] diff --git a/Assets/Fungus/Flowchart/Resources/Flowchart.prefab b/Assets/Fungus/Flowchart/Resources/Flowchart.prefab index bab4a9e4..da5d556e 100644 --- a/Assets/Fungus/Flowchart/Resources/Flowchart.prefab +++ b/Assets/Fungus/Flowchart/Resources/Flowchart.prefab @@ -9,9 +9,9 @@ GameObject: m_Component: - 4: {fileID: 467082} - 114: {fileID: 11430050} - - 114: {fileID: 11417010} - 114: {fileID: 11433304} - 114: {fileID: 11462346} + - 114: {fileID: 11456218} m_Layer: 0 m_Name: Flowchart m_TagString: Untagged @@ -31,18 +31,6 @@ Transform: m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 ---- !u!114 &11417010 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 100100000} - m_GameObject: {fileID: 142980} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d2f6487d21a03404cb21b245f0242e79, type: 3} - m_Name: - m_EditorClassIdentifier: - parentBlock: {fileID: 0} --- !u!114 &11430050 MonoBehaviour: m_ObjectHideFlags: 1 @@ -54,6 +42,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a334fe2ffb574b3583ff3b18b4792d3, type: 3} m_Name: m_EditorClassIdentifier: + version: 1.0 scrollPos: {x: 0, y: 0} variablesScrollPos: {x: 0, y: 0} variablesExpanded: 1 @@ -69,11 +58,12 @@ MonoBehaviour: selectedCommands: [] variables: [] description: - runSlowDuration: .25 + stepPause: 0 colorCommands: 1 hideComponents: 1 saveSelection: 1 - nextItemId: 1 + localizationId: + hideCommands: [] --- !u!114 &11433304 MonoBehaviour: m_ObjectHideFlags: 1 @@ -88,15 +78,40 @@ MonoBehaviour: nodeRect: serializedVersion: 2 x: 67 - y: 69 + y: 70 width: 120 height: 40 itemId: 0 blockName: New Block description: - runSlowInEditor: 1 eventHandler: {fileID: 11462346} - commandList: [] + commandList: + - {fileID: 11456218} +--- !u!114 &11456218 +MonoBehaviour: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 142980} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ec422cd568a9c4a31ad7c36d0572b9da, type: 3} + m_Name: + m_EditorClassIdentifier: + itemId: 1 + errorMessage: + indentLevel: 0 + storyText: Hi + description: + character: {fileID: 0} + portrait: {fileID: 0} + voiceOverClip: {fileID: 0} + showAlways: 1 + showCount: 1 + extendPrevious: 0 + fadeWhenDone: 1 + waitForClick: 1 + setSayDialog: {fileID: 0} --- !u!114 &11462346 MonoBehaviour: m_ObjectHideFlags: 1 @@ -115,7 +130,11 @@ Prefab: serializedVersion: 2 m_Modification: m_TransformParent: {fileID: 0} - m_Modifications: [] + m_Modifications: + - target: {fileID: 0} + propertyPath: hideComponents + value: 1 + objectReference: {fileID: 0} m_RemovedComponents: [] m_ParentPrefab: {fileID: 0} m_RootGameObject: {fileID: 142980} diff --git a/Assets/Fungus/Flowchart/Scripts/Flowchart.cs b/Assets/Fungus/Flowchart/Scripts/Flowchart.cs index 102f51cb..2deb4925 100644 --- a/Assets/Fungus/Flowchart/Scripts/Flowchart.cs +++ b/Assets/Fungus/Flowchart/Scripts/Flowchart.cs @@ -246,7 +246,11 @@ namespace Fungus // they waste memory so should be cleared out periodically. Block[] blocks = GetComponentsInChildren(); - + + // Remove any null entries in the variables list + // It shouldn't happen but it seemed to occur for a user on the forum + variables.RemoveAll(item => item == null); + foreach (Variable variable in GetComponents()) { if (!variables.Contains(variable)) @@ -310,14 +314,7 @@ namespace Fungus } protected virtual void Initialize() - { - // If there are other flowcharts in the scene and the selected block has the default name, then this is probably a new block. - // Reset the event handler of the new flowchart's default block to avoid crashes. - if (selectedBlock && cachedFlowcharts.Count > 1 && selectedBlock.blockName == DEFAULT_BLOCK_NAME) - { - selectedBlock.eventHandler = null; - } - } + {} protected virtual Block CreateBlockComponent(GameObject parent) { @@ -893,6 +890,9 @@ namespace Fungus // Look for any matching variables in this Flowchart first (public or private) foreach (Variable variable in variables) { + if (variable == null) + continue; + if (variable.key == key) { string value = variable.ToString(); @@ -911,6 +911,9 @@ namespace Fungus foreach (Variable variable in flowchart.variables) { + if (variable == null) + continue; + if (variable.scope == VariableScope.Public && variable.key == key) { diff --git a/Assets/LICENSE.txt b/Assets/Fungus/LICENSE.txt similarity index 100% rename from Assets/LICENSE.txt rename to Assets/Fungus/LICENSE.txt diff --git a/Assets/LICENSE.txt.meta b/Assets/Fungus/LICENSE.txt.meta similarity index 100% rename from Assets/LICENSE.txt.meta rename to Assets/Fungus/LICENSE.txt.meta diff --git a/Assets/Fungus/Narrative/Scripts/Commands/Menu.cs b/Assets/Fungus/Narrative/Scripts/Commands/Menu.cs index d464a493..b7ffda43 100644 --- a/Assets/Fungus/Narrative/Scripts/Commands/Menu.cs +++ b/Assets/Fungus/Narrative/Scripts/Commands/Menu.cs @@ -47,7 +47,10 @@ namespace Fungus if (menuDialog != null) { menuDialog.gameObject.SetActive(true); - string displayText = text; + + Flowchart flowchart = GetFlowchart(); + string displayText = flowchart.SubstituteVariables(text); + menuDialog.AddOption(displayText, interactable, targetBlock); } } diff --git a/Assets/Fungus/Narrative/Scripts/Commands/Portrait.cs b/Assets/Fungus/Narrative/Scripts/Commands/Portrait.cs index 297cd26a..e7be2eea 100755 --- a/Assets/Fungus/Narrative/Scripts/Commands/Portrait.cs +++ b/Assets/Fungus/Narrative/Scripts/Commands/Portrait.cs @@ -381,6 +381,8 @@ namespace Fungus GameObject tempGO = GameObject.Instantiate(character.state.portraitImage.gameObject); tempGO.transform.SetParent(character.state.portraitImage.transform, false); tempGO.transform.localPosition = Vector3.zero; + tempGO.transform.localScale = character.state.position.localScale; + Image tempImage = tempGO.GetComponent(); tempImage.sprite = character.state.portraitImage.sprite; tempImage.preserveAspect = true; diff --git a/Assets/Fungus/Narrative/Scripts/Commands/SetLanguage.cs b/Assets/Fungus/Narrative/Scripts/Commands/SetLanguage.cs index d7323305..22d91709 100644 --- a/Assets/Fungus/Narrative/Scripts/Commands/SetLanguage.cs +++ b/Assets/Fungus/Narrative/Scripts/Commands/SetLanguage.cs @@ -12,12 +12,18 @@ namespace Fungus [Tooltip("Code of the language to set. e.g. ES, DE, JA")] public string languageCode; + public static string mostRecentLanguage = ""; + public override void OnEnter() { Localization localization = GameObject.FindObjectOfType(); if (localization != null) { localization.SetActiveLanguage(languageCode, true); + + // Cache the most recently set language code so we can continue to + // use the same language in subsequent scenes. + mostRecentLanguage = languageCode; } Continue(); diff --git a/Assets/Fungus/Narrative/Scripts/DialogInput.cs b/Assets/Fungus/Narrative/Scripts/DialogInput.cs index e29c2eef..c888e545 100644 --- a/Assets/Fungus/Narrative/Scripts/DialogInput.cs +++ b/Assets/Fungus/Narrative/Scripts/DialogInput.cs @@ -144,7 +144,7 @@ namespace Fungus // Ignore input events if a Menu is being displayed if (MenuDialog.activeMenuDialog != null) { - if (MenuDialog.activeMenuDialog.gameObject.activeSelf) + if (MenuDialog.activeMenuDialog.gameObject.activeInHierarchy) { dialogClickedFlag = false; nextLineInputFlag = false; diff --git a/Assets/Fungus/Narrative/Scripts/Localization.cs b/Assets/Fungus/Narrative/Scripts/Localization.cs index d960a562..3700baab 100644 --- a/Assets/Fungus/Narrative/Scripts/Localization.cs +++ b/Assets/Fungus/Narrative/Scripts/Localization.cs @@ -56,6 +56,16 @@ namespace Fungus [NonSerialized] public string notificationText = ""; + public virtual void OnLevelWasLoaded(int level) + { + // Check if a language has been selected using the Set Language command in a previous scene. + if (SetLanguage.mostRecentLanguage != "") + { + // This language will be used when Start() is called + activeLanguage = SetLanguage.mostRecentLanguage; + } + } + public virtual void Start() { CacheLocalizeableObjects(); diff --git a/Assets/Fungus/Narrative/Scripts/SayDialog.cs b/Assets/Fungus/Narrative/Scripts/SayDialog.cs index 39f39033..450edab8 100644 --- a/Assets/Fungus/Narrative/Scripts/SayDialog.cs +++ b/Assets/Fungus/Narrative/Scripts/SayDialog.cs @@ -129,12 +129,12 @@ namespace Fungus } } - public virtual void Say(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, AudioClip audioClip, Action onComplete) + public virtual void Say(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, AudioClip voiceOverClip, Action onComplete) { - StartCoroutine(SayInternal(text, clearPrevious, waitForInput, fadeWhenDone, audioClip, onComplete)); + StartCoroutine(SayInternal(text, clearPrevious, waitForInput, fadeWhenDone, voiceOverClip, onComplete)); } - protected virtual IEnumerator SayInternal(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, AudioClip audioClip, Action onComplete) + protected virtual IEnumerator SayInternal(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, AudioClip voiceOverClip, Action onComplete) { Writer writer = GetWriter(); @@ -148,15 +148,20 @@ namespace Fungus this.fadeWhenDone = fadeWhenDone; - // Look for a character sound effect if no voice over clip is specified - AudioClip clip = audioClip; - if (speakingCharacter != null && - clip == null) + // Voice over clip takes precedence over a character sound effect if provided + + AudioClip soundEffectClip = null; + if (voiceOverClip != null) + { + WriterAudio writerAudio = GetWriterAudio(); + writerAudio.PlayVoiceover(voiceOverClip); + } + else if (speakingCharacter != null) { - clip = speakingCharacter.soundEffect; + soundEffectClip = speakingCharacter.soundEffect; } + writer.Write(text, clearPrevious, waitForInput, soundEffectClip, onComplete); - writer.Write(text, clearPrevious, waitForInput, clip, onComplete); } protected virtual void LateUpdate() diff --git a/Assets/README.txt b/Assets/Fungus/README.txt similarity index 100% rename from Assets/README.txt rename to Assets/Fungus/README.txt diff --git a/Assets/README.txt.meta b/Assets/Fungus/README.txt.meta similarity index 100% rename from Assets/README.txt.meta rename to Assets/Fungus/README.txt.meta diff --git a/Assets/Fungus/UI/Scripts/WriterAudio.cs b/Assets/Fungus/UI/Scripts/WriterAudio.cs index cafc69c7..da85f431 100644 --- a/Assets/Fungus/UI/Scripts/WriterAudio.cs +++ b/Assets/Fungus/UI/Scripts/WriterAudio.cs @@ -43,6 +43,9 @@ namespace Fungus // When true, a beep will be played on every written character glyph protected bool playBeeps; + // True when a voiceover clip is playing + protected bool playingVoiceover = false; + public virtual void SetAudioMode(AudioMode mode) { audioMode = mode; @@ -63,6 +66,28 @@ namespace Fungus targetAudioSource.volume = 0f; } + /** + * Plays a voiceover audio clip. + * Voiceover behaves differently than speaking sound effects because it + * should keep on playing after the text has finished writing. It also + * does not pause for wait tags, punctuation, etc. + */ + public virtual void PlayVoiceover(AudioClip voiceOverClip) + { + if (targetAudioSource == null) + { + return; + } + + playingVoiceover = true; + + targetAudioSource.volume = 1f; + targetVolume = 1f; + targetAudioSource.loop = false; + targetAudioSource.clip = voiceOverClip; + targetAudioSource.Play(); + } + public virtual void Play(AudioClip audioClip) { if (targetAudioSource == null || @@ -72,6 +97,7 @@ namespace Fungus return; } + playingVoiceover = false; targetAudioSource.volume = 0f; targetVolume = 1f; @@ -122,6 +148,7 @@ namespace Fungus targetVolume = 0f; targetAudioSource.loop = false; playBeeps = false; + playingVoiceover = false; } public virtual void Resume() @@ -154,16 +181,28 @@ namespace Fungus public virtual void OnStart(AudioClip audioClip) { + if (playingVoiceover) + { + return; + } Play(audioClip); } public virtual void OnPause() { + if (playingVoiceover) + { + return; + } Pause(); } public virtual void OnResume() { + if (playingVoiceover) + { + return; + } Resume(); } @@ -174,6 +213,11 @@ namespace Fungus public virtual void OnGlyph() { + if (playingVoiceover) + { + return; + } + if (playBeeps && beepSounds.Count > 0) { if (!targetAudioSource.isPlaying) diff --git a/Assets/FungusExamples/InputText.meta b/Assets/FungusExamples/EnterName.meta similarity index 100% rename from Assets/FungusExamples/InputText.meta rename to Assets/FungusExamples/EnterName.meta diff --git a/Assets/FungusExamples/InputText/InputText.unity b/Assets/FungusExamples/EnterName/EnterName.unity similarity index 70% rename from Assets/FungusExamples/InputText/InputText.unity rename to Assets/FungusExamples/EnterName/EnterName.unity index 33ab784e..a32ca7ed 100644 --- a/Assets/FungusExamples/InputText/InputText.unity +++ b/Assets/FungusExamples/EnterName/EnterName.unity @@ -172,6 +172,19 @@ GameObject: - 114: {fileID: 163283986} - 114: {fileID: 163283989} - 114: {fileID: 163283990} + - 114: {fileID: 163283992} + - 114: {fileID: 163283993} + - 114: {fileID: 163283991} + - 114: {fileID: 163283994} + - 114: {fileID: 163283996} + - 114: {fileID: 163283995} + - 114: {fileID: 163283999} + - 114: {fileID: 163283998} + - 114: {fileID: 163283997} + - 114: {fileID: 163284002} + - 114: {fileID: 163284001} + - 114: {fileID: 163284000} + - 114: {fileID: 163284003} m_Layer: 0 m_Name: Flowchart m_TagString: Untagged @@ -199,24 +212,36 @@ MonoBehaviour: zoom: 1 scrollViewRect: serializedVersion: 2 - x: -343 - y: -340 - width: 1114 - height: 859 + x: -378 + y: -354 + width: 1243 + height: 1069 selectedBlock: {fileID: 163283984} - selectedCommands: [] + selectedCommands: + - {fileID: 163284003} variables: - {fileID: 163283985} - description: 'Shows how to read text from a UI input field, + description: 'This example shows how to write to a 3D Text Mesh using - store the value in a string variable, and then use the + the Writer component and a Write command. - string variable in a Say command.' + + It also shows how to read text from a UI input field, + + store the entered value in a string variable, and then use the + + string variable in Write and Say commands. + + + The input field is set to be non interactable once the player + + has entered their name using the Set Interactable command.' stepPause: 0 colorCommands: 1 hideComponents: 1 saveSelection: 1 localizationId: + hideCommands: [] --- !u!114 &163283984 MonoBehaviour: m_ObjectHideFlags: 2 @@ -231,16 +256,21 @@ MonoBehaviour: m_EditorClassIdentifier: nodeRect: serializedVersion: 2 - x: 67 - y: 70 + x: 212 + y: 180 width: 120 height: 40 itemId: 0 blockName: ReadText - description: + description: Handles user clicking the ok button eventHandler: {fileID: 163283990} commandList: - {fileID: 163283988} + - {fileID: 163284003} + - {fileID: 163283994} + - {fileID: 163283999} + - {fileID: 163283998} + - {fileID: 163283997} - {fileID: 163283986} - {fileID: 163283989} --- !u!114 &163283985 @@ -255,7 +285,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: scope: 0 - key: EnteredText + key: PlayerName value: --- !u!114 &163283986 MonoBehaviour: @@ -271,7 +301,7 @@ MonoBehaviour: itemId: 2 errorMessage: indentLevel: 0 - storyText: 'You entered: {$EnteredText}' + storyText: Hi {$PlayerName}, how are you today? description: character: {fileID: 0} portrait: {fileID: 0} @@ -331,7 +361,7 @@ MonoBehaviour: booleanVal: 0 --- !u!114 &163283990 MonoBehaviour: - m_ObjectHideFlags: 0 + m_ObjectHideFlags: 2 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 163283982} @@ -342,6 +372,263 @@ MonoBehaviour: m_EditorClassIdentifier: parentBlock: {fileID: 163283984} targetButton: {fileID: 373310154} +--- !u!114 &163283991 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ad2261dbe44de43a980e6f7c77c88f7f, type: 3} + m_Name: + m_EditorClassIdentifier: + itemId: 6 + errorMessage: + indentLevel: 0 + textObject: {fileID: 717539585} + text: + stringRef: {fileID: 0} + stringVal: Hello! Please enter your name + description: + clearText: 1 + waitUntilFinished: 1 + textColor: 0 + setAlpha: + floatRef: {fileID: 0} + floatVal: 1 + setColor: + colorRef: {fileID: 0} + colorVal: {r: 1, g: 1, b: 1, a: 1} +--- !u!114 &163283992 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 3d3d73aef2cfc4f51abf34ac00241f60, type: 3} + m_Name: + m_EditorClassIdentifier: + nodeRect: + serializedVersion: 2 + x: 60 + y: 60 + width: 120 + height: 40 + itemId: 5 + blockName: Start + description: + eventHandler: {fileID: 163283993} + commandList: + - {fileID: 163283996} + - {fileID: 163283991} + - {fileID: 163283995} +--- !u!114 &163283993 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d2f6487d21a03404cb21b245f0242e79, type: 3} + m_Name: + m_EditorClassIdentifier: + parentBlock: {fileID: 163283992} +--- !u!114 &163283994 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: ad2261dbe44de43a980e6f7c77c88f7f, type: 3} + m_Name: + m_EditorClassIdentifier: + itemId: 7 + errorMessage: + indentLevel: 0 + textObject: {fileID: 717539585} + text: + stringRef: {fileID: 0} + stringVal: Nice to meet you {$PlayerName} + description: + clearText: 1 + waitUntilFinished: 1 + textColor: 0 + setAlpha: + floatRef: {fileID: 0} + floatVal: 1 + setColor: + colorRef: {fileID: 0} + colorVal: {r: 1, g: 1, b: 1, a: 1} +--- !u!114 &163283995 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: dbd8c931f22994b9d90e2037fffaa770, type: 3} + m_Name: + m_EditorClassIdentifier: + itemId: 9 + errorMessage: + indentLevel: 0 + targetGameObject: {fileID: 1538358643} + activeState: + booleanRef: {fileID: 0} + booleanVal: 1 +--- !u!114 &163283996 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: dbd8c931f22994b9d90e2037fffaa770, type: 3} + m_Name: + m_EditorClassIdentifier: + itemId: 8 + errorMessage: + indentLevel: 0 + targetGameObject: {fileID: 1538358643} + activeState: + booleanRef: {fileID: 0} + booleanVal: 0 +--- !u!114 &163283997 +MonoBehaviour: + m_ObjectHideFlags: 2 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 163283982} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 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{ + return; + } + + if (t.transform.localScale.x != -1f) + { + IntegrationTest.Fail("Character object not flipped horizontally"); + } + } +} diff --git a/Assets/Tests/Narrative/PortraitFlipTest.cs.meta b/Assets/Tests/Narrative/PortraitFlipTest.cs.meta new file mode 100644 index 00000000..6f7b76b0 --- /dev/null +++ b/Assets/Tests/Narrative/PortraitFlipTest.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cd9f5c93d50b44e9ba1b822ff6993500 +timeCreated: 1444231183 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/TestAssets/Audio/VoiceOver.wav b/Assets/Tests/TestAssets/Audio/VoiceOver.wav new file mode 100644 index 00000000..1cdcf944 Binary files /dev/null and b/Assets/Tests/TestAssets/Audio/VoiceOver.wav differ diff --git a/Assets/Tests/TestAssets/Audio/VoiceOver.wav.meta b/Assets/Tests/TestAssets/Audio/VoiceOver.wav.meta new file 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By contributing to this project, you agree to abide by the Fungus [code of conduct]. You also agree that by submitting a pull request for this project, **[your contribution will be licensed under the MIT license for this project][fungus license]**. + +Fork and clone the Fungus repo (see [fork a repo] ) + +Make sure the tests pass locally (more information on how to do this coming soon). + +Make your change. Add tests for your change. Make the tests pass locally. + +Push to your fork and [submit a pull request][pr]. + +[pr]: https://github.com/fungusgames/Fungus/compare/ + +We will try to give initial feedback to pull requests within 3 days or sooner. However, this may not always be possible. Please be patient, we will look at every pull request as soon as we can. + +Your pull request will have a better chance of being accepted if you do the following: + +* Write tests (more information on how to do this coming soon). +* Follow our coding style (details coming soon !) +* Write a [good commit message][commit]. + +[code of conduct]: https://fungusgames.com/code-of-conduct +[commit]: http://chris.beams.io/posts/git-commit/ +[fork a repo]: https://help.github.com/articles/fork-a-repo/ +[fungus license]: https://github.com/FungusGames/Fungus/blob/master/LICENSE diff --git a/README.md b/README.md index c48d9f6b..ae35536a 100644 --- a/README.md +++ b/README.md @@ -24,7 +24,10 @@ http://fungusgames.com/forum Contributing ============ +To contribute code to Fungus, please see [CONTRIBUTING][contributing]. If you are interested in contributing in some other way (art, audio, documentation, pizza) just email me at chris at fungusgames.com. + +[contributing]: https://github.com/FungusGames/Fungus/blob/master/CONTRIBUTING.md + Many thanks to everyone who has contributed code to the project. https://github.com/fungusgames/fungus/graphs/contributors -If you would like to contribute a bug fix or new feature, please submit a pull request on github. If you are interested in contributing in some other way (art, audio, documentation, pizza) just email me at chris at snozbot.com.