diff --git a/Assets/Fungus/Scripts/Commands/SavePoint.cs b/Assets/Fungus/Scripts/Commands/SavePoint.cs index cf0334e6..c6185a6d 100644 --- a/Assets/Fungus/Scripts/Commands/SavePoint.cs +++ b/Assets/Fungus/Scripts/Commands/SavePoint.cs @@ -9,7 +9,7 @@ namespace Fungus { [CommandInfo("Flow", "Save Point", - "Creates a Save Point and adds it to the Save History. The player can save the Save History to peristent storage and load it again later using the Save Menu.")] + "Creates a Save Point and adds it to the Save History. The player can save the Save History to persistent storage and load it again later using the Save Menu.")] public class SavePoint : Command { /// diff --git a/Docs/command_ref/core_events.md b/Docs/command_ref/core_events.md index 2f0cce1e..e10231db 100644 --- a/Docs/command_ref/core_events.md +++ b/Docs/command_ref/core_events.md @@ -1,10 +1,6 @@ # Core event handlers # {#core_events} [TOC] -# Flowchart Enabled # {#FlowchartEnabled} -The block will execute when the Flowchart game object is enabled. - -Defined in Fungus.FlowchartEnabled # Game Started # {#GameStarted} The block will execute when the game starts playing. @@ -14,12 +10,3 @@ Property | Type | Description --- | --- | --- Wait For Frames | System.Int32 | Wait for a number of frames after startup before executing the Block. Can help fix startup order issues. -# Message Received # {#MessageReceived} -The block will execute when the specified message is received from a Send Message command. - -Defined in Fungus.MessageReceived - -Property | Type | Description - --- | --- | --- -Message | System.String | Fungus message to listen for - diff --git a/Docs/command_ref/flow_commands.md b/Docs/command_ref/flow_commands.md index 67e49c12..a1f2474d 100644 --- a/Docs/command_ref/flow_commands.md +++ b/Docs/command_ref/flow_commands.md @@ -14,6 +14,7 @@ Property | Type | Description --- | --- | --- Target Flowchart | Fungus.Flowchart | Flowchart which contains the block to execute. If none is specified then the current Flowchart is used. Target Block | Fungus.Block | Block to start executing +Start Label | Fungus.StringData | Label to start exeuction at. Takes priority over startIndex. Start Index | System.Int32 | Command index to start executing Call Mode | Fungus.CallMode | Select if the calling block should stop or continue executing commands, or wait until the called block finishes. @@ -85,6 +86,21 @@ Loading Image | UnityEngine.Texture2D | Image to display while loading the scene Quits the application. Does not work in Editor or Webplayer builds. Shouldn't generally be used on iOS. Defined in Fungus.Quit +# Save Point # {#SavePoint} +Creates a Save Point and adds it to the Save History. The player can save the Save History to peristent storage and load it again later using the Save Menu. + +Defined in Fungus.SavePoint + +Property | Type | Description + --- | --- | --- +Is Start Point | System.Boolean | Marks this Save Point as the starting point for Flowchart execution in the scene. Each scene in your game should have exactly one Save Point with this enabled. +Key Mode | Fungus.SavePoint+KeyMode | How the Save Point Key for this Save Point is defined. +Custom Key | System.String | A string key which uniquely identifies this save point. +Description Mode | Fungus.SavePoint+DescriptionMode | How the description for this Save Point is defined. +Custom Description | System.String | A short description of this save point. +Fire Event | System.Boolean | Fire a Save Point Loaded event when this command executes. +Resume On Load | System.Boolean | Resume execution from this location after loading this Save Point. + # Send Message # {#SendMessage} Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler. diff --git a/Docs/command_ref/scene_events.md b/Docs/command_ref/scene_events.md new file mode 100644 index 00000000..8fb5399f --- /dev/null +++ b/Docs/command_ref/scene_events.md @@ -0,0 +1,25 @@ +# Scene event handlers # {#scene_events} + +[TOC] +# Flowchart Enabled # {#FlowchartEnabled} +The block will execute when the Flowchart game object is enabled. + +Defined in Fungus.FlowchartEnabled +# Message Received # {#MessageReceived} +The block will execute when the specified message is received from a Send Message command. + +Defined in Fungus.MessageReceived + +Property | Type | Description + --- | --- | --- +Message | System.String | Fungus message to listen for + +# Save Point Loaded # {#SavePointLoaded} +Execute this block when a saved point is loaded. Use the 'new_game' key to handle game start. + +Defined in Fungus.SavePointLoaded + +Property | Type | Description + --- | --- | --- +Save Point Keys | System.Collections.Generic.List`1[System.String] | Block will execute if the Save Key of the loaded save point matches this save key. + diff --git a/Docs/command_ref/sprite_events.md b/Docs/command_ref/sprite_events.md index 738f4447..d08106ed 100644 --- a/Docs/command_ref/sprite_events.md +++ b/Docs/command_ref/sprite_events.md @@ -52,4 +52,5 @@ Defined in Fungus.ObjectClicked Property | Type | Description --- | --- | --- Clickable Object | Fungus.Clickable2D | Object that the user can click or tap on +Wait Frames | System.Int32 | Wait for a number of frames before executing the block.