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Updated command reference docs

master
Christopher 8 years ago
parent
commit
62a6732817
  1. 2
      Assets/Fungus/Scripts/Commands/SavePoint.cs
  2. 13
      Docs/command_ref/core_events.md
  3. 16
      Docs/command_ref/flow_commands.md
  4. 25
      Docs/command_ref/scene_events.md
  5. 1
      Docs/command_ref/sprite_events.md

2
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
{
/// <summary>

13
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

16
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.

25
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.

1
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.

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