Browse Source

Updated Doxyfile

-Now Fungus 3.6.1
Updated Docs for Commands and Event Handlers
-Added Monobeh events
-Added Math commands
-Added LeanTween commands
-Moved to separate top level side bar menus
Refactor Trig.cs to use common base class
Moved all MonoBeh Event Handlers to appropriate folder
master
desktop-maesty/steve 7 years ago
parent
commit
75b2128375
  1. 10
      Assets/Fungus/Scripts/Commands/Math/Trig.cs
  2. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour.meta
  3. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/AnimatorState.cs
  4. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/AnimatorState.cs.meta
  5. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/ApplicationState.cs
  6. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/ApplicationState.cs.meta
  7. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/BasePhysicsEventHandler.cs
  8. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/BasePhysicsEventHandler.cs.meta
  9. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/CharacterControllerCollide.cs
  10. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/CharacterControllerCollide.cs.meta
  11. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision.cs
  12. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision.cs.meta
  13. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision2D.cs
  14. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision2D.cs.meta
  15. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Mouse.cs
  16. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Mouse.cs.meta
  17. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Particle.cs
  18. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Particle.cs.meta
  19. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Render.cs
  20. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Render.cs.meta
  21. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TagFilteredEventHandler.cs
  22. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TagFilteredEventHandler.cs.meta
  23. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TransformChanged.cs
  24. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TransformChanged.cs.meta
  25. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger.cs
  26. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger.cs.meta
  27. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger2D.cs
  28. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger2D.cs.meta
  29. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/UpdateTick.cs
  30. 0
      Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/UpdateTick.cs.meta
  31. 4
      Docs/Docs.mdproj
  32. 24
      Docs/Doxyfile
  33. 0
      Docs/command_ref/leanTween_command.md
  34. 74
      Docs/command_ref/leanTween_commands.md
  35. 201
      Docs/command_ref/math_commands.md
  36. 119
      Docs/command_ref/monobeh_events.md
  37. 13
      Docs/top_pages/command_reference.md
  38. 12
      Docs/top_pages/eventhandler_reference.md

10
Assets/Fungus/Scripts/Commands/Math/Trig.cs

@ -9,7 +9,7 @@ namespace Fungus
"Trig", "Trig",
"Command to execute and store the result of basic trigonometry")] "Command to execute and store the result of basic trigonometry")]
[AddComponentMenu("")] [AddComponentMenu("")]
public class Trig : Command public class Trig : BaseUnaryMathCommand
{ {
public enum Function public enum Function
{ {
@ -28,14 +28,6 @@ namespace Fungus
[SerializeField] [SerializeField]
protected Function function = Function.Sin; protected Function function = Function.Sin;
[Tooltip("Value to be passed in to the function.")]
[SerializeField]
protected FloatData inValue;
[Tooltip("Where the result of the function is stored.")]
[SerializeField]
protected FloatData outValue;
public override void OnEnter() public override void OnEnter()
{ {
switch (function) switch (function)

0
Assets/Fungus/Scripts/Commands/MonoBehaviour.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/AnimatorState.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/AnimatorState.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/AnimatorState.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/AnimatorState.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/ApplicationState.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/ApplicationState.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/ApplicationState.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/ApplicationState.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/BasePhysicsEventHandler.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/BasePhysicsEventHandler.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/BasePhysicsEventHandler.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/BasePhysicsEventHandler.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/CharacterControllerCollide.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/CharacterControllerCollide.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/CharacterControllerCollide.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/CharacterControllerCollide.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Collision.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Collision.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Collision2D.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision2D.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Collision2D.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Collision2D.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Mouse.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Mouse.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Mouse.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Mouse.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Particle.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Particle.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Particle.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Particle.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Render.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Render.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Render.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Render.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/TagFilteredEventHandler.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TagFilteredEventHandler.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/TagFilteredEventHandler.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TagFilteredEventHandler.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/TransformChanged.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TransformChanged.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/TransformChanged.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/TransformChanged.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Trigger.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Trigger.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Trigger2D.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger2D.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/Trigger2D.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/Trigger2D.cs.meta

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/UpdateTick.cs → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/UpdateTick.cs

0
Assets/Fungus/Scripts/Commands/MonoBehaviour/UpdateTick.cs.meta → Assets/Fungus/Scripts/EventHandlers/MonoBehaviour/UpdateTick.cs.meta

4
Docs/Docs.mdproj

@ -21,6 +21,9 @@
<None Include="command_ref\flow_commands.md" /> <None Include="command_ref\flow_commands.md" />
<None Include="command_ref\input_events.md" /> <None Include="command_ref\input_events.md" />
<None Include="command_ref\itween_commands.md" /> <None Include="command_ref\itween_commands.md" />
<None Include="command_ref\leanTween_commands.md" />
<None Include="command_ref\math_commands.md" />
<None Include="command_ref\monoBeh_events.md" />
<None Include="command_ref\narrative_commands.md" /> <None Include="command_ref\narrative_commands.md" />
<None Include="command_ref\scripting_commands.md" /> <None Include="command_ref\scripting_commands.md" />
<None Include="command_ref\sprite_commands.md" /> <None Include="command_ref\sprite_commands.md" />
@ -296,6 +299,7 @@
<None Include="resources\telling_a_story\08_add_view\6_drag_view.png" /> <None Include="resources\telling_a_story\08_add_view\6_drag_view.png" />
<None Include="resources\telling_a_story\08_add_view\7_scene_running.png" /> <None Include="resources\telling_a_story\08_add_view\7_scene_running.png" />
<None Include="resources\training_course\training.png" /> <None Include="resources\training_course\training.png" />
<None Include="top_pages\eventhandler_reference.md" />
<None Include="top_pages\command_reference.md" /> <None Include="top_pages\command_reference.md" />
<None Include="top_pages\fungus_lua.md" /> <None Include="top_pages\fungus_lua.md" />
<None Include="top_pages\mainpage.md" /> <None Include="top_pages\mainpage.md" />

24
Docs/Doxyfile

@ -1,4 +1,4 @@
# Doxyfile 1.8.11 # Doxyfile 1.8.13
# This file describes the settings to be used by the documentation system # This file describes the settings to be used by the documentation system
# doxygen (www.doxygen.org) for a project. # doxygen (www.doxygen.org) for a project.
@ -38,7 +38,7 @@ PROJECT_NAME = Fungus
# could be handy for archiving the generated documentation or if some version # could be handy for archiving the generated documentation or if some version
# control system is used. # control system is used.
PROJECT_NUMBER = v3.5.0 PROJECT_NUMBER = v3.6.1
# Using the PROJECT_BRIEF tag one can provide an optional one line description # Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a # for a project that appears at the top of each page and should give viewer a
@ -58,7 +58,7 @@ PROJECT_LOGO = /Users/Gregan/github/fungus/Docs/resources/header/logo_
# entered, it will be relative to the location where doxygen was started. If # entered, it will be relative to the location where doxygen was started. If
# left blank the current directory will be used. # left blank the current directory will be used.
OUTPUT_DIRECTORY = ../Build/Docs OUTPUT_DIRECTORY = Build
# If the CREATE_SUBDIRS tag is set to YES then doxygen will create 4096 sub- # If the CREATE_SUBDIRS tag is set to YES then doxygen will create 4096 sub-
# directories (in 2 levels) under the output directory of each output format and # directories (in 2 levels) under the output directory of each output format and
@ -303,6 +303,15 @@ EXTENSION_MAPPING =
MARKDOWN_SUPPORT = YES MARKDOWN_SUPPORT = YES
# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up
# to that level are automatically included in the table of contents, even if
# they do not have an id attribute.
# Note: This feature currently applies only to Markdown headings.
# Minimum value: 0, maximum value: 99, default value: 0.
# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.
TOC_INCLUDE_HEADINGS = 0
# When enabled doxygen tries to link words that correspond to documented # When enabled doxygen tries to link words that correspond to documented
# classes, or namespaces to their corresponding documentation. Such a link can # classes, or namespaces to their corresponding documentation. Such a link can
# be prevented in individual cases by putting a % sign in front of the word or # be prevented in individual cases by putting a % sign in front of the word or
@ -806,8 +815,8 @@ INPUT_ENCODING = UTF-8
# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp, # If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp,
# *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h, # *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h,
# *.hh, *.hxx, *.hpp, *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc, # *.hh, *.hxx, *.hpp, *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc,
# *.m, *.markdown, *.md, *.mm, *.dox, *.py, *.pyw, *.f90, *.f, *.for, *.tcl, # *.m, *.markdown, *.md, *.mm, *.dox, *.py, *.pyw, *.f90, *.f95, *.f03, *.f08,
# *.vhd, *.vhdl, *.ucf, *.qsf, *.as and *.js. # *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf.
FILE_PATTERNS = *.c \ FILE_PATTERNS = *.c \
*.cc \ *.cc \
@ -2413,6 +2422,11 @@ DIAFILE_DIRS =
PLANTUML_JAR_PATH = PLANTUML_JAR_PATH =
# When using plantuml, the PLANTUML_CFG_FILE tag can be used to specify a
# configuration file for plantuml.
PLANTUML_CFG_FILE =
# When using plantuml, the specified paths are searched for files specified by # When using plantuml, the specified paths are searched for files specified by
# the !include statement in a plantuml block. # the !include statement in a plantuml block.

0
Docs/command_ref/leanTween_command.md

74
Docs/command_ref/leanTween_commands.md

@ -0,0 +1,74 @@
# LeanTween commands # {#leanTween_commands}
Fungus Commands that apply [LeanTweens](http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html) to a GameObject.
[TOC]
# Move # {#Move}
Moves a game object to a specified position over time. Can be either to or from a given target. Can be absolute or additive.
Defined in Fungus.MoveLean
Property | Type | Description
--- | --- | ---
_targetObject | Fungus.GameObjectData | GameObject to tween
_duration | Fungus.FloatData | Time in seconds for the tween to complete
_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current.
_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination.
easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad
loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc.
repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite.
stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive.
waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished.
_toTransform | Fungus.TransformData | Target transform that the GameObject will move to. Often easier to configure tweens with the use of a target gameobject than a hard coded world position. (if this is not set then the _toPosition vector3 will be used)
_toPosition | Fungus.Vector3Data | Target world position that the GameObject will move to, if no From Transform is set. This is only used if the _toTransform is null
isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
# Scale # {#Scale}
Scales a game object to a specified scale over time. Can be either to or from a given target. Can be absolute or additive.
Defined in Fungus.ScaleLean
Property | Type | Description
--- | --- | ---
_targetObject | Fungus.GameObjectData | GameObject to tween
_duration | Fungus.FloatData | Time in seconds for the tween to complete
_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current.
_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination.
easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad
loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc.
repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite.
stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive.
waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished.
_toTransform | Fungus.TransformData | Target scale for the tween to use. If null then the _toScale vector3 is used instead.
_toScale | Fungus.Vector3Data | Target scale that the GameObject will scale to. Only used if _toTransform is null. Default is 1,1,1
# Rotate # {#Rotate}
Rotate a game object to a specified rotation (matching another transform or eulerAngle) over time. Can be either to or from a given target. Can be absolute or additive.
Defined in Fungus.RotateLean
Property | Type | Description
--- | --- | ---
_targetObject | Fungus.GameObjectData | GameObject to tween
_duration | Fungus.FloatData | Time in seconds for the tween to complete
_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current.
_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination.
easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad
loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc.
repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite.
stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive.
waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished.
_toTransform | Fungus.TransformData | Rotation for the tween to match. If not set _toRotation will be used.
_ToRotation | Fungus.FloatData | Target rotation that the GameObject will rotate to, if no To Transform is set
isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default.
rotateMode | System.Enum | 'PureRotate', 'LookAt2D' or 'LookAt3D'. Determines how to use the supplied rotation information. PureRotate is a simply euler/quaternion match. LookAt2D matches the euler z only. LookAt3D rotations the objects forward to point at the given direction/target.
# Stop Tweens # {#StopTweens}
Stops the all active LeanTweens, made by fungus or otherwise, on the target GameObject
Defined in Fungus.StopTweensLean
Property | Type | Description
--- | --- | ---
_target Object | Fungus.GameObjectData | Target game object stop LeanTweens on

201
Docs/command_ref/math_commands.md

@ -0,0 +1,201 @@
# Math commands # {#math_commands}
Provides a way for Fungus.FloatData to be used in conjunction with most of [Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) and more.
[TOC]
# Abs # {#Abs}
Sets the outValue to the be Absolute value of the inValue.
Defined in Fungus.Abs
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
# Clamp # {#Clamp}
Sets the outValue to the result of a clamp of value, between lower and upper.
Defined in Fungus.Clamp
Property | Type | Description
--- | --- | ---
mode | System.Enum | Clamp or Repeat or Pingpong. See [Repeat and Pingpong](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details.
lower | Fungus.FloatData | The lower bound of the clamp
upper | Fungus.FloatData | The upper bound of the clamp
value | Fungus.FloatData | The value to be clamped
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# Curve # {#Curve}
Sets the outValue to the evaluation at inValue of the supplied animation curve. Useful for non linearly remapping values.
Defined in Fungus.Curve
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
curve | Unity.AnimationCurve | See [AnimationCurve](https://docs.unity3d.com/ScriptReference/AnimationCurve.html) for more info. Defaults to a Linear 0,0, to 1,1 AnimationCurve.
# Exp # {#Exp}
Sets the outValue to the be Exp (e^) value of the inValue.
Defined in Fungus.Exp
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
# Inv # {#Inv}
Sets the outValue to the be mutliplicative inverse of the inValue, 1 / inValue.
Defined in Fungus.Inv
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
# InvLerp # {#InvLerp}
Sets the outValue to the Calculates the inverse lerp, the percentage a value is between two others.
Defined in Fungus.InvLerp
Property | Type | Description
--- | --- | ---
clampResult | System.Boolean | Clamp percentage to 0-1?
a | Fungus.FloatData | Min of the range
b | Fungus.FloatData | Max of the range
value | Fungus.FloatData | Value to determine precentage between a and b.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# Lerp # {#Lerp}
Sets the outValue to the linear interpolation of a percentage between two other values.
Defined in Fungus.Lerp
Property | Type | Description
--- | --- | ---
mode | System.Enum | Lerp or LerpUnclamped or LerpAngle. See [Lerp functions in Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details.
a | Fungus.FloatData | Min of the range, default 0.
b | Fungus.FloatData | Max of the range, default 1.
percentage | Fungus.FloatData | percentage between a and b.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# Log # {#Log}
Sets the outValue to the be Log or Ln of the inValue.
Defined in Fungus.Log
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
mode | System.Enum | Base10 or Natural. Base10 is the standard Log, Natural log is often seen as Ln.
# Map # {#Map}
Sets the outValue mapping of a value that currently exists between a set of numbers to another set of numbers.
E.g. a value of 5 between 0 and 10, mapped to 0-20 would result in 10.
Does not clamp between ranges, use a Fungus.Clamp before or after this command for that if is desired.
Defined in Fungus.Map
Property | Type | Description
--- | --- | ---
initialRangeLower | Fungus.FloatData | Min of the initial range, default 0.
initialRangeupper | Fungus.FloatData | Max of the initial range, default 1.
value | Fungus.FloatData | Value to be mapped from initial to new range.
newRangeLower | Fungus.FloatData | Min of the new target range, default 0.
newRangeUpper | Fungus.FloatData | Max of the new target range, default 1.
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side).
# MinMax # {#MinMax}
Sets the outValue to minimum or the maximum of 2 given values.
Defined in Fungus.MinMax
Property | Type | Description
--- | --- | ---
function | System.Enum | Min or Max.
inLHSValue | Fungus.FloatData | lhs given to min or max function.
inRHSValue | Fungus.FloatData | rhs given to min or max function.
outValue | Fungus.FloatData | Value the result of the function min or max.
# Neg # {#Neg}
Sets the outValue to the be addative inverse of the inValue, becomes -inValue.
Defined in Fungus.Neg
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
# Pow # {#Pow}
Sets the outValue to result of a base value rasied to an exponent.
E.g. 2^5
2 is the base
5 is the exponent.
Defined in Fungus.Pow
Property | Type | Description
--- | --- | ---
baseValue | Fungus.FloatData | Base value.
exponentValue | Fungus.FloatData | Exponent value
outValue | Fungus.FloatData | Value the result of the pow function.
# Round # {#Round}
Sets the outValue to the Rounded result of inValue.
Defined in Fungus.Round
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
mode | System.Enum | Round or Floor or Ceil. Round is closest whole number, Floor is the smaller whole number, Ceil is the larger whole number.
# Sign # {#Sign}
Sets the outValue to the be mutliplicative sign of the inValue. -1 for negative number otherwise it is 1.
Defined in Fungus.Sign
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
# Sqrt # {#Sqrt}
Sets the outValue to the be square root of the inValue.
Defined in Fungus.Sqrt
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
# ToInt # {#ToInt}
Sets the outValue to the Rounded to Int result of inValue.
Defined in Fungus.ToInt
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.IntData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
mode | System.Enum | RoundToInt or FloorToInt or CeilToInt. Round is closest integer, Floor is the smaller integer, Ceil is the larger integer.
# Trig # {#Trig}
Sets the outValue to the of a trigonmetric function performed on inValue.
Defined in Fungus.Trig
Property | Type | Description
--- | --- | ---
inValue | Fungus.FloatData | Value passed into the function (the right hand side).
outValue | Fungus.IntData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue.
function | System.Enum | Rad2Deg, Deg2Rad, ACos, ASin, ATan, Cos, Sin, Tan. Default is Sin.

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Docs/command_ref/monobeh_events.md

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# MonoBehaviour Events # {#monobeh_events}
See [Unity MonoBehaviour Messages](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html) for more context.
[TOC]
# Animator # {#Animator}
The block will execute on the selected OnAnimator messages from Unity.
Defined in Fungus.AnimatorState
Property | Type | Description
--- | --- | ---
FireOn | System.Enum | OnAnimatorIK, OnAnimatorMove. Flags to determine which of the Unity messages causes this event to fire.
IKLayer | System.Int32 | IK layer to trigger on. Negative is all.
# Application # {#Application}
The block will execute on the selected OnApplication messages from Unity.
Defined in Fungus.ApplicationState
Property | Type | Description
--- | --- | ---
FireOn | System.Enum | OnApplicationGetFocus, OnApplicationLoseFocus, OnApplicationPause, OnApplicationResume, OnApplicationQuit. Flags to determine which of the Unity messages causes this event to fire.
# CharacterCollider # {#CharacterCollider}
The block will execute on the OnControllerColliderHit messages from Unity & tags pass tests.
Defined in Fungus.CharacterControllerCollide
Property | Type | Description
--- | --- | ---
tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's.
# Collision # {#Collision}
The block will execute on the OnCollision related messages from Unity & tags pass tests. Used for the 3D physics system, see the [collision detection occurs ](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info.
Defined in Fungus.Collision
Property | Type | Description
--- | --- | ---
tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's.
FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire.
# Collision2D # {#Collision2D}
The block will execute on the OnCollision related messages from Unity & tags pass tests. Used for the 2D physics system, see the [collision detection occurs ](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info.
Defined in Fungus.Collision2D
Property | Type | Description
--- | --- | ---
tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's.
FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire.
# Mouse # {#Mouse}
The block will execute on the selected OnMouse messages from Unity.
Defined in Fungus.Mouse
Property | Type | Description
--- | --- | ---
FireOn | System.Enum | OnMouseDown, OnMouseDrag, OnMouseEnter, OnMouseExit, OnMouseOver, OnMouseUp, OnMouseUpAsButton. Flags to determine which of the Unity messages causes this event to fire.
# Particle # {#Particle}
The block will execute on the OnParticle related messages from Unity & tags pass tests.
Defined in Fungus.Particle
Property | Type | Description
--- | --- | ---
tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's.
FireOn | System.Enum | OnParticleCollision, OnParticleTrigger. Flags to determine which of the Unity messages causes this event to fire. OnParticleCollision uses the tag filter, OnParticleTrigger has no parameters provided by Unity.
# Render # {#Render}
The block will execute on the selected On*Render messages from Unity.
Defined in Fungus.Render
Property | Type | Description
--- | --- | ---
FireOn | System.Enum | OnPostRender, OnPreCull, OnPreRender, OnRenderObject, OnWillRenderObject, OnBecameInvisible, OnBecameVisible. Flags to determine which of the Unity messages causes this event to fire.
# Transform # {#Transform}
The block will execute on the selected transform changed messages from Unity.
Defined in Fungus.TransformChanged
Property | Type | Description
--- | --- | ---
FireOn | System.Enum | OnTransformChildrenChanged, OnTransformParentChanged. Flags to determine which of the Unity messages causes this event to fire.
# Trigger # {#Trigger}
The block will execute on the OnTrigger related messages from Unity & tags pass tests. Used for the 3D physics system, see the [trigger messages sent upon](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info.
Defined in Fungus.Trigger
Property | Type | Description
--- | --- | ---
tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's.
FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire.
# Trigger2D # {#Trigger2D}
The block will execute on the OnTrigger*2D related messages from Unity & tags pass tests. Used for the 2D physics system, see the [trigger messages sent upon](https://docs.unity3d.com/Manual/CollidersOverview.html) section for more info.
Defined in Fungus.Trigger2D
Property | Type | Description
--- | --- | ---
tagFilter | System.String\[\] | Array of strings, if this is empty then tag comparing is ignored. Otherwise as long as 1 of the tags within matches the incoming tag to test it will pass. Think of it like a big chain of 'or's.
FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire.
# Update # {#Update}
The block will execute on the selected update messages from Unity.
Defined in Fungus.UpdateTick
Property | Type | Description
--- | --- | ---
FireOn | System.Enum | Update, FixedUpdate, LateUpdate. Flags to determine which of the Unity messages causes this event to fire.

13
Docs/top_pages/command_reference.md

@ -1,14 +1,14 @@
# Command Reference {#command_reference} # Command Reference {#command_reference}
This is the reference documentation for all %Fungus commands and event handlers. This is the reference documentation for all %Fungus commands.
## Commands
* @subpage animation_commands * @subpage animation_commands
* @subpage audio_commands * @subpage audio_commands
* @subpage camera_commands * @subpage camera_commands
* @subpage flow_commands * @subpage flow_commands
* @subpage itween_commands * @subpage itween_commands
* @subpage leanTween_commands
* @subpage math_commands
* @subpage narrative_commands * @subpage narrative_commands
* @subpage scripting_commands * @subpage scripting_commands
* @subpage sprite_commands * @subpage sprite_commands
@ -16,9 +16,4 @@ This is the reference documentation for all %Fungus commands and event handlers.
* @subpage ui_commands * @subpage ui_commands
* @subpage tests_commands * @subpage tests_commands
## Event Handlers See @ref eventhandler_reference for the event handlers that cause blocks to execute.
* @subpage core_events
* @subpage input_events
* @subpage sprite_events
* @subpage ui_events

12
Docs/top_pages/eventhandler_reference.md

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# Event Handler Reference {#eventhandler_reference}
This is the reference documentation for all %Fungus event handlers.
* @subpage core_events
* @subpage input_events
* @subpage monobeh_events
* @subpage sprite_events
* @subpage scene_events
* @subpage ui_events
See @ref command_reference for the commands that can be run within the blocks executed by these events.
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