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Tidied up page structure

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Christopher 8 years ago
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  1. 5
      Docs/conduct/index.md
  2. 11
      Docs/event_handlers/core_events.md
  3. 8
      Docs/event_handlers/input_events.md
  4. 40
      Docs/event_handlers/sprite_events.md
  5. 14
      Docs/event_handlers/ui_events.md
  6. 4
      Docs/mainpage.md
  7. 2
      Docs/training_course/index.md

5
Docs/conduct/index.md

@ -1,7 +1,8 @@
# TL;DR # Code of conduct {#code_of_conduct}
## TL;DR
Be nice to each other :) Be nice to each other :)
# Code of conduct
We want an open and respectful community at Fungus. So we would ask you when communicating (for example, posting on our Forums, Comments or github repository ) to be friendly and helpful. We find, for most people, this is not a problem. Our list of guidelines below is not exhaustive but should give a strong indication of what we consider acceptable community behaviour. We want an open and respectful community at Fungus. So we would ask you when communicating (for example, posting on our Forums, Comments or github repository ) to be friendly and helpful. We find, for most people, this is not a problem. Our list of guidelines below is not exhaustive but should give a strong indication of what we consider acceptable community behaviour.
## Be welcoming ## Be welcoming

11
Docs/event_handlers/core_events.md

@ -1,11 +0,0 @@
## Flowchart Enabled
The block will execute when the Flowchart game object is enabled.
## Game Started
The block will execute when the game starts playing.
## Message Received
The block will execute when the specified message is received from a Send Message command.
Property | Type | Description
--- | --- | ---
Message | System.String | Fungus message to listen for

8
Docs/event_handlers/input_events.md

@ -1,8 +0,0 @@
## Key Pressed
The block will execute when a key press event occurs.
Property | Type | Description
--- | --- | ---
Key Press Type | Fungus.EventHandlers.KeyPressType | The type of keypress to activate on
Key Code | UnityEngine.KeyCode | Keycode of the key to activate on

40
Docs/event_handlers/sprite_events.md

@ -1,40 +0,0 @@
## Drag Cancelled
The block will execute when the player drags an object and releases it without dropping it on a target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
## Drag Completed
The block will execute when the player drags an object and successfully drops it on a target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Entered
The block will execute when the player is dragging an object which starts touching the target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Exited
The block will execute when the player is dragging an object which stops touching the target object.
Property | Type | Description
--- | --- | ---
Draggable Object | Fungus.Draggable2D | Draggable object to listen for drag events on
Target Object | UnityEngine.Collider2D | Drag target object to listen for drag events on
## Drag Started
The block will execute when the player starts dragging an object.
## Object Clicked
The block will execute when the user clicks or taps on the clickable object.
Property | Type | Description
--- | --- | ---
Clickable Object | Fungus.Clickable2D | Object that the user can click or tap on

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Docs/event_handlers/ui_events.md

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## Button Clicked
The block will execute when the user clicks on the target UI button object.
Property | Type | Description
--- | --- | ---
Target Button | UnityEngine.UI.Button | The UI Button that the user can click on
## End Edit
The block will execute when the user finishes editing the text in the input field.
Property | Type | Description
--- | --- | ---
Target Input Field | UnityEngine.UI.InputField | The UI Input Field that the user can enter text into

4
Docs/mainpage.md

@ -5,6 +5,7 @@ Welcome to the documentation website for Fungus, the open source visual storytel
The main website for Fungus and [community forum](http://fungusgames.com/forum) are available at [FungusGames.com](http://fungusgames.com). The main website for Fungus and [community forum](http://fungusgames.com/forum) are available at [FungusGames.com](http://fungusgames.com).
* @subpage about * @subpage about
* @subpage training_course
* @subpage download * @subpage download
* @subpage getting_started * @subpage getting_started
* @subpage flowcharts * @subpage flowcharts
@ -13,9 +14,10 @@ The main website for Fungus and [community forum](http://fungusgames.com/forum)
* @subpage playing_audio * @subpage playing_audio
* @subpage conversation * @subpage conversation
* @subpage articles * @subpage articles
* @subpage narrative_tags
* @subpage glossary * @subpage glossary
* @subpage faq * @subpage faq
* @subpage narrative_tags * @subpage code_of_conduct
# Overview # Overview

2
Docs/training_course/index.md

@ -1,4 +1,4 @@
# Fungus Training Course # Fungus Training Course {#training_course}
<div class="alert alert-info" role="alert"> <div class="alert alert-info" role="alert">
We've teamed up with Paul Mc Grath to create an extensive <a href="https://www.udemy.com/make-interactive-games-with-fungus-unity3d-no-coding-required" target="_blank">training course</a> which teaches how to make storytelling games using Fungus and Unity. Sales of this course help us to continue developing Fungus, so it's a nice way to learn Fungus and to support the work we're doing on the project. We've teamed up with Paul Mc Grath to create an extensive <a href="https://www.udemy.com/make-interactive-games-with-fungus-unity3d-no-coding-required" target="_blank">training course</a> which teaches how to make storytelling games using Fungus and Unity. Sales of this course help us to continue developing Fungus, so it's a nice way to learn Fungus and to support the work we're doing on the project.

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