Chris Gregan
7 years ago
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37 changed files with 434 additions and 23 deletions
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# LeanTween commands # {#leanTween_commands} |
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Fungus Commands that apply [LeanTweens](http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html) to a GameObject. |
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[TOC] |
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# Move # {#Move} |
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Moves a game object to a specified position over time. Can be either to or from a given target. Can be absolute or additive. |
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Defined in Fungus.MoveLean |
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Property | Type | Description |
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--- | --- | --- |
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_targetObject | Fungus.GameObjectData | GameObject to tween |
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_duration | Fungus.FloatData | Time in seconds for the tween to complete |
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_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. |
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_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. |
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easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad |
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loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. |
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repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. |
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_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) |
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_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 |
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isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default. |
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# Scale # {#Scale} |
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Scales a game object to a specified scale over time. Can be either to or from a given target. Can be absolute or additive. |
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Defined in Fungus.ScaleLean |
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Property | Type | Description |
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--- | --- | --- |
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_targetObject | Fungus.GameObjectData | GameObject to tween |
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_duration | Fungus.FloatData | Time in seconds for the tween to complete |
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_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. |
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_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. |
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easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad |
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loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. |
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repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. |
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_toTransform | Fungus.TransformData | Target scale for the tween to use. If null then the _toScale vector3 is used instead. |
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_toScale | Fungus.Vector3Data | Target scale that the GameObject will scale to. Only used if _toTransform is null. Default is 1,1,1 |
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# Rotate # {#Rotate} |
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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. |
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Defined in Fungus.RotateLean |
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Property | Type | Description |
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--- | --- | --- |
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_targetObject | Fungus.GameObjectData | GameObject to tween |
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_duration | Fungus.FloatData | Time in seconds for the tween to complete |
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_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. |
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_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. |
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easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad |
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loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. |
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repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. |
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_toTransform | Fungus.TransformData | Rotation for the tween to match. If not set _toRotation will be used. |
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_ToRotation | Fungus.FloatData | Target rotation that the GameObject will rotate to, if no To Transform is set |
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isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default. |
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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. |
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# Stop Tweens # {#StopTweens} |
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Stops the all active LeanTweens, made by fungus or otherwise, on the target GameObject |
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Defined in Fungus.StopTweensLean |
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Property | Type | Description |
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--- | --- | --- |
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_target Object | Fungus.GameObjectData | Target game object stop LeanTweens on |
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# Math commands # {#math_commands} |
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Provides a way for Fungus.FloatData to be used in conjunction with most of [Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) and more. |
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[TOC] |
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# Abs # {#Abs} |
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Sets the outValue to the be Absolute value of the inValue. |
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Defined in Fungus.Abs |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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# Clamp # {#Clamp} |
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Sets the outValue to the result of a clamp of value, between lower and upper. |
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Defined in Fungus.Clamp |
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Property | Type | Description |
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--- | --- | --- |
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mode | System.Enum | Clamp or Repeat or Pingpong. See [Repeat and Pingpong](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details. |
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lower | Fungus.FloatData | The lower bound of the clamp |
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upper | Fungus.FloatData | The upper bound of the clamp |
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value | Fungus.FloatData | The value to be clamped |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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# Curve # {#Curve} |
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Sets the outValue to the evaluation at inValue of the supplied animation curve. Useful for non linearly remapping values. |
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Defined in Fungus.Curve |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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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. |
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# Exp # {#Exp} |
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Sets the outValue to the be Exp (e^) value of the inValue. |
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Defined in Fungus.Exp |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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# Inv # {#Inv} |
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Sets the outValue to the be mutliplicative inverse of the inValue, 1 / inValue. |
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Defined in Fungus.Inv |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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# InvLerp # {#InvLerp} |
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Sets the outValue to the Calculates the inverse lerp, the percentage a value is between two others. |
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Defined in Fungus.InvLerp |
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Property | Type | Description |
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--- | --- | --- |
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clampResult | System.Boolean | Clamp percentage to 0-1? |
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a | Fungus.FloatData | Min of the range |
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b | Fungus.FloatData | Max of the range |
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value | Fungus.FloatData | Value to determine precentage between a and b. |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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# Lerp # {#Lerp} |
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Sets the outValue to the linear interpolation of a percentage between two other values. |
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Defined in Fungus.Lerp |
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Property | Type | Description |
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--- | --- | --- |
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mode | System.Enum | Lerp or LerpUnclamped or LerpAngle. See [Lerp functions in Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details. |
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a | Fungus.FloatData | Min of the range, default 0. |
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b | Fungus.FloatData | Max of the range, default 1. |
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percentage | Fungus.FloatData | percentage between a and b. |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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# Log # {#Log} |
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Sets the outValue to the be Log or Ln of the inValue. |
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Defined in Fungus.Log |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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mode | System.Enum | Base10 or Natural. Base10 is the standard Log, Natural log is often seen as Ln. |
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# Map # {#Map} |
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Sets the outValue mapping of a value that currently exists between a set of numbers to another set of numbers. |
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E.g. a value of 5 between 0 and 10, mapped to 0-20 would result in 10. |
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Does not clamp between ranges, use a Fungus.Clamp before or after this command for that if is desired. |
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Defined in Fungus.Map |
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Property | Type | Description |
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--- | --- | --- |
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initialRangeLower | Fungus.FloatData | Min of the initial range, default 0. |
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initialRangeupper | Fungus.FloatData | Max of the initial range, default 1. |
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value | Fungus.FloatData | Value to be mapped from initial to new range. |
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newRangeLower | Fungus.FloatData | Min of the new target range, default 0. |
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newRangeUpper | Fungus.FloatData | Max of the new target range, default 1. |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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# MinMax # {#MinMax} |
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Sets the outValue to minimum or the maximum of 2 given values. |
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Defined in Fungus.MinMax |
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Property | Type | Description |
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function | System.Enum | Min or Max. |
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inLHSValue | Fungus.FloatData | lhs given to min or max function. |
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inRHSValue | Fungus.FloatData | rhs given to min or max function. |
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outValue | Fungus.FloatData | Value the result of the function min or max. |
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# Neg # {#Neg} |
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Sets the outValue to the be addative inverse of the inValue, becomes -inValue. |
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Defined in Fungus.Neg |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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# Pow # {#Pow} |
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Sets the outValue to result of a base value rasied to an exponent. |
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E.g. 2^5 |
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2 is the base |
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5 is the exponent. |
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Defined in Fungus.Pow |
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Property | Type | Description |
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baseValue | Fungus.FloatData | Base value. |
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exponentValue | Fungus.FloatData | Exponent value |
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outValue | Fungus.FloatData | Value the result of the pow function. |
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# Round # {#Round} |
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Sets the outValue to the Rounded result of inValue. |
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Defined in Fungus.Round |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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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. |
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# Sign # {#Sign} |
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Sets the outValue to the be mutliplicative sign of the inValue. -1 for negative number otherwise it is 1. |
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Defined in Fungus.Sign |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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# Sqrt # {#Sqrt} |
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Sets the outValue to the be square root of the inValue. |
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Defined in Fungus.Sqrt |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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# ToInt # {#ToInt} |
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Sets the outValue to the Rounded to Int result of inValue. |
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Defined in Fungus.ToInt |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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mode | System.Enum | RoundToInt or FloorToInt or CeilToInt. Round is closest integer, Floor is the smaller integer, Ceil is the larger integer. |
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# Trig # {#Trig} |
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Sets the outValue to the of a trigonmetric function performed on inValue. |
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Defined in Fungus.Trig |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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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. |
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function | System.Enum | Rad2Deg, Deg2Rad, ACos, ASin, ATan, Cos, Sin, Tan. Default is Sin. |
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# MonoBehaviour Events # {#monobeh_events} |
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See [Unity MonoBehaviour Messages](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html) for more context. |
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[TOC] |
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# Animator # {#Animator} |
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The block will execute on the selected OnAnimator messages from Unity. |
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Defined in Fungus.AnimatorState |
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Property | Type | Description |
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--- | --- | --- |
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FireOn | System.Enum | OnAnimatorIK, OnAnimatorMove. Flags to determine which of the Unity messages causes this event to fire. |
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IKLayer | System.Int32 | IK layer to trigger on. Negative is all. |
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# Application # {#Application} |
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The block will execute on the selected OnApplication messages from Unity. |
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Defined in Fungus.ApplicationState |
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Property | Type | Description |
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--- | --- | --- |
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FireOn | System.Enum | OnApplicationGetFocus, OnApplicationLoseFocus, OnApplicationPause, OnApplicationResume, OnApplicationQuit. Flags to determine which of the Unity messages causes this event to fire. |
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# CharacterCollider # {#CharacterCollider} |
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The block will execute on the OnControllerColliderHit messages from Unity & tags pass tests. |
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Defined in Fungus.CharacterControllerCollide |
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Property | Type | Description |
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--- | --- | --- |
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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. |
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# Collision # {#Collision} |
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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. |
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Defined in Fungus.Collision |
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Property | Type | Description |
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--- | --- | --- |
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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. |
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FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. |
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# Collision2D # {#Collision2D} |
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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. |
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Defined in Fungus.Collision2D |
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Property | Type | Description |
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--- | --- | --- |
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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. |
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FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. |
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# Mouse # {#Mouse} |
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The block will execute on the selected OnMouse messages from Unity. |
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Defined in Fungus.Mouse |
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Property | Type | Description |
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--- | --- | --- |
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FireOn | System.Enum | OnMouseDown, OnMouseDrag, OnMouseEnter, OnMouseExit, OnMouseOver, OnMouseUp, OnMouseUpAsButton. Flags to determine which of the Unity messages causes this event to fire. |
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# Particle # {#Particle} |
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The block will execute on the OnParticle related messages from Unity & tags pass tests. |
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Defined in Fungus.Particle |
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Property | Type | Description |
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--- | --- | --- |
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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. |
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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. |
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# Render # {#Render} |
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The block will execute on the selected On*Render messages from Unity. |
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Defined in Fungus.Render |
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Property | Type | Description |
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--- | --- | --- |
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FireOn | System.Enum | OnPostRender, OnPreCull, OnPreRender, OnRenderObject, OnWillRenderObject, OnBecameInvisible, OnBecameVisible. Flags to determine which of the Unity messages causes this event to fire. |
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# Transform # {#Transform} |
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The block will execute on the selected transform changed messages from Unity. |
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Defined in Fungus.TransformChanged |
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Property | Type | Description |
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--- | --- | --- |
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FireOn | System.Enum | OnTransformChildrenChanged, OnTransformParentChanged. Flags to determine which of the Unity messages causes this event to fire. |
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# Trigger # {#Trigger} |
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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. |
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Defined in Fungus.Trigger |
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Property | Type | Description |
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--- | --- | --- |
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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. |
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FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. |
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# Trigger2D # {#Trigger2D} |
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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. |
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Defined in Fungus.Trigger2D |
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Property | Type | Description |
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--- | --- | --- |
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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. |
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FireOn | System.Enum | Enter, Stay, Exit. Flags to determine which of the Unity messages causes this event to fire. |
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# Update # {#Update} |
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The block will execute on the selected update messages from Unity. |
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Defined in Fungus.UpdateTick |
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Property | Type | Description |
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--- | --- | --- |
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FireOn | System.Enum | Update, FixedUpdate, LateUpdate. Flags to determine which of the Unity messages causes this event to fire. |
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# Event Handler Reference {#eventhandler_reference} |
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This is the reference documentation for all %Fungus event handlers. |
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* @subpage core_events |
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* @subpage input_events |
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* @subpage monobeh_events |
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* @subpage sprite_events |
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* @subpage scene_events |
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* @subpage ui_events |
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|
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See @ref command_reference for the commands that can be run within the blocks executed by these events. |
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Reference in new issue