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Reorganised scripting commands under scripting, flow and variables categories

master
chrisgregan 10 years ago
parent
commit
9c4a9ffa47
  1. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Break.cs
  2. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Call.cs
  3. 2
      Assets/Fungus/Flowchart/Scripts/Commands/DeleteSaveKey.cs
  4. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Else.cs
  5. 2
      Assets/Fungus/Flowchart/Scripts/Commands/ElseIf.cs
  6. 2
      Assets/Fungus/Flowchart/Scripts/Commands/End.cs
  7. 2
      Assets/Fungus/Flowchart/Scripts/Commands/If.cs
  8. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Jump.cs
  9. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Label.cs
  10. 2
      Assets/Fungus/Flowchart/Scripts/Commands/LoadScene.cs
  11. 2
      Assets/Fungus/Flowchart/Scripts/Commands/LoadVariable.cs
  12. 2
      Assets/Fungus/Flowchart/Scripts/Commands/RandomFloat.cs
  13. 2
      Assets/Fungus/Flowchart/Scripts/Commands/RandomInteger.cs
  14. 4
      Assets/Fungus/Flowchart/Scripts/Commands/Reset.cs
  15. 2
      Assets/Fungus/Flowchart/Scripts/Commands/SaveVariable.cs
  16. 2
      Assets/Fungus/Flowchart/Scripts/Commands/SendMessage.cs
  17. 2
      Assets/Fungus/Flowchart/Scripts/Commands/SetSaveProfile.cs
  18. 2
      Assets/Fungus/Flowchart/Scripts/Commands/SetVariable.cs
  19. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Stop.cs
  20. 2
      Assets/Fungus/Flowchart/Scripts/Commands/Wait.cs
  21. 2
      Assets/Fungus/Flowchart/Scripts/Commands/While.cs

2
Assets/Fungus/Flowchart/Scripts/Commands/Break.cs

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Break",
"Force a loop to terminate immediately.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/Call.cs

@ -7,7 +7,7 @@ using System;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Call",
"Execute another block in the same Flowchart.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/DeleteSaveKey.cs

@ -4,7 +4,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Delete Save Key",
"Deletes a saved value from permanent storage.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/Else.cs

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Else",
"Marks the start of a command block to be executed when the preceding If statement is False.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/ElseIf.cs

@ -6,7 +6,7 @@ using System;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Else If",
"Marks the start of a command block to be executed when the preceding If statement is False and the test expression is true.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/End.cs

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"End",
"Marks the end of a conditional block.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/If.cs

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"If",
"If the test expression is true, execute the following command block.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/Jump.cs

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Jump",
"Move execution to a specific Label command")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/Label.cs

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Label",
"Marks a position in the command list for execution to jump to.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/LoadScene.cs

@ -4,7 +4,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Load Scene",
"Loads a new Unity scene and displays an optional loading image. This is useful " +
"for splitting a large game across multiple scene files to reduce peak memory " +

2
Assets/Fungus/Flowchart/Scripts/Commands/LoadVariable.cs

@ -4,7 +4,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Load Variable",
"Loads a saved value and stores it in a Boolean, Integer, Float or String variable. If the key is not found then the variable is not modified.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/RandomFloat.cs

@ -3,7 +3,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Random Float",
"Sets an float variable to a random value in the defined range.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/RandomInteger.cs

@ -3,7 +3,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Random Integer",
"Sets an integer variable to a random value in the defined range.")]
[AddComponentMenu("")]

4
Assets/Fungus/Flowchart/Scripts/Commands/Reset.cs

@ -4,9 +4,9 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Reset",
"Resets the state of all commands and local and global variables in the Flowchart.")]
"Resets the state of all commands and variables in the Flowchart.")]
[AddComponentMenu("")]
public class Reset : Command
{

2
Assets/Fungus/Flowchart/Scripts/Commands/SaveVariable.cs

@ -4,7 +4,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Save Variable",
"Save an Boolean, Integer, Float or String variable to persistent storage using a string key. " +
"The value can be loaded again later using the Load Variable command. You can also " +

2
Assets/Fungus/Flowchart/Scripts/Commands/SendMessage.cs

@ -3,7 +3,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Send Message",
"Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message to start execution.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/SetSaveProfile.cs

@ -4,7 +4,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Set Save Profile",
"Sets the active profile that the Save Variable and Load Variable commands will use. This is useful to crete multiple player save games. Once set, the profile applies across all Flowcharts and will also persist across scene loads.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/SetVariable.cs

@ -3,7 +3,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Variables",
"Set Variable",
"Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/Stop.cs

@ -4,7 +4,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Stop",
"Stop executing the current Flowchart.")]
[AddComponentMenu("")]

2
Assets/Fungus/Flowchart/Scripts/Commands/Wait.cs

@ -4,7 +4,7 @@ using System.Collections;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"Wait",
"Waits for period of time before executing the next command in the block.")]

2
Assets/Fungus/Flowchart/Scripts/Commands/While.cs

@ -5,7 +5,7 @@ using System.Collections.Generic;
namespace Fungus
{
[CommandInfo("Scripting",
[CommandInfo("Flow",
"While",
"Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately.")]
[AddComponentMenu("")]

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