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Updated all command help strings

master
chrisgregan 10 years ago
parent
commit
ac9d219706
  1. 26
      Assets/Examples/JumpingPrax/JumpingPrax.unity
  2. 10
      Assets/Examples/TheFacility/TheFacility.unity
  3. 97
      Assets/Examples/TheHunter/TheHunter.unity
  4. 2
      Assets/Fungus/Animation/Commands/SetAnimBool.cs
  5. 2
      Assets/Fungus/Animation/Commands/SetAnimFloat.cs
  6. 2
      Assets/Fungus/Animation/Commands/SetAnimInteger.cs
  7. 2
      Assets/Fungus/Animation/Commands/SetAnimTrigger.cs
  8. 2
      Assets/Fungus/Audio/Commands/PlayMusic.cs
  9. 2
      Assets/Fungus/Audio/Commands/PlaySound.cs
  10. 2
      Assets/Fungus/Audio/Commands/PlayUsfxrSound.cs
  11. 3
      Assets/Fungus/Camera/Commands/FadeScreen.cs
  12. 2
      Assets/Fungus/Camera/Commands/FadeToView.cs
  13. 2
      Assets/Fungus/Camera/Commands/MoveToView.cs
  14. 3
      Assets/Fungus/Dialog/Commands/AddOption.cs
  15. 4
      Assets/Fungus/Dialog/Commands/Choose.cs
  16. 4
      Assets/Fungus/Dialog/Commands/Say.cs
  17. 2
      Assets/Fungus/FungusScript/Commands/Call.cs
  18. 2
      Assets/Fungus/FungusScript/Commands/Comment.cs
  19. 2
      Assets/Fungus/FungusScript/Commands/Else.cs
  20. 2
      Assets/Fungus/FungusScript/Commands/LoadGlobals.cs
  21. 4
      Assets/Fungus/FungusScript/Commands/LoadScene.cs
  22. 2
      Assets/Fungus/FungusScript/Commands/SaveGlobals.cs
  23. 2
      Assets/Fungus/FungusScript/Commands/SetActive.cs

26
Assets/Examples/JumpingPrax/JumpingPrax.unity

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Assets/Examples/TheFacility/TheFacility.unity

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97
Assets/Examples/TheHunter/TheHunter.unity

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2
Assets/Fungus/Animation/Commands/SetAnimBool.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Animation",
"Set Anim Bool",
"Sets a boolean parameter on an animator to control an animation")]
"Sets a boolean parameter on an Animator component to control a Unity animation")]
public class SetAnimBool : Command
{
public Animator animator;

2
Assets/Fungus/Animation/Commands/SetAnimFloat.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Animation",
"Set Anim Float",
"Sets a float parameter on an animator to control an animation")]
"Sets a float parameter on an Animator component to control a Unity animation")]
public class SetAnimFloat : Command
{
public Animator animator;

2
Assets/Fungus/Animation/Commands/SetAnimInteger.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Animation",
"Set Anim Integer",
"Sets an integer parameter on an animator to control an animation")]
"Sets an integer parameter on an Animator component to control a Unity animation")]
public class SetAnimInteger : Command
{
public Animator animator;

2
Assets/Fungus/Animation/Commands/SetAnimTrigger.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Animation",
"Set Anim Trigger",
"Sets a trigger parameter on an animator to control an animation")]
"Sets a trigger parameter on an Animator component to control a Unity animation")]
public class SetAnimTrigger : Command
{
public Animator animator;

2
Assets/Fungus/Audio/Commands/PlayMusic.cs

@ -5,7 +5,7 @@ namespace Fungus
{
[CommandInfo("Audio",
"Play Music",
"Plays game music. If any game music is already playing, it is stopped. Music continues playing across scene loads.")]
"Plays looping game music. If any game music is already playing, it is stopped. Game music will continue playing across scene loads.")]
public class PlayMusic : Command
{
public AudioClip musicClip;

2
Assets/Fungus/Audio/Commands/PlaySound.cs

@ -5,7 +5,7 @@ namespace Fungus
{
[CommandInfo("Audio",
"Play Sound",
"Plays a sound effect. Multiple sound effects can play at the same time.")]
"Plays a once-off sound effect. Multiple sound effects can be played at the same time.")]
public class PlaySound : Command
{
public AudioClip soundClip;

2
Assets/Fungus/Audio/Commands/PlayUsfxrSound.cs

@ -4,7 +4,7 @@
[CommandInfo("Audio",
"Play Usfxr Sound",
"Plays a usfxr synth sound. Use the usfxr editor [Window->Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.")]
"Plays a usfxr synth sound. Use the usfxr editor [Window > Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.")]
public class PlayUsfxrSound : Command {
protected SfxrSynth _synth = new SfxrSynth();
public Transform ParentTransform = null;

3
Assets/Fungus/Camera/Commands/FadeScreen.cs

@ -6,7 +6,8 @@ namespace Fungus
{
[CommandInfo("Camera",
"Fade Screen",
"Draws a fullscreen texture over the scene to give a fade effect. Target alpha 1 will obscure the screen, alpha 0 will reveal the screen.")]
"Draws a fullscreen texture over the scene to give a fade effect. Setting Target Alpha to 1 will obscure the screen, alpha 0 will reveal the screen. " +
"If no Fade Texture is provided then a default flat color texture is used.")]
public class FadeScreen : Command
{
public float duration = 1f;

2
Assets/Fungus/Camera/Commands/FadeToView.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Camera",
"Fade To View",
"Fades the camera out and in again at a location specified by a View object.")]
"Fades the camera out and in again at a position specified by a View object. Select [Game Object > Fungus > Camera > View] to create a View object.")]
public class FadeToView : Command
{
public float duration = 1f;

2
Assets/Fungus/Camera/Commands/MoveToView.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Camera",
"Move To View",
"Moves the camera to a location specified by a View object.")]
"Moves the camera to a location specified by a View object. Select [Game Object > Fungus > Camera > View] to create a View object.")]
public class MoveToView : Command
{
public float duration = 1;

3
Assets/Fungus/Dialog/Commands/AddOption.cs

@ -7,7 +7,8 @@ namespace Fungus
{
[CommandInfo("Dialog",
"Add Option",
"Adds an option for the player to select, displayed by the next Say command.")]
"Adds an option for the player to select. All previously added options are displayed by the next Choose command. " +
"You can specify another sequence to call and/or a variable to set when the options is selected.")]
public class AddOption : SetVariable
{
public string optionText;

4
Assets/Fungus/Dialog/Commands/Choose.cs

@ -7,7 +7,9 @@ namespace Fungus
{
[CommandInfo("Dialog",
"Choose",
"Presents a list of options for the player to choose from, with an optional timeout. Add options using preceding AddOption commands.")]
"Presents a list of options for the player to choose from using a Choose Dialog. " +
"Place Add Option commands before the Choose command to specify the player options. " +
"You can also set a timeout which will cause the following command to execute when the timer runs out.")]
public class Choose : Command
{
public class Option

4
Assets/Fungus/Dialog/Commands/Say.cs

@ -7,7 +7,9 @@ namespace Fungus
{
[CommandInfo("Dialog",
"Say",
"Writes a line of story text to the dialog. A list of options can be specified for the player to choose from. Use a non-zero timeout to give the player a limited time to choose.")]
"Writes a line of story text to a Say Dialog. " +
"Select [Game Object > Fungus > Dialog > Say Dialog] to create a new Say Dialog in your scene. " +
"Select [Game Object > Fungus > Dialog > Character] to create a new selectable speaking character.")]
public class Say : Command
{
[TextArea(5,10)]

2
Assets/Fungus/FungusScript/Commands/Call.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Call",
"Execute another sequence.")]
"Execute another sequence in the same Fungus Script.")]
public class Call : Command
{
public Sequence targetSequence;

2
Assets/Fungus/FungusScript/Commands/Comment.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Comment",
"Records design notes and reminders about your script.")]
"Use comments to record design notes and reminders about your game.")]
public class Comment : Command
{
[TextArea(2,4)]

2
Assets/Fungus/FungusScript/Commands/Else.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Else",
"Marks the start of a sequence block to be executed when the preceding If statement is false.")]
"Marks the start of a sequence block to be executed when the preceding If statement is False.")]
public class Else : Command
{
public override void OnEnter()

2
Assets/Fungus/FungusScript/Commands/LoadGlobals.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Load Globals",
"Loads a set of global variables previously saved using the SaveGlobals command.")]
"Loads a set of global variables previously saved using the Save Globals command.")]
public class LoadGlobals : Command
{
public string saveName = "";

4
Assets/Fungus/FungusScript/Commands/LoadScene.cs

@ -6,9 +6,9 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Load Scene",
"Loads a new scene and displays an optional loading image. This is useful " +
"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 " +
"usage. All previously loaded assets (including textures and audio) will be released." +
"usage. Previously loaded assets will be released before loading the scene to free up memory." +
"The scene to be loaded must be added to the scene list in Build Settings.")]
public class LoadScene : Command
{

2
Assets/Fungus/FungusScript/Commands/SaveGlobals.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Save Globals",
"Saves all current global variables to be loaded again later using the LoadGlobals command. This provides a basic save game system.")]
"Saves all current global variables to persistent storage. These can be loaded back in again in future using the LoadGlobals command. This provides a basic save game system.")]
public class SaveGlobals : Command
{
public string saveName = "";

2
Assets/Fungus/FungusScript/Commands/SetActive.cs

@ -6,7 +6,7 @@ namespace Fungus
{
[CommandInfo("Scripting",
"Set Active",
"Sets a game object to be active / inactive.")]
"Sets a game object in the scene to be active / inactive.")]
public class SetActive : Command
{
public GameObject targetGameObject;

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