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Run Slow In Editor option

master
chrisgregan 10 years ago
parent
commit
c98412bac1
  1. 13
      Assets/Fungus/FungusScript/Scripts/FungusScript.cs
  2. 4
      Assets/Fungus/FungusScript/Scripts/Sequence.cs

13
Assets/Fungus/FungusScript/Scripts/FungusScript.cs

@ -77,12 +77,17 @@ namespace Fungus
public class Settings public class Settings
{ {
/** /**
* Minimum time for each command to execute when playing the scene in the editor. * Slow down execution when playing in the editor to make it easier to visualise program flow.
* Slowing down the program flow makes it easier to visualise execution order. */
[Tooltip("Slow down execution in the editor to make it easier to visualise program flow")]
public bool runSlowInEditor = true;
/**
* Minimum time for each command to execute when runSlowInEditor is enabled.
*/ */
[Range(0f, 5f)] [Range(0f, 5f)]
[Tooltip("Minimum time for each command to execute when playing the scene in the editor")] [Tooltip("Minimum time that each command will take to execute when Run Slow In Editor is enabled")]
public float minCommandDuration = 0.25f; public float runSlowDuration = 0.25f;
/** /**
* Use command color when displaying the command list in the Fungus Editor window. * Use command color when displaying the command list in the Fungus Editor window.

4
Assets/Fungus/FungusScript/Scripts/Sequence.cs

@ -94,14 +94,14 @@ namespace Fungus
{ {
FungusScript fungusScript = GetFungusScript(); FungusScript fungusScript = GetFungusScript();
if (fungusScript.settings.minCommandDuration == 0f) if (!fungusScript.settings.runSlowInEditor)
{ {
activeCommand = nextCommand; activeCommand = nextCommand;
nextCommand.Execute(); nextCommand.Execute();
} }
else else
{ {
StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.settings.minCommandDuration)); StartCoroutine(ExecuteAfterDelay(nextCommand, fungusScript.settings.runSlowDuration));
} }
} }

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