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Refactored comments

master
Christopher 9 years ago
parent
commit
ce92029918
  1. 1
      Assets/Fungus/Animation/Scripts/Commands/ResetAnimTrigger.cs
  2. 1
      Assets/Fungus/Animation/Scripts/Commands/SetAnimBool.cs
  3. 1
      Assets/Fungus/Animation/Scripts/Commands/SetAnimFloat.cs
  4. 1
      Assets/Fungus/Animation/Scripts/Commands/SetAnimInteger.cs
  5. 1
      Assets/Fungus/Animation/Scripts/Commands/SetAnimTrigger.cs
  6. 6
      Assets/Fungus/Audio/Scripts/Commands/ControlAudio.cs
  7. 1
      Assets/Fungus/Audio/Scripts/Commands/PlayMusic.cs
  8. 1
      Assets/Fungus/Audio/Scripts/Commands/PlaySound.cs
  9. 1
      Assets/Fungus/Audio/Scripts/Commands/SetAudioPitch.cs
  10. 1
      Assets/Fungus/Audio/Scripts/Commands/SetAudioVolume.cs
  11. 1
      Assets/Fungus/Audio/Scripts/Commands/StopMusic.cs
  12. 70
      Assets/Fungus/Audio/Scripts/MusicController.cs
  13. 1
      Assets/Fungus/Camera/Editor/CameraMenuItems.cs
  14. 1
      Assets/Fungus/Camera/Editor/ViewEditor.cs
  15. 82
      Assets/Fungus/Camera/Scripts/CameraController.cs
  16. 1
      Assets/Fungus/Camera/Scripts/Commands/FadeToView.cs
  17. 1
      Assets/Fungus/Camera/Scripts/Commands/Fullscreen.cs
  18. 1
      Assets/Fungus/Camera/Scripts/Commands/MoveToView.cs
  19. 1
      Assets/Fungus/Camera/Scripts/Commands/StartSwipe.cs
  20. 1
      Assets/Fungus/Camera/Scripts/Commands/StopSwipe.cs
  21. 12
      Assets/Fungus/Flowchart/Editor/AssetModProcessor.cs
  22. 14
      Assets/Fungus/Flowchart/Editor/BlockInspector.cs
  23. 1
      Assets/Fungus/Flowchart/Editor/CallEditor.cs
  24. 14
      Assets/Fungus/Flowchart/Editor/CommandEditor.cs
  25. 8
      Assets/Fungus/Flowchart/Editor/CustomGUI.cs
  26. 1
      Assets/Fungus/Flowchart/Editor/EditorExtensions.cs
  27. 1
      Assets/Fungus/Flowchart/Editor/EditorZoomArea.cs
  28. 7
      Assets/Fungus/Flowchart/Editor/EventHandlerEditor.cs
  29. 13
      Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs
  30. 1
      Assets/Fungus/Flowchart/Editor/FlowchartMenuItems.cs
  31. 6
      Assets/Fungus/Flowchart/Editor/FlowchartWindow.cs
  32. 1
      Assets/Fungus/Flowchart/Editor/FungusEditorResources.cs
  33. 11
      Assets/Fungus/Flowchart/Editor/GLDraw.cs
  34. 1
      Assets/Fungus/Flowchart/Editor/IfEditor.cs
  35. 1
      Assets/Fungus/Flowchart/Editor/InvokeMethodEditor.cs
  36. 1
      Assets/Fungus/Flowchart/Editor/SetVariableEditor.cs
  37. 1
      Assets/Fungus/Flowchart/Scripts/CommandCopyBuffer.cs
  38. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Call.cs
  39. 1
      Assets/Fungus/Flowchart/Scripts/Commands/CallMethod.cs
  40. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Comment.cs
  41. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Condition.cs
  42. 1
      Assets/Fungus/Flowchart/Scripts/Commands/DebugLog.cs
  43. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Destroy.cs
  44. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Else.cs
  45. 1
      Assets/Fungus/Flowchart/Scripts/Commands/ElseIf.cs
  46. 1
      Assets/Fungus/Flowchart/Scripts/Commands/End.cs
  47. 1
      Assets/Fungus/Flowchart/Scripts/Commands/If.cs
  48. 1
      Assets/Fungus/Flowchart/Scripts/Commands/InvokeEvent.cs
  49. 1
      Assets/Fungus/Flowchart/Scripts/Commands/InvokeMethod.cs
  50. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Jump.cs
  51. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Label.cs
  52. 1
      Assets/Fungus/Flowchart/Scripts/Commands/LoadScene.cs
  53. 1
      Assets/Fungus/Flowchart/Scripts/Commands/OpenURL.cs
  54. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Quit.cs
  55. 1
      Assets/Fungus/Flowchart/Scripts/Commands/RandomFloat.cs
  56. 1
      Assets/Fungus/Flowchart/Scripts/Commands/RandomInteger.cs
  57. 1
      Assets/Fungus/Flowchart/Scripts/Commands/ReadTextFile.cs
  58. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Reset.cs
  59. 1
      Assets/Fungus/Flowchart/Scripts/Commands/SendMessage.cs
  60. 1
      Assets/Fungus/Flowchart/Scripts/Commands/SetActive.cs
  61. 6
      Assets/Fungus/Flowchart/Scripts/Commands/SetSaveProfile.cs
  62. 1
      Assets/Fungus/Flowchart/Scripts/Commands/SetVariable.cs
  63. 1
      Assets/Fungus/Flowchart/Scripts/Commands/SpawnObject.cs
  64. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Stop.cs
  65. 1
      Assets/Fungus/Flowchart/Scripts/Commands/StopBlock.cs
  66. 1
      Assets/Fungus/Flowchart/Scripts/Commands/StopFlowchart.cs
  67. 1
      Assets/Fungus/Flowchart/Scripts/Commands/Wait.cs
  68. 1
      Assets/Fungus/Flowchart/Scripts/EventHandlers/MessageReceived.cs
  69. 1
      Assets/Fungus/Flowchart/Scripts/Flowchart.cs
  70. 1
      Assets/Fungus/Flowchart/Scripts/FungusState.cs
  71. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/AnimatorVariable.cs
  72. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/AudioSourceVariable.cs
  73. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/BooleanVariable.cs
  74. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/ColorVariable.cs
  75. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/FloatVariable.cs
  76. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/GameObjectVariable.cs
  77. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/IntegerVariable.cs
  78. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/MaterialVariable.cs
  79. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/ObjectVariable.cs
  80. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/SpriteVariable.cs
  81. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/TextureVariable.cs
  82. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/TransformVariable.cs
  83. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/Vector2Variable.cs
  84. 1
      Assets/Fungus/Flowchart/Scripts/VariableTypes/Vector3Variable.cs
  85. 1
      Assets/Fungus/Lua/Scripts/Commands/ExecuteLua.cs
  86. 1
      Assets/Fungus/Lua/Scripts/LuaExtensions.cs
  87. 1
      Assets/Fungus/Narrative/Editor/CharacterEditor.cs
  88. 1
      Assets/Fungus/Narrative/Editor/LocalizationEditor.cs
  89. 1
      Assets/Fungus/Narrative/Editor/NarrativeMenuItems.cs
  90. 1
      Assets/Fungus/Narrative/Scripts/Character.cs
  91. 1
      Assets/Fungus/Narrative/Scripts/Commands/ClearMenu.cs
  92. 1
      Assets/Fungus/Narrative/Scripts/Commands/Menu.cs
  93. 1
      Assets/Fungus/Narrative/Scripts/Commands/MenuTimer.cs
  94. 1
      Assets/Fungus/Narrative/Scripts/Commands/Say.cs
  95. 1
      Assets/Fungus/Narrative/Scripts/Commands/SetMenuDialog.cs
  96. 1
      Assets/Fungus/Narrative/Scripts/Commands/SetSayDialog.cs
  97. 9
      Assets/Fungus/Narrative/Scripts/SayDialog.cs
  98. 1
      Assets/Fungus/Sprite/Editor/SetColliderEditor.cs
  99. 1
      Assets/Fungus/Sprite/Editor/SpriteMenuItems.cs
  100. 1
      Assets/Fungus/Sprite/Scripts/Commands/FadeSprite.cs
  101. Some files were not shown because too many files have changed in this diff Show More

1
Assets/Fungus/Animation/Scripts/Commands/ResetAnimTrigger.cs

@ -69,5 +69,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Animation/Scripts/Commands/SetAnimBool.cs

@ -72,5 +72,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Animation/Scripts/Commands/SetAnimFloat.cs

@ -72,5 +72,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Animation/Scripts/Commands/SetAnimInteger.cs

@ -72,5 +72,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Animation/Scripts/Commands/SetAnimTrigger.cs

@ -69,5 +69,4 @@ namespace Fungus
#endregion
}
}

6
Assets/Fungus/Audio/Scripts/Commands/ControlAudio.cs

@ -85,10 +85,8 @@ namespace Fungus
}
}
/**
* If there's other music playing in the scene, assign it the same tag as the new music you want to play and
* the old music will be automatically stopped.
*/
// If there's other music playing in the scene, assign it the same tag as the new music you want to play and
// the old music will be automatically stopped.
protected void StopAudioWithSameTag()
{
// Don't stop audio if there's no tag assigned

1
Assets/Fungus/Audio/Scripts/Commands/PlayMusic.cs

@ -53,5 +53,4 @@ namespace Fungus
return new Color32(242, 209, 176, 255);
}
}
}

1
Assets/Fungus/Audio/Scripts/Commands/PlaySound.cs

@ -68,5 +68,4 @@ namespace Fungus
return new Color32(242, 209, 176, 255);
}
}
}

1
Assets/Fungus/Audio/Scripts/Commands/SetAudioPitch.cs

@ -56,5 +56,4 @@ namespace Fungus
return new Color32(242, 209, 176, 255);
}
}
}

1
Assets/Fungus/Audio/Scripts/Commands/SetAudioVolume.cs

@ -54,5 +54,4 @@ namespace Fungus
return new Color32(242, 209, 176, 255);
}
}
}

1
Assets/Fungus/Audio/Scripts/Commands/StopMusic.cs

@ -30,5 +30,4 @@ namespace Fungus
return new Color32(242, 209, 176, 255);
}
}
}

70
Assets/Fungus/Audio/Scripts/MusicController.cs

@ -2,24 +2,21 @@
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections;
namespace Fungus
{
/**
* Singleton music manager component.
* Provides basic music and sound effect functionality.
* Music playback persists across scene loads.
*/
/// <summary>
/// Singleton music manager component.
/// Provides basic music and sound effect functionality.
/// Music playback persists across scene loads.
/// </summary>
[RequireComponent(typeof(AudioSource))]
public class MusicController : MonoBehaviour
{
static MusicController instance;
/**
* Returns the MusicController singleton instance.
* Will create a MusicController game object if none currently exists.
*/
// Returns the MusicController singleton instance.
// Will create a MusicController game object if none currently exists.
static public MusicController GetInstance()
{
if (instance == null)
@ -38,12 +35,10 @@ namespace Fungus
GetComponent<AudioSource>().loop = true;
}
/**
* Plays game music using an audio clip.
* One music clip may be played at a time.
* @param musicClip The music clip to play
* @param atTime Time in the music clip to start at
*/
/// <summary>
/// // Plays game music using an audio clip.
/// One music clip may be played at a time.
/// </summary>
public void PlayMusic(AudioClip musicClip, bool loop, float fadeDuration, float atTime)
{
AudioSource audioSource = GetComponent<AudioSource>();
@ -77,21 +72,21 @@ namespace Fungus
});
}
}
/**
* Stops playing game music.
*/
/// <summary>
/// Stops playing game music.
/// </summary>
public virtual void StopMusic()
{
GetComponent<AudioSource>().Stop();
}
/**
* Fades the game music volume to required level over a period of time.
* @param volume The new music volume value [0..1]
* @param duration The length of time in seconds needed to complete the volume change.
* @param onComplete Delegate function to call when fade completes.
*/
/// <summary>
/// Fades the game music volume to required level over a period of time.
/// </summary>
/// <param name="volume">The new music volume value [0..1]</param>
/// <param name="duration">The length of time in seconds needed to complete the volume change.</param>
/// <param name="onComplete">Delegate function to call when fade completes.</param>
public virtual void SetAudioVolume(float volume, float duration, System.Action onComplete)
{
AudioSource audio = GetComponent<AudioSource>();
@ -115,12 +110,12 @@ namespace Fungus
});
}
/**
* Shifts the game music pitch to required value over a period of time.
* @param volume The new music pitch value
* @param duration The length of time in seconds needed to complete the pitch change.
* @param onComplete A delegate method to call when the pitch shift has completed.
*/
/// <summary>
/// Shifts the game music pitch to required value over a period of time.
/// </summary>
/// <param name="pitch">The new music pitch value.</param>
/// <param name="duration">The length of time in seconds needed to complete the pitch change.</param>
/// <param name="onComplete">A delegate method to call when the pitch shift has completed.</param>
public virtual void SetAudioPitch(float pitch, float duration, System.Action onComplete)
{
AudioSource audio = GetComponent<AudioSource>();
@ -148,12 +143,11 @@ namespace Fungus
});
}
/**
* Plays a sound effect once, at the specified volume.
* Multiple sound effects can be played at the same time.
* @param soundClip The sound effect clip to play
* @param volume The volume level of the sound effect
*/
/// <summary>
/// Plays a sound effect once, at the specified volume.
/// </summary>
/// <param name="soundClip">The sound effect clip to play.</param>
/// <param name="volume">The volume level of the sound effect.</param>
public virtual void PlaySound(AudioClip soundClip, float volume)
{
GetComponent<AudioSource>().PlayOneShot(soundClip, volume);

1
Assets/Fungus/Camera/Editor/CameraMenuItems.cs

@ -16,5 +16,4 @@ namespace Fungus
FlowchartMenuItems.SpawnPrefab("View");
}
}
}

1
Assets/Fungus/Camera/Editor/ViewEditor.cs

@ -261,5 +261,4 @@ namespace Fungus
return view.transform.InverseTransformPoint(view.transform.position + new Vector3(0, view.ViewSize, 0)).magnitude;
}
}
}

82
Assets/Fungus/Camera/Scripts/CameraController.cs

@ -54,10 +54,10 @@ namespace Fungus
protected static CameraController instance;
/**
* Returns the CameraController singleton instance.
* Will create a CameraController game object if none currently exists.
*/
/// <summary>
/// Returns the CameraController singleton instance.
/// Will create a CameraController game object if none currently exists.
/// </summary>
static public CameraController GetInstance()
{
if (instance == null)
@ -116,18 +116,18 @@ namespace Fungus
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), screenFadeTexture);
}
}
/**
* Perform a fullscreen fade over a duration.
*/
/// <summary>
/// Perform a fullscreen fade over a duration.
/// </summary>
public virtual void Fade(float targetAlpha, float fadeDuration, Action fadeAction)
{
StartCoroutine(FadeInternal(targetAlpha, fadeDuration, fadeAction));
}
/**
* Fade out, move camera to view and then fade back in.
*/
/// <summary>
/// Fade out, move camera to view and then fade back in.
/// </summary>
public virtual void FadeToView(Camera camera, View view, float fadeDuration, bool fadeOut, Action fadeAction)
{
swipePanActive = false;
@ -194,11 +194,10 @@ namespace Fungus
fadeAction();
}
}
/**
* Positions camera so sprite is centered and fills the screen.
* @param spriteRenderer The sprite to center the camera on
*/
/// <summary>
/// Positions camera so sprite is centered and fills the screen.
/// </summary>
public virtual void CenterOnSprite(Camera camera, SpriteRenderer spriteRenderer)
{
if (camera == null)
@ -230,10 +229,10 @@ namespace Fungus
{
PanToPosition(camera, view.transform.position, view.transform.rotation, view.ViewSize, duration, arriveAction);
}
/**
* Moves camera from current position to a target position over a period of time.
*/
/// <summary>
/// Moves camera from current position to a target position over a period of time.
/// </summary>
public virtual void PanToPosition(Camera camera, Vector3 targetPosition, Quaternion targetRotation, float targetSize, float duration, Action arriveAction)
{
if (camera == null)
@ -266,10 +265,10 @@ namespace Fungus
StartCoroutine(PanInternal(camera, targetPosition, targetRotation, targetSize, duration, arriveAction));
}
}
/**
* Stores the current camera view using a name.
*/
/// <summary>
/// Stores the current camera view using a name.
/// </summary>
public virtual void StoreView(Camera camera, string viewName)
{
if (camera != null)
@ -284,10 +283,10 @@ namespace Fungus
currentView.cameraSize = camera.orthographicSize;
storedViews[viewName] = currentView;
}
/**
* Moves the camera to a previously stored camera view over a period of time.
*/
/// <summary>
/// Moves the camera to a previously stored camera view over a period of time.
/// </summary>
public virtual void PanToStoredView(Camera camera, string viewName, float duration, Action arriveAction)
{
if (camera == null)
@ -379,10 +378,10 @@ namespace Fungus
yield return null;
}
}
/**
* Moves camera smoothly through a sequence of Views over a period of time
*/
/// <summary>
/// Moves camera smoothly through a sequence of Views over a period of time.
/// </summary>
public virtual void PanToPath(Camera camera, View[] viewList, float duration, Action arriveAction)
{
if (camera == null)
@ -446,11 +445,10 @@ namespace Fungus
arriveAction();
}
}
/**
* Activates swipe panning mode.
* The player can pan the camera within the area between viewA & viewB.
*/
/// <summary>
/// Activates swipe panning mode. The player can pan the camera within the area between viewA & viewB.
/// </summary>
public virtual void StartSwipePan(Camera camera, View viewA, View viewB, float duration, float speedMultiplier, Action arriveAction)
{
if (camera == null)
@ -479,10 +477,10 @@ namespace Fungus
}
});
}
/**
* Deactivates swipe panning mode.
*/
/// <summary>
/// Deactivates swipe panning mode.
/// </summary>
public virtual void StopSwipePan()
{
swipePanActive = false;

1
Assets/Fungus/Camera/Scripts/Commands/FadeToView.cs

@ -111,5 +111,4 @@ namespace Fungus
return new Color32(216, 228, 170, 255);
}
}
}

1
Assets/Fungus/Camera/Scripts/Commands/Fullscreen.cs

@ -51,5 +51,4 @@ namespace Fungus
return new Color32(216, 228, 170, 255);
}
}
}

1
Assets/Fungus/Camera/Scripts/Commands/MoveToView.cs

@ -97,5 +97,4 @@ namespace Fungus
return new Color32(216, 228, 170, 255);
}
}
}

1
Assets/Fungus/Camera/Scripts/Commands/StartSwipe.cs

@ -76,5 +76,4 @@ namespace Fungus
return new Color32(216, 228, 170, 255);
}
}
}

1
Assets/Fungus/Camera/Scripts/Commands/StopSwipe.cs

@ -28,5 +28,4 @@ namespace Fungus
return new Color32(216, 228, 170, 255);
}
}
}

12
Assets/Fungus/Flowchart/Editor/AssetModProcessor.cs

@ -1,18 +1,13 @@
// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
/**
* Prevents saving of selected blocks and commands to avoid version control conflicts
*/
/// <summary>
/// Prevents saving of selected blocks and commands to avoid version control conflicts.
/// </summary>
public class AssetModProcessor : UnityEditor.AssetModificationProcessor
{
public static string[] OnWillSaveAssets(string[] paths)
@ -45,6 +40,5 @@ namespace Fungus
return paths;
}
}
}

14
Assets/Fungus/Flowchart/Editor/BlockInspector.cs

@ -10,19 +10,18 @@ using System.Linq;
namespace Fungus
{
/**
* Temp hidden object which lets us use the entire inspector window to inspect
* the block command list.
*/
/// <summary>
/// Temp hidden object which lets us use the entire inspector window to inspect the block command list.
/// </summary>
public class BlockInspector : ScriptableObject
{
[FormerlySerializedAs("sequence")]
public Block block;
}
/**
* Custom editor for the temp hidden object.
*/
/// <summary>
/// Custom editor for the temp hidden object.
/// </summary>
[CustomEditor (typeof(BlockInspector), true)]
public class BlockInspectorEditor : Editor
{
@ -261,5 +260,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Editor/CallEditor.cs

@ -60,5 +60,4 @@ namespace Fungus
serializedObject.ApplyModifiedProperties();
}
}
}

14
Assets/Fungus/Flowchart/Editor/CommandEditor.cs

@ -201,14 +201,12 @@ namespace Fungus
}
/**
* When modifying custom editor code you can occasionally end up with orphaned editor instances.
* When this happens, you'll get a null exception error every time the scene serializes / deserialized.
* Once this situation occurs, the only way to fix it is to restart the Unity editor.
*
* As a workaround, this function detects if this command editor is an orphan and deletes it.
* To use it, just call this function at the top of the OnEnable() method in your custom editor.
*/
// When modifying custom editor code you can occasionally end up with orphaned editor instances.
// When this happens, you'll get a null exception error every time the scene serializes / deserialized.
// Once this situation occurs, the only way to fix it is to restart the Unity editor.
//
// As a workaround, this function detects if this command editor is an orphan and deletes it.
// To use it, just call this function at the top of the OnEnable() method in your custom editor.
protected virtual bool NullTargetCheck()
{
try

8
Assets/Fungus/Flowchart/Editor/CustomGUI.cs

@ -9,10 +9,9 @@ using System.Reflection;
namespace Fungus
{
/**
* Utility functions for drawing custom UI in the editor
*/
/// <summary>
/// Utility functions for drawing custom UI in the editor.
/// </summary>
public static class CustomGUI
{
public static Texture2D CreateBlackTexture()
@ -44,5 +43,4 @@ namespace Fungus
GUILayout.Box(blackTex,separatorStyle);
}
}
}

1
Assets/Fungus/Flowchart/Editor/EditorExtensions.cs

@ -66,5 +66,4 @@ namespace Fungus
return FindDerivedTypesFromAssembly(System.Reflection.Assembly.GetAssembly(baseType), baseType, classOnly);
}
}
}

1
Assets/Fungus/Flowchart/Editor/EditorZoomArea.cs

@ -85,5 +85,4 @@ namespace Fungus
GUI.BeginGroup(new Rect(0.0f, kEditorWindowTabHeight, Screen.width, Screen.height));
}
}
}

7
Assets/Fungus/Flowchart/Editor/EventHandlerEditor.cs

@ -13,9 +13,9 @@ namespace Fungus
[CustomEditor (typeof(EventHandler), true)]
public class EventHandlerEditor : Editor
{
/**
* Returns the class attribute info for an event handler class.
*/
/// <summary>
/// Returns the class attribute info for an event handler class.
/// </summary>
public static EventHandlerInfoAttribute GetEventHandlerInfo(System.Type eventHandlerType)
{
object[] attributes = eventHandlerType.GetCustomAttributes(typeof(EventHandlerInfoAttribute), false);
@ -62,5 +62,4 @@ namespace Fungus
serializedObject.ApplyModifiedProperties();
}
}
}

13
Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs

@ -271,12 +271,12 @@ namespace Fungus
}
/**
* When modifying custom editor code you can occasionally end up with orphaned editor instances.
* When this happens, you'll get a null exception error every time the scene serializes / deserialized.
* Once this situation occurs, the only way to fix it is to restart the Unity editor.
* As a workaround, this function detects if this editor is an orphan and deletes it.
*/
/// <summary>
/// When modifying custom editor code you can occasionally end up with orphaned editor instances.
/// When this happens, you'll get a null exception error every time the scene serializes / deserialized.
/// Once this situation occurs, the only way to fix it is to restart the Unity editor.
/// As a workaround, this function detects if this editor is an orphan and deletes it.
/// </summary>
protected virtual bool NullTargetCheck()
{
try
@ -295,5 +295,4 @@ namespace Fungus
return false;
}
}
}

1
Assets/Fungus/Flowchart/Editor/FlowchartMenuItems.cs

@ -80,5 +80,4 @@ namespace Fungus
return go;
}
}
}

6
Assets/Fungus/Flowchart/Editor/FlowchartWindow.cs

@ -838,9 +838,9 @@ namespace Fungus
EditorUtility.SetDirty(blockInspector);
}
/**
* Displays a temporary text alert in the center of the Flowchart window.
*/
/// <summary>
/// Displays a temporary text alert in the center of the Flowchart window.
/// </summary>
public static void ShowNotification(string notificationText)
{
EditorWindow window = EditorWindow.GetWindow(typeof(FlowchartWindow), false, "Flowchart");

1
Assets/Fungus/Flowchart/Editor/FungusEditorResources.cs

@ -185,5 +185,4 @@ namespace Fungus
return (imageData[offset] << 8) | imageData[offset + 1];
}
}
}

11
Assets/Fungus/Flowchart/Editor/GLDraw.cs

@ -8,17 +8,17 @@ using System;
namespace Fungus
{
/// <summary>
/// Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
/// Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
/// Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c"
/// </summary>
public class GLDraw
{
/*
* Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
* Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
*/
protected static bool clippingEnabled;
protected static Rect clippingBounds;
public static Material lineMaterial = null;
/* @ Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c" */
protected static bool clip_test(float p, float q, ref float u1, ref float u2)
{
float r;
@ -292,5 +292,4 @@ namespace Fungus
return rt * rt * rt * s + 3 * rt * rtt * st + 3 * rtt * t * et + t * t * t * e;
}
}
}

1
Assets/Fungus/Flowchart/Editor/IfEditor.cs

@ -92,5 +92,4 @@ namespace Fungus
serializedObject.ApplyModifiedProperties();
}
}
}

1
Assets/Fungus/Flowchart/Editor/InvokeMethodEditor.cs

@ -441,5 +441,4 @@ namespace Fungus
return null;
}
}
}

1
Assets/Fungus/Flowchart/Editor/SetVariableEditor.cs

@ -157,5 +157,4 @@ namespace Fungus
serializedObject.ApplyModifiedProperties();
}
}
}

1
Assets/Fungus/Flowchart/Scripts/CommandCopyBuffer.cs

@ -66,5 +66,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Call.cs

@ -133,5 +133,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/CallMethod.cs

@ -71,5 +71,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Comment.cs

@ -40,5 +40,4 @@ namespace Fungus
return new Color32(220, 220, 220, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Condition.cs

@ -49,5 +49,4 @@ namespace Fungus
return summary;
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/DebugLog.cs

@ -58,5 +58,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Destroy.cs

@ -59,5 +59,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Else.cs

@ -65,5 +65,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/ElseIf.cs

@ -74,5 +74,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/End.cs

@ -44,5 +44,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/If.cs

@ -198,5 +198,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/InvokeEvent.cs

@ -134,5 +134,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/InvokeMethod.cs

@ -399,5 +399,4 @@ namespace Fungus
return types[typeName];
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Jump.cs

@ -73,5 +73,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Label.cs

@ -34,5 +34,4 @@ namespace Fungus
return new Color32(200, 200, 253, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/LoadScene.cs

@ -63,5 +63,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/OpenURL.cs

@ -34,5 +34,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Quit.cs

@ -27,5 +27,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/RandomFloat.cs

@ -54,5 +54,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/RandomInteger.cs

@ -54,5 +54,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/ReadTextFile.cs

@ -60,5 +60,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Reset.cs

@ -31,5 +31,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/SendMessage.cs

@ -89,5 +89,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/SetActive.cs

@ -62,5 +62,4 @@ namespace Fungus
#endregion
}
}

6
Assets/Fungus/Flowchart/Scripts/Commands/SetSaveProfile.cs

@ -16,9 +16,9 @@ namespace Fungus
[AddComponentMenu("")]
public class SetSaveProfile : Command
{
/**
* Shared save profile name used by SaveVariable and LoadVariable.
*/
/// <summary>
/// Shared save profile name used by SaveVariable and LoadVariable.
/// </summary>
public static string saveProfile = "";
[Tooltip("Name of save profile to make active.")]

1
Assets/Fungus/Flowchart/Scripts/Commands/SetVariable.cs

@ -204,5 +204,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/SpawnObject.cs

@ -96,5 +96,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Stop.cs

@ -24,5 +24,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/StopBlock.cs

@ -53,5 +53,4 @@ namespace Fungus
return new Color32(253, 253, 150, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/StopFlowchart.cs

@ -57,5 +57,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Commands/Wait.cs

@ -54,5 +54,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Flowchart/Scripts/EventHandlers/MessageReceived.cs

@ -30,5 +30,4 @@ namespace Fungus
return message;
}
}
}

1
Assets/Fungus/Flowchart/Scripts/Flowchart.cs

@ -1102,5 +1102,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/FungusState.cs

@ -15,5 +15,4 @@ namespace Fungus
[SerializeField] protected Flowchart selectedFlowchart;
public Flowchart SelectedFlowchart { get { return selectedFlowchart; } set { selectedFlowchart = value; } }
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/AnimatorVariable.cs

@ -56,5 +56,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/AudioSourceVariable.cs

@ -56,5 +56,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/BooleanVariable.cs

@ -80,5 +80,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/ColorVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/FloatVariable.cs

@ -89,5 +89,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/GameObjectVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/IntegerVariable.cs

@ -89,5 +89,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/MaterialVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/ObjectVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/SpriteVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/TextureVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/TransformVariable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/Vector2Variable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Flowchart/Scripts/VariableTypes/Vector3Variable.cs

@ -57,5 +57,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Lua/Scripts/Commands/ExecuteLua.cs

@ -202,5 +202,4 @@ namespace Fungus
return new Color32(235, 191, 217, 255);
}
}
}

1
Assets/Fungus/Lua/Scripts/LuaExtensions.cs

@ -98,5 +98,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Narrative/Editor/CharacterEditor.cs

@ -86,5 +86,4 @@ namespace Fungus
}
}
}

1
Assets/Fungus/Narrative/Editor/LocalizationEditor.cs

@ -121,5 +121,4 @@ namespace Fungus
localization.NotificationText = "";
}
}
}

1
Assets/Fungus/Narrative/Editor/NarrativeMenuItems.cs

@ -67,5 +67,4 @@ namespace Fungus
go.transform.position = Vector3.zero;
}
}
}

1
Assets/Fungus/Narrative/Scripts/Character.cs

@ -113,5 +113,4 @@ namespace Fungus
return "CHARACTER." + nameText;
}
}
}

1
Assets/Fungus/Narrative/Scripts/Commands/ClearMenu.cs

@ -38,5 +38,4 @@ namespace Fungus
return new Color32(184, 210, 235, 255);
}
}
}

1
Assets/Fungus/Narrative/Scripts/Commands/Menu.cs

@ -115,5 +115,4 @@ namespace Fungus
return "MENU." + GetFlowchartLocalizationId() + "." + itemId;
}
}
}

1
Assets/Fungus/Narrative/Scripts/Commands/MenuTimer.cs

@ -75,5 +75,4 @@ namespace Fungus
#endregion
}
}

1
Assets/Fungus/Narrative/Scripts/Commands/Say.cs

@ -176,5 +176,4 @@ namespace Fungus
return stringId;
}
}
}

1
Assets/Fungus/Narrative/Scripts/Commands/SetMenuDialog.cs

@ -42,5 +42,4 @@ namespace Fungus
return new Color32(184, 210, 235, 255);
}
}
}

1
Assets/Fungus/Narrative/Scripts/Commands/SetSayDialog.cs

@ -42,5 +42,4 @@ namespace Fungus
return new Color32(184, 210, 235, 255);
}
}
}

9
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -206,17 +206,13 @@ namespace Fungus
}
}
/**
* Tell dialog to fade out if it's finished writing.
*/
// Tell dialog to fade out if it's finished writing.
public virtual void FadeOut()
{
fadeWhenDone = true;
}
/**
* Stop a Say Dialog while its writing text.
*/
// Stop a Say Dialog while its writing text.
public virtual void Stop()
{
fadeWhenDone = true;
@ -422,5 +418,4 @@ namespace Fungus
}
}
}
}

1
Assets/Fungus/Sprite/Editor/SetColliderEditor.cs

@ -39,5 +39,4 @@ namespace Fungus
serializedObject.ApplyModifiedProperties();
}
}
}

1
Assets/Fungus/Sprite/Editor/SpriteMenuItems.cs

@ -34,5 +34,4 @@ namespace Fungus
FlowchartMenuItems.SpawnPrefab("ParallaxSprite");
}
}
}

1
Assets/Fungus/Sprite/Scripts/Commands/FadeSprite.cs

@ -85,5 +85,4 @@ namespace Fungus
#endregion
}
}

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