Browse Source

Merge branch 'master' into UnityReorderable

master
desktop-maesty/steve 7 years ago
parent
commit
e7fd68b004
  1. 15
      Assets/Fungus/Scripts/Commands/Conversation.cs
  2. 174
      Assets/Fungus/Scripts/Commands/Input/GetKey.cs
  3. 11
      Assets/Fungus/Scripts/Commands/Input/GetKey.cs.meta
  4. 5
      Assets/Fungus/Scripts/Commands/Priority.meta
  5. 34
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityCount.cs
  6. 13
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityCount.cs.meta
  7. 24
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityDecrease.cs
  8. 13
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityDecrease.cs.meta
  9. 24
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityIncrease.cs
  10. 13
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityIncrease.cs.meta
  11. 22
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityReset.cs
  12. 13
      Assets/Fungus/Scripts/Commands/Priority/FungusPriorityReset.cs.meta
  13. 20
      Assets/Fungus/Scripts/Commands/StopFlowchart.cs
  14. 6
      Assets/Fungus/Scripts/Components/EventHandler.cs
  15. 12
      Assets/Fungus/Scripts/Components/PortraitController.cs
  16. 2
      Assets/Fungus/Scripts/Editor/FungusEditorResources.cs
  17. 11
      Assets/Fungus/Scripts/Editor/HierarchyIcons.cs
  18. 96
      Assets/Fungus/Scripts/Signals/FungusActiveSignals.cs
  19. 13
      Assets/Fungus/Scripts/Signals/FungusActiveSignals.cs.meta
  20. 53
      Assets/Fungus/Scripts/Utils/ConversationManager.cs
  21. 1
      Assets/Fungus/Scripts/Utils/TextTagParser.cs
  22. 6
      Assets/Fungus/Thirdparty/LeanTween.meta
  23. 2285
      Assets/Fungus/Thirdparty/LeanTween/LTDescr.cs
  24. 12
      Assets/Fungus/Thirdparty/LeanTween/LTDescr.cs.meta
  25. 88
      Assets/Fungus/Thirdparty/LeanTween/LTDescrOptional.cs
  26. 12
      Assets/Fungus/Thirdparty/LeanTween/LTDescrOptional.cs.meta
  27. 227
      Assets/Fungus/Thirdparty/LeanTween/LTSeq.cs
  28. 12
      Assets/Fungus/Thirdparty/LeanTween/LTSeq.cs.meta
  29. 418
      Assets/Fungus/Thirdparty/LeanTween/LeanAudio.cs
  30. 12
      Assets/Fungus/Thirdparty/LeanTween/LeanAudio.cs.meta
  31. 123
      Assets/Fungus/Thirdparty/LeanTween/LeanTest.cs
  32. 12
      Assets/Fungus/Thirdparty/LeanTween/LeanTest.cs.meta
  33. 3888
      Assets/Fungus/Thirdparty/LeanTween/LeanTween.cs
  34. 2
      Assets/Fungus/Thirdparty/LeanTween/LeanTween.cs.meta
  35. BIN
      Assets/Fungus/Thirdparty/LeanTween/LeanTween.dll.zip
  36. 8
      Assets/Fungus/Thirdparty/LeanTween/LeanTween.dll.zip.meta
  37. 9
      Assets/Fungus/Thirdparty/LeanTween/ReadMe.txt
  38. 2
      Assets/Fungus/Thirdparty/LeanTween/ReadMe.txt.meta
  39. 3
      Assets/Fungus/Thirdparty/Usfxr/Scripts/SfxrAudioPlayer.cs
  40. 241
      Assets/FungusExamples/Conversation/Conversation.unity
  41. 324
      Assets/FungusExamples/Playground/Defender.unity
  42. 304
      Assets/FungusExamples/Playground/Football.unity
  43. 433
      Assets/FungusExamples/Playground/Lander.unity
  44. 73
      Assets/FungusExamples/Playground/Prefabs/Laser.prefab
  45. 147
      Assets/FungusExamples/Playground/Prefabs/P1.prefab
  46. 5
      Assets/Tests/Signals/Editor.meta
  47. 89
      Assets/Tests/Signals/Editor/FungusPrioritySignalsTest.cs
  48. 13
      Assets/Tests/Signals/Editor/FungusPrioritySignalsTest.cs.meta
  49. 6
      Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/IntegrationTestsRunnerWindow.cs
  50. 8
      Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/PlatformRunner/PlayerSettingConfigurator.cs
  51. 13
      Docs/command_ref/input_commands.md
  52. 7
      Docs/command_ref/narrative_commands.md
  53. 19
      Docs/command_ref/priority signals_commands.md
  54. 5
      Docs/fungus_docs/conversation_system.md
  55. 0
      Packages/manifest.json
  56. 6
      ProjectSettings/PresetManager.asset
  57. 2
      ProjectSettings/ProjectVersion.txt

15
Assets/Fungus/Scripts/Commands/Conversation.cs

@ -7,11 +7,11 @@ using System.Collections;
namespace Fungus namespace Fungus
{ {
/// <summary> /// <summary>
/// Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [: Story text]. /// Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [hide] [<<< | >>>] [clear | noclear] [wait | nowait] [fade | nofade] [: Story text].
/// </summary> /// </summary>
[CommandInfo("Narrative", [CommandInfo("Narrative",
"Conversation", "Conversation",
"Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [: Story text]")] "Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [hide] [<<< | >>>] [clear | noclear] [wait | nowait] [fade | nofade] [: Story text]")]
[AddComponentMenu("")] [AddComponentMenu("")]
[ExecuteInEditMode] [ExecuteInEditMode]
public class Conversation : Command public class Conversation : Command
@ -20,6 +20,12 @@ namespace Fungus
protected ConversationManager conversationManager = new ConversationManager(); protected ConversationManager conversationManager = new ConversationManager();
[SerializeField] protected BooleanData clearPrevious = new BooleanData(true);
[SerializeField] protected BooleanData waitForInput = new BooleanData(true);
[Tooltip("a wait for seconds added to each item of the conversation.")]
[SerializeField] protected FloatData waitForSeconds = new FloatData(0);
[SerializeField] protected BooleanData fadeWhenDone = new BooleanData(true);
protected virtual void Start() protected virtual void Start()
{ {
conversationManager.PopulateCharacterCache(); conversationManager.PopulateCharacterCache();
@ -30,6 +36,11 @@ namespace Fungus
var flowchart = GetFlowchart(); var flowchart = GetFlowchart();
string subbedText = flowchart.SubstituteVariables(conversationText.Value); string subbedText = flowchart.SubstituteVariables(conversationText.Value);
conversationManager.ClearPrev = clearPrevious;
conversationManager.WaitForInput = waitForInput;
conversationManager.FadeDone = fadeWhenDone;
conversationManager.WaitForSeconds = waitForSeconds;
yield return StartCoroutine(conversationManager.DoConversation(subbedText)); yield return StartCoroutine(conversationManager.DoConversation(subbedText));
Continue(); Continue();

174
Assets/Fungus/Scripts/Commands/Input/GetKey.cs

@ -0,0 +1,174 @@
using UnityEngine;
namespace Fungus
{
// <summary>
/// Store Input.GetKey in a variable. Supports an optional Negative key input. A negative value will be overridden by a positive one, they do not add.
/// </summary>
[CommandInfo("Input",
"GetKey",
"Store Input.GetKey in a variable. Supports an optional Negative key input. A negative value will be overridden by a positive one, they do not add.")]
[AddComponentMenu("")]
public class GetKey : Command
{
[SerializeField]
protected KeyCode keyCode = KeyCode.None;
[Tooltip("Optional, secondary or negative keycode. For booleans will also set to true, for int and float will set to -1.")]
[SerializeField]
protected KeyCode keyCodeNegative = KeyCode.None;
[SerializeField]
[Tooltip("Only used if KeyCode is KeyCode.None, expects a name of the key to use.")]
protected StringData keyCodeName = new StringData(string.Empty);
[SerializeField]
[Tooltip("Optional, secondary or negative keycode. For booleans will also set to true, for int and float will set to -1." +
"Only used if KeyCode is KeyCode.None, expects a name of the key to use.")]
protected StringData keyCodeNameNegative = new StringData(string.Empty);
public enum InputKeyQueryType
{
Down,
Up,
State
}
[Tooltip("Do we want an Input.GetKeyDown, GetKeyUp or GetKey")]
[SerializeField]
protected InputKeyQueryType keyQueryType = InputKeyQueryType.State;
[Tooltip("Will store true or false or 0 or 1 depending on type. Sets true or -1 for negative key values.")]
[SerializeField]
[VariableProperty(typeof(FloatVariable), typeof(BooleanVariable), typeof(IntegerVariable))]
protected Variable outValue;
public override void OnEnter()
{
FillOutValue(0);
if (keyCodeNegative != KeyCode.None)
{
DoKeyCode(keyCodeNegative, -1);
}
else if (!string.IsNullOrEmpty(keyCodeNameNegative))
{
DoKeyName(keyCodeNameNegative, -1);
}
if (keyCode != KeyCode.None)
{
DoKeyCode(keyCode, 1);
}
else if (!string.IsNullOrEmpty(keyCodeName))
{
DoKeyName(keyCodeName, 1);
}
Continue();
}
private void DoKeyCode(KeyCode key, int trueVal)
{
switch (keyQueryType)
{
case InputKeyQueryType.Down:
if (Input.GetKeyDown(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.Up:
if (Input.GetKeyUp(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.State:
if (Input.GetKey(key))
{
FillOutValue(trueVal);
}
break;
default:
break;
}
}
private void DoKeyName(string key, int trueVal)
{
switch (keyQueryType)
{
case InputKeyQueryType.Down:
if (Input.GetKeyDown(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.Up:
if (Input.GetKeyUp(key))
{
FillOutValue(trueVal);
}
break;
case InputKeyQueryType.State:
if (Input.GetKey(key))
{
FillOutValue(trueVal);
}
break;
default:
break;
}
}
private void FillOutValue(int v)
{
FloatVariable fvar = outValue as FloatVariable;
if (fvar != null)
{
fvar.Value = v;
return;
}
BooleanVariable bvar = outValue as BooleanVariable;
if (bvar != null)
{
bvar.Value = v == 0 ? false : true;
return;
}
IntegerVariable ivar = outValue as IntegerVariable;
if (ivar != null)
{
ivar.Value = v;
return;
}
}
public override string GetSummary()
{
if (outValue == null)
{
return "Error: no outvalue set";
}
return (keyCode != KeyCode.None ? keyCode.ToString() : keyCodeName) + " in " + outValue.Key;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable variable)
{
if (keyCodeName.stringRef == variable || outValue == variable || keyCodeNameNegative.stringRef == variable)
return true;
return false;
}
}
}

11
Assets/Fungus/Scripts/Commands/Input/GetKey.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: abf9e2e4334293449850759c812dd9db
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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5
Assets/Fungus/Scripts/Commands/Property.meta → Assets/Fungus/Scripts/Commands/Priority.meta

@ -1,9 +1,10 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 103d5735e5e7b4a409ae0bb18c246f22 guid: 61d2004f0aa3f1847beb167296c897d8
folderAsset: yes folderAsset: yes
timeCreated: 1513473561 timeCreated: 1523180219
licenseType: Free licenseType: Free
DefaultImporter: DefaultImporter:
externalObjects: {}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

34
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityCount.cs

@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Copy the value of the Priority Count to a local IntegerVariable, intended primarily to assist with debugging use of Priority.
/// </summary>
[CommandInfo("Priority Signals",
"Get Priority Count",
"Copy the value of the Priority Count to a local IntegerVariable, intended primarily to assist with debugging use of Priority.")]
public class FungusPriorityCount : Command
{
[VariableProperty(typeof(IntegerVariable))]
public IntegerVariable outVar;
public override void OnEnter()
{
outVar.Value = FungusPrioritySignals.CurrentPriorityDepth;
Continue();
}
public override string GetSummary()
{
if(outVar == null)
{
return "Error: No out var supplied";
}
return outVar.Key;
}
}
}

13
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityCount.cs.meta

@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: a3aeb6a9bd739484080e7965ecaab89e
timeCreated: 1523926493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

24
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityDecrease.cs

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Decrease the FungusPriority count, causing the related FungusPrioritySignals to fire.
/// Intended to be used to notify external systems that fungus is doing something important and they should perhaps resume.
/// </summary>
[CommandInfo("Priority Signals",
"Priority Down",
"Decrease the FungusPriority count, causing the related FungusPrioritySignals to fire. " +
"Intended to be used to notify external systems that fungus is doing something important and they should perhaps resume.")]
public class FungusPriorityDecrease : Command
{
public override void OnEnter()
{
FungusPrioritySignals.DoDecreasePriorityDepth();
Continue();
}
}
}

13
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityDecrease.cs.meta

@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: ebc295ba6aed8944fa3974a64f33cc42
timeCreated: 1523926493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

24
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityIncrease.cs

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Increases the FungusPriority count, causing the related FungusPrioritySignals to fire.
/// Intended to be used to notify external systems that fungus is doing something important and they should perhaps pause.
/// </summary>
[CommandInfo("Priority Signals",
"Priority Up",
"Increases the FungusPriority count, causing the related FungusPrioritySignals to fire. " +
"Intended to be used to notify external systems that fungus is doing something important and they should perhaps pause.")]
public class FungusPriorityIncrease : Command
{
public override void OnEnter()
{
FungusPrioritySignals.DoIncreasePriorityDepth();
Continue();
}
}
}

13
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityIncrease.cs.meta

@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 3d07cf5e706b13a4eb0ae53386c30fbd
timeCreated: 1523926493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

22
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityReset.cs

@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Resets the FungusPriority count to zero. Useful if you are among logic that is hard to have matching increase and decreases.
/// </summary>
[CommandInfo("Priority Signals",
"Priority Reset",
"Resets the FungusPriority count to zero. Useful if you are among logic that is hard to have matching increase and decreases.")]
public class FungusPriorityReset : Command
{
public override void OnEnter()
{
FungusPrioritySignals.DoResetPriority();
Continue();
}
}
}

13
Assets/Fungus/Scripts/Commands/Priority/FungusPriorityReset.cs.meta

@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: b5b98ba2a3006db49959601485049a0d
timeCreated: 1523926493
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

20
Assets/Fungus/Scripts/Commands/StopFlowchart.cs

@ -27,21 +27,21 @@ namespace Fungus
{ {
var flowchart = GetFlowchart(); var flowchart = GetFlowchart();
if (stopParentFlowchart)
{
flowchart.StopAllBlocks();
}
for (int i = 0; i < targetFlowcharts.Count; i++) for (int i = 0; i < targetFlowcharts.Count; i++)
{ {
var f = targetFlowcharts[i]; var f = targetFlowcharts[i];
if (f == flowchart)
{
// Flowchart has already been stopped
continue;
}
f.StopAllBlocks(); f.StopAllBlocks();
} }
//current block and command logic doesn't require it in this order but it makes sense to
// stop everything but yourself first
if (stopParentFlowchart)
{
flowchart.StopAllBlocks();
}
//you might not be stopping this flowchart so keep going
Continue();
} }
public override bool IsReorderableArray(string propertyName) public override bool IsReorderableArray(string propertyName)

6
Assets/Fungus/Scripts/Components/EventHandler.cs

@ -65,6 +65,12 @@ namespace Fungus
var flowchart = ParentBlock.GetFlowchart(); var flowchart = ParentBlock.GetFlowchart();
//if somehow the flowchart is invalid or has been disabled we don't want to continue
if(flowchart == null || !flowchart.isActiveAndEnabled)
{
return false;
}
// Auto-follow the executing block if none is currently selected // Auto-follow the executing block if none is currently selected
if (flowchart.SelectedBlock == null) if (flowchart.SelectedBlock == null)
{ {

12
Assets/Fungus/Scripts/Components/PortraitController.cs

@ -203,7 +203,7 @@ namespace Fungus
float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon; float duration = (fadeDuration > 0f) ? fadeDuration : float.Epsilon;
// Fade in character image (first time) // Fade in character image (first time)
LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.FadeEaseType); LeanTween.alpha(portraitImage.transform as RectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false);
// Tell character about portrait image // Tell character about portrait image
character.State.portraitImage = portraitImage; character.State.portraitImage = portraitImage;
@ -455,7 +455,7 @@ namespace Fungus
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon; float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
// Fade out a duplicate of the existing portrait image // Fade out a duplicate of the existing portrait image
if (options.character.State.portraitImage != null) if (options.character.State.portraitImage != null && options.character.State.portraitImage.sprite != null)
{ {
GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject); GameObject tempGO = GameObject.Instantiate(options.character.State.portraitImage.gameObject);
tempGO.transform.SetParent(options.character.State.portraitImage.transform, false); tempGO.transform.SetParent(options.character.State.portraitImage.transform, false);
@ -469,7 +469,7 @@ namespace Fungus
LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => { LeanTween.alpha(tempImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setOnComplete(() => {
Destroy(tempGO); Destroy(tempGO);
}); }).setRecursive(false);
} }
// Fade in the new sprite image // Fade in the new sprite image
@ -478,7 +478,7 @@ namespace Fungus
{ {
options.character.State.portraitImage.sprite = options.portrait; options.character.State.portraitImage.sprite = options.portrait;
options.character.State.portraitImage.color = new Color(1f, 1f, 1f, 0f); options.character.State.portraitImage.color = new Color(1f, 1f, 1f, 0f);
LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType); LeanTween.alpha(options.character.State.portraitImage.rectTransform, 1f, duration).setEase(stage.FadeEaseType).setRecursive(false);
} }
DoMoveTween(options); DoMoveTween(options);
@ -577,7 +577,7 @@ namespace Fungus
// LeanTween doesn't handle 0 duration properly // LeanTween doesn't handle 0 duration properly
float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon; float duration = (options.fadeDuration > 0f) ? options.fadeDuration : float.Epsilon;
LeanTween.alpha(options.character.State.portraitImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType); LeanTween.alpha(options.character.State.portraitImage.rectTransform, 0f, duration).setEase(stage.FadeEaseType).setRecursive(false);
DoMoveTween(options); DoMoveTween(options);
@ -610,7 +610,7 @@ namespace Fungus
// LeanTween doesn't handle 0 duration properly // LeanTween doesn't handle 0 duration properly
float duration = (stage.FadeDuration > 0f) ? stage.FadeDuration : float.Epsilon; float duration = (stage.FadeDuration > 0f) ? stage.FadeDuration : float.Epsilon;
LeanTween.color(character.State.portraitImage.rectTransform, targetColor, duration).setEase(stage.FadeEaseType); LeanTween.color(character.State.portraitImage.rectTransform, targetColor, duration).setEase(stage.FadeEaseType).setRecursive(false);
} }
#endregion #endregion

2
Assets/Fungus/Scripts/Editor/FungusEditorResources.cs

@ -78,7 +78,7 @@ namespace Fungus.EditorUtils
private static FungusEditorResources instance; private static FungusEditorResources instance;
private static readonly string editorResourcesFolderName = "\"EditorResources\""; private static readonly string editorResourcesFolderName = "\"EditorResources\"";
private static readonly string PartialEditorResourcesPath = System.IO.Path.Combine("Fungus\\", "EditorResources"); private static readonly string PartialEditorResourcesPath = System.IO.Path.Combine("Fungus", "EditorResources");
[SerializeField] [HideInInspector] private bool updateOnReloadScripts = false; [SerializeField] [HideInInspector] private bool updateOnReloadScripts = false;
internal static FungusEditorResources Instance internal static FungusEditorResources Instance

11
Assets/Fungus/Scripts/Editor/HierarchyIcons.cs

@ -25,10 +25,13 @@ namespace Fungus
//sorted list of the GO instance IDs that have flowcharts on them //sorted list of the GO instance IDs that have flowcharts on them
static List<int> flowchartIDs = new List<int>(); static List<int> flowchartIDs = new List<int>();
static bool initalHierarchyCheckFlag = true;
static HierarchyIcons() static HierarchyIcons()
{ {
initalHierarchyCheckFlag = true;
EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconCallback; EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconCallback;
EditorApplication.hierarchyWindowChanged += HierarchyChanged; EditorApplication.hierarchyChanged += HierarchyChanged;
} }
//track all gameobjectIds that have flowcharts on them //track all gameobjectIds that have flowcharts on them
@ -48,6 +51,12 @@ namespace Fungus
//Draw icon if the isntance id is in our cached list //Draw icon if the isntance id is in our cached list
static void HierarchyIconCallback(int instanceID, Rect selectionRect) static void HierarchyIconCallback(int instanceID, Rect selectionRect)
{ {
if(initalHierarchyCheckFlag)
{
HierarchyChanged();
initalHierarchyCheckFlag = false;
}
if (EditorUtils.FungusEditorPreferences.hideMushroomInHierarchy) if (EditorUtils.FungusEditorPreferences.hideMushroomInHierarchy)
return; return;

96
Assets/Fungus/Scripts/Signals/FungusActiveSignals.cs

@ -0,0 +1,96 @@
namespace Fungus
{
/// <summary>
/// Fungus Priority event signalling system.
/// A common point for Fungus core systems and user Commands to signal to external code that a
/// Fungus system is currently doing something important.
///
/// One intended use case for this system is to have your code listen to this to know when to
/// stop player movement or camera movement etc. when the player is engaged in a conversation
/// with an NPC.
/// </summary>
public static class FungusPrioritySignals
{
#region Public members
/// <summary>
/// used by increase and decrease active depth functions.
/// </summary>
private static int activeDepth;
public static int CurrentPriorityDepth
{
get
{
return activeDepth;
}
}
public static event FungusPriorityStartHandler OnFungusPriorityStart;
public delegate void FungusPriorityStartHandler();
public static event FungusPriorityEndHandler OnFungusPriorityEnd;
public delegate void FungusPriorityEndHandler();
public static event FungusPriorityChangeHandler OnFungusPriorityChange;
public delegate void FungusPriorityChangeHandler(int previousActiveDepth, int newActiveDepth);
/// <summary>
/// Adds 1 to the theactiveDepth. If it was zero causes the OnFungusPriorityStart
/// </summary>
public static void DoIncreasePriorityDepth()
{
if(activeDepth == 0)
{
if (OnFungusPriorityStart != null)
{
OnFungusPriorityStart();
}
}
if(OnFungusPriorityChange != null)
{
OnFungusPriorityChange(activeDepth, activeDepth + 1);
}
activeDepth++;
}
/// <summary>
/// Subtracts 1 to the theactiveDepth. If it reaches zero causes the OnFungusPriorityEnd
/// </summary>
public static void DoDecreasePriorityDepth()
{
if (OnFungusPriorityChange != null)
{
OnFungusPriorityChange(activeDepth, activeDepth - 1);
}
if(activeDepth == 1)
{
if(OnFungusPriorityEnd != null)
{
OnFungusPriorityEnd();
}
}
activeDepth--;
}
/// <summary>
/// Forces active depth back to 0. If already 0 fires no signals.
/// </summary>
public static void DoResetPriority()
{
if (activeDepth == 0)
return;
if (OnFungusPriorityChange != null)
{
OnFungusPriorityChange(activeDepth, 0);
}
if (OnFungusPriorityEnd != null)
{
OnFungusPriorityEnd();
}
activeDepth = 0;
}
#endregion
}
}

13
Assets/Fungus/Scripts/Signals/FungusActiveSignals.cs.meta

@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: fd542ada4b268ba49bcab2fd4d8e465e
timeCreated: 1523173334
licenseType: Free
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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53
Assets/Fungus/Scripts/Utils/ConversationManager.cs

@ -23,11 +23,25 @@ namespace Fungus
public bool Hide { get; set; } public bool Hide { get; set; }
public FacingDirection FacingDirection { get; set; } public FacingDirection FacingDirection { get; set; }
public bool Flip { get; set; } public bool Flip { get; set; }
public bool ClearPrev { get; set; }
public bool WaitForInput { get; set; }
public bool FadeDone { get; set; }
} }
protected Character[] characters; protected Character[] characters;
protected bool exitSayWait; protected bool exitSayWait;
public bool ClearPrev { get; set; }
public bool WaitForInput { get; set; }
public bool FadeDone { get; set; }
public FloatData WaitForSeconds { get; internal set; }
public ConversationManager()
{
ClearPrev = true;
FadeDone = true;
WaitForInput = true;
}
/// <summary> /// <summary>
/// Splits the string passed in by the delimiters passed in. /// Splits the string passed in by the delimiters passed in.
@ -150,16 +164,53 @@ namespace Fungus
protected virtual ConversationItem CreateConversationItem(string[] sayParams, string text, Character currentCharacter) protected virtual ConversationItem CreateConversationItem(string[] sayParams, string text, Character currentCharacter)
{ {
var item = new ConversationItem(); var item = new ConversationItem();
item.ClearPrev = ClearPrev;
item.FadeDone = FadeDone;
item.WaitForInput = WaitForInput;
// Populate the story text to be written // Populate the story text to be written
item.Text = text; item.Text = text;
if(WaitForSeconds > 0)
{
item.Text += "{w=" + WaitForSeconds.ToString() +"}";
}
if (sayParams == null || sayParams.Length == 0) if (sayParams == null || sayParams.Length == 0)
{ {
// Text only, no params - early out. // Text only, no params - early out.
return item; return item;
} }
//TODO this needs a refactor
for (int i = 0; i < sayParams.Length; i++)
{
if (string.Compare(sayParams[i], "clear", true) == 0)
{
item.ClearPrev = true;
}
else if (string.Compare(sayParams[i], "noclear", true) == 0)
{
item.ClearPrev = false;
}
else if (string.Compare(sayParams[i], "fade", true) == 0)
{
item.FadeDone = true;
}
else if (string.Compare(sayParams[i], "nofade", true) == 0)
{
item.FadeDone = false;
}
else if (string.Compare(sayParams[i], "wait", true) == 0)
{
item.WaitForInput = true;
}
else if (string.Compare(sayParams[i], "nowait", true) == 0)
{
item.WaitForInput = false;
}
}
// try to find the character param first, since we need to get its portrait // try to find the character param first, since we need to get its portrait
int characterIndex = -1; int characterIndex = -1;
if (characters == null) if (characters == null)
@ -381,7 +432,7 @@ namespace Fungus
if (!string.IsNullOrEmpty(item.Text)) { if (!string.IsNullOrEmpty(item.Text)) {
exitSayWait = false; exitSayWait = false;
sayDialog.Say(item.Text, true, true, true, true, false, null, () => { sayDialog.Say(item.Text, item.ClearPrev, item.WaitForInput, item.FadeDone, true, false, null, () => {
exitSayWait = true; exitSayWait = true;
}); });

1
Assets/Fungus/Scripts/Utils/TextTagParser.cs

@ -209,6 +209,7 @@ namespace Fungus
"\t{w}, {w=0.5} Wait (seconds)\n" + "\t{w}, {w=0.5} Wait (seconds)\n" +
"\t{wi} Wait for input\n" + "\t{wi} Wait for input\n" +
"\t{wc} Wait for input and clear\n" + "\t{wc} Wait for input and clear\n" +
"\t{wvo} Wait for voice over line to complete\n" +
"\t{wp}, {wp=0.5} Wait on punctuation (seconds){/wp}\n" + "\t{wp}, {wp=0.5} Wait on punctuation (seconds){/wp}\n" +
"\t{c} Clear\n" + "\t{c} Clear\n" +
"\t{x} Exit, advance to the next command without waiting for input\n" + "\t{x} Exit, advance to the next command without waiting for input\n" +

6
Assets/Fungus/Thirdparty/LeanTween.meta vendored

@ -1,2 +1,8 @@
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2285
Assets/Fungus/Thirdparty/LeanTween/LTDescr.cs vendored

File diff suppressed because it is too large Load Diff

12
Assets/Fungus/Thirdparty/LeanTween/LTDescr.cs.meta vendored

@ -0,0 +1,12 @@
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timeCreated: 1463137984
licenseType: Store
MonoImporter:
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88
Assets/Fungus/Thirdparty/LeanTween/LTDescrOptional.cs vendored

@ -0,0 +1,88 @@
//namespace DentedPixel{
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class LTDescrOptional {
public Transform toTrans { get; set; }
public Vector3 point { get; set; }
public Vector3 axis { get; set; }
public float lastVal{ get; set; }
public Quaternion origRotation { get; set; }
public LTBezierPath path { get; set; }
public LTSpline spline { get; set; }
public AnimationCurve animationCurve;
public int initFrameCount;
public LTRect ltRect { get; set; } // maybe get rid of this eventually
public Action<float> onUpdateFloat { get; set; }
public Action<float,float> onUpdateFloatRatio { get; set; }
public Action<float,object> onUpdateFloatObject { get; set; }
public Action<Vector2> onUpdateVector2 { get; set; }
public Action<Vector3> onUpdateVector3 { get; set; }
public Action<Vector3,object> onUpdateVector3Object { get; set; }
public Action<Color> onUpdateColor { get; set; }
public Action<Color,object> onUpdateColorObject { get; set; }
public Action onComplete { get; set; }
public Action<object> onCompleteObject { get; set; }
public object onCompleteParam { get; set; }
public object onUpdateParam { get; set; }
public Action onStart { get; set; }
// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
// public SpriteRenderer spriteRen { get; set; }
// #endif
//
// #if LEANTWEEN_1
// public Hashtable optional;
// #endif
// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
// public RectTransform rectTransform;
// public UnityEngine.UI.Text uiText;
// public UnityEngine.UI.Image uiImage;
// public UnityEngine.Sprite[] sprites;
// #endif
public void reset(){
animationCurve = null;
this.onUpdateFloat = null;
this.onUpdateFloatRatio = null;
this.onUpdateVector2 = null;
this.onUpdateVector3 = null;
this.onUpdateFloatObject = null;
this.onUpdateVector3Object = null;
this.onUpdateColor = null;
this.onComplete = null;
this.onCompleteObject = null;
this.onCompleteParam = null;
this.onStart = null;
this.point = Vector3.zero;
this.initFrameCount = 0;
}
public void callOnUpdate( float val, float ratioPassed){
if(this.onUpdateFloat!=null)
this.onUpdateFloat(val);
if (this.onUpdateFloatRatio != null){
this.onUpdateFloatRatio(val,ratioPassed);
}else if(this.onUpdateFloatObject!=null){
this.onUpdateFloatObject(val, this.onUpdateParam);
}else if(this.onUpdateVector3Object!=null){
this.onUpdateVector3Object(LTDescr.newVect, this.onUpdateParam);
}else if(this.onUpdateVector3!=null){
this.onUpdateVector3(LTDescr.newVect);
}else if(this.onUpdateVector2!=null){
this.onUpdateVector2(new Vector2(LTDescr.newVect.x,LTDescr.newVect.y));
}
}
}
//}

12
Assets/Fungus/Thirdparty/LeanTween/LTDescrOptional.cs.meta vendored

@ -0,0 +1,12 @@
fileFormatVersion: 2
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timeCreated: 1471504769
licenseType: Store
MonoImporter:
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227
Assets/Fungus/Thirdparty/LeanTween/LTSeq.cs vendored

@ -0,0 +1,227 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* Internal Representation of a Sequence<br>
* <br>
* &nbsp;&nbsp;<h4>Example:</h4>
* var seq = LeanTween.sequence();<br>
* seq.append(1f); <span style="color:gray">// delay everything one second</span><br>
* seq.append( () => { <span style="color:gray">// fire an event before start</span><br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); <span style="color:gray">// do a tween</span><br>
* seq.append( (object obj) => { <span style="color:gray">// fire event after tween</span><br>
* &nbsp;var dict = obj as Dictionary<string,string>;<br>
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);<br>
* }, new Dictionary<string,string>(){ {"hi","sup"} } );<br>
* @class LTSeq
* @constructor
*/
public class LTSeq {
public LTSeq previous;
public LTSeq current;
public LTDescr tween;
public float totalDelay;
public float timeScale;
private int debugIter;
public uint counter;
public bool toggle = false;
private uint _id;
public int id{
get{
uint toId = _id | counter << 16;
/*uint backId = toId & 0xFFFF;
uint backCounter = toId >> 16;
if(_id!=backId || backCounter!=counter){
Debug.LogError("BAD CONVERSION toId:"+_id);
}*/
return (int)toId;
}
}
public void reset(){
previous = null;
tween = null;
totalDelay = 0f;
}
public void init(uint id, uint global_counter){
reset();
_id = id;
counter = global_counter;
this.current = this;
}
private LTSeq addOn(){
this.current.toggle = true;
LTSeq lastCurrent = this.current;
this.current = LeanTween.sequence(true);
Debug.Log("this.current:" + this.current.id + " lastCurrent:" + lastCurrent.id);
this.current.previous = lastCurrent;
lastCurrent.toggle = false;
this.current.totalDelay = lastCurrent.totalDelay;
this.current.debugIter = lastCurrent.debugIter + 1;
return current;
}
private float addPreviousDelays(){
// Debug.Log("delay:"+delay+" count:"+this.current.count+" this.current.totalDelay:"+this.current.totalDelay);
LTSeq prev = this.current.previous;
if (prev != null && prev.tween!=null) {
return this.current.totalDelay + prev.tween.time;
}
return this.current.totalDelay;
}
/**
* Add a time delay to the sequence
* @method append (delay)
* @param {float} delay:float amount of time to add to the sequence
* @return {LTSeq} LTDescr an object that distinguishes the tween
* var seq = LeanTween.sequence();<br>
* seq.append(1f); // delay everything one second<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
*/
public LTSeq append( float delay ){
this.current.totalDelay += delay;
return this.current;
}
/**
* Add a time delay to the sequence
* @method append (method)
* @param {System.Action} callback:System.Action method you want to be called
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( () => { // fire an event before start<br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
* seq.append( () => { // fire event after tween<br>
* &nbsp;Debug.Log("We are done now");<br>
* });;<br>
*/
public LTSeq append( System.Action callback ){
LTDescr newTween = LeanTween.delayedCall(0f, callback);
// Debug.Log("newTween:" + newTween);
append(newTween);
return addOn();
}
/**
* Add a time delay to the sequence
* @method add (method(object))
* @param {System.Action} callback:System.Action method you want to be called
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( () => { // fire an event before start<br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
* seq.append((object obj) => { // fire event after tween
* &nbsp;var dict = obj as Dictionary<string,string>;
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);
* &nbsp;}, new Dictionary<string,string>(){ {"hi","sup"} } );
*/
public LTSeq append( System.Action<object> callback, object obj ){
append(LeanTween.delayedCall(0f, callback).setOnCompleteParam(obj));
return addOn();
}
public LTSeq append( GameObject gameObject, System.Action callback ){
append(LeanTween.delayedCall(gameObject, 0f, callback));
return addOn();
}
public LTSeq append( GameObject gameObject, System.Action<object> callback, object obj ){
append(LeanTween.delayedCall(gameObject, 0f, callback).setOnCompleteParam(obj));
return addOn();
}
/**
* Retrieve a sequencer object where you can easily chain together tweens and methods one after another
*
* @method add (tween)
* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
* @example
* var seq = LeanTween.sequence();<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween<br>
* seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween<br>
*/
public LTSeq append( LTDescr tween ){
this.current.tween = tween;
// Debug.Log("tween:" + tween + " delay:" + this.current.totalDelay);
this.current.totalDelay = addPreviousDelays();
tween.setDelay( this.current.totalDelay );
return addOn();
}
public LTSeq insert( LTDescr tween ){
this.current.tween = tween;
tween.setDelay( addPreviousDelays() );
return addOn();
}
public LTSeq setScale( float timeScale ){
// Debug.Log("this.current:" + this.current.previous.debugIter+" tween:"+this.current.previous.tween);
setScaleRecursive(this.current, timeScale, 500);
return addOn();
}
private void setScaleRecursive( LTSeq seq, float timeScale, int count ){
if (count > 0) {
this.timeScale = timeScale;
// Debug.Log("seq.count:" + count + " seq.tween:" + seq.tween);
seq.totalDelay *= timeScale;
if (seq.tween != null) {
// Debug.Log("seq.tween.time * timeScale:" + seq.tween.time * timeScale + " seq.totalDelay:"+seq.totalDelay +" time:"+seq.tween.time+" seq.tween.delay:"+seq.tween.delay);
if (seq.tween.time != 0f)
seq.tween.setTime(seq.tween.time * timeScale);
seq.tween.setDelay(seq.tween.delay * timeScale);
}
if (seq.previous != null)
setScaleRecursive(seq.previous, timeScale, count - 1);
}
}
public LTSeq reverse(){
return addOn();
}
}

12
Assets/Fungus/Thirdparty/LeanTween/LTSeq.cs.meta vendored

@ -0,0 +1,12 @@
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timeCreated: 1488665079
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MonoImporter:
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executionOrder: 0
icon: {instanceID: 0}
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418
Assets/Fungus/Thirdparty/LeanTween/LeanAudio.cs vendored

@ -0,0 +1,418 @@
using UnityEngine;
using System.Collections.Generic;
public class LeanAudioStream {
public int position = 0;
public AudioClip audioClip;
public float[] audioArr;
public LeanAudioStream( float[] audioArr ){
this.audioArr = audioArr;
}
public void OnAudioRead(float[] data) {
int count = 0;
while (count < data.Length) {
data[count] = audioArr[this.position];
position++;
count++;
}
}
public void OnAudioSetPosition(int newPosition) {
this.position = newPosition;
}
}
/**
* Create Audio dynamically and easily playback
*
* @class LeanAudio
* @constructor
*/
public class LeanAudio : object {
public static float MIN_FREQEUNCY_PERIOD = 0.000115f;
public static int PROCESSING_ITERATIONS_MAX = 50000;
public static float[] generatedWaveDistances;
public static int generatedWaveDistancesCount = 0;
private static float[] longList;
public static LeanAudioOptions options(){
if(generatedWaveDistances==null){
generatedWaveDistances = new float[ PROCESSING_ITERATIONS_MAX ];
longList = new float[ PROCESSING_ITERATIONS_MAX ];
}
return new LeanAudioOptions();
}
public static LeanAudioStream createAudioStream( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){
if(options==null)
options = new LeanAudioOptions();
options.useSetData = false;
int generatedWavePtsLength = createAudioWave( volume, frequency, options);
createAudioFromWave( generatedWavePtsLength, options );
return options.stream;
}
/**
* Create dynamic audio from a set of Animation Curves and other options.
*
* @method createAudio
* @param {AnimationCurve} volumeCurve:AnimationCurve describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here.
* @param {AnimationCurve} frequencyCurve:AnimationCurve describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller)
* @param {LeanAudioOptions} options:LeanAudioOptions You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See <a href="LeanAudioOptions.html">LeanAudioOptions</a> for more details.
* @return {AudioClip} AudioClip of the procedurally generated audio
* @example
* AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
* AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
* AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));<br>
*/
public static AudioClip createAudio( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){
if(options==null)
options = new LeanAudioOptions();
int generatedWavePtsLength = createAudioWave( volume, frequency, options);
// Debug.Log("generatedWavePtsLength:"+generatedWavePtsLength);
return createAudioFromWave( generatedWavePtsLength, options );
}
private static int createAudioWave( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options ){
float time = volume[ volume.length - 1 ].time;
int listLength = 0;
// List<float> list = new List<float>();
// generatedWaveDistances = new List<float>();
// float[] vibratoValues = new float[ vibrato.Length ];
float passed = 0f;
for(int i = 0; i < PROCESSING_ITERATIONS_MAX; i++){
float f = frequency.Evaluate(passed);
if(f<MIN_FREQEUNCY_PERIOD)
f = MIN_FREQEUNCY_PERIOD;
float height = volume.Evaluate(passed + 0.5f*f);
if(options.vibrato!=null){
for(int j=0; j<options.vibrato.Length; j++){
float peakMulti = Mathf.Abs( Mathf.Sin( 1.5708f + passed * (1f/options.vibrato[j][0]) * Mathf.PI ) );
float diff = (1f-options.vibrato[j][1]);
peakMulti = options.vibrato[j][1] + diff*peakMulti;
height *= peakMulti;
}
}
// Debug.Log("i:"+i+" f:"+f+" passed:"+passed+" height:"+height+" time:"+time);
if(passed + 0.5f*f>=time)
break;
if(listLength >= PROCESSING_ITERATIONS_MAX-1){
Debug.LogError("LeanAudio has reached it's processing cap. To avoid this error increase the number of iterations ex: LeanAudio.PROCESSING_ITERATIONS_MAX = "+(PROCESSING_ITERATIONS_MAX*2));
break;
}else{
int distPoint = listLength / 2;
//generatedWaveDistances.Add( f );
passed += f;
generatedWaveDistances[ distPoint ] = passed;
//Debug.Log("distPoint:"+distPoint+" passed:"+passed);
//list.Add( passed );
//list.Add( i%2==0 ? -height : height );
longList[ listLength ] = passed;
longList[ listLength + 1 ] = i%2==0 ? -height : height;
}
listLength += 2;
}
listLength += -2;
generatedWaveDistancesCount = listLength / 2;
/*float[] wave = new float[ listLength ];
for(int i = 0; i < wave.Length; i++){
wave[i] = longList[i];
}*/
return listLength;
}
private static AudioClip createAudioFromWave( int waveLength, LeanAudioOptions options ){
float time = longList[ waveLength - 2 ];
float[] audioArr = new float[ (int)(options.frequencyRate*time) ];
int waveIter = 0;
float subWaveDiff = longList[waveIter];
float subWaveTimeLast = 0f;
float subWaveTime = longList[waveIter];
float waveHeight = longList[waveIter+1];
for(int i = 0; i < audioArr.Length; i++){
float passedTime = (float)i / (float)options.frequencyRate;
if(passedTime > longList[waveIter] ){
subWaveTimeLast = longList[waveIter];
waveIter += 2;
subWaveDiff = longList[waveIter] - longList[waveIter-2];
waveHeight = longList[waveIter+1];
// Debug.Log("passed wave i:"+i);
}
subWaveTime = passedTime - subWaveTimeLast;
float ratioElapsed = subWaveTime / subWaveDiff;
float value = Mathf.Sin( ratioElapsed * Mathf.PI );
if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Square){
if(value>0f)
value = 1f;
if(value<0f)
value = -1f;
}else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Sawtooth){
float sign = value > 0f ? 1f : -1f;
if(ratioElapsed<0.5f){
value = (ratioElapsed*2f)*sign;
}else{ // 0.5f - 1f
value = (1f - ratioElapsed)*2f*sign;
}
}else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Noise){
float peakMulti = (1f-options.waveNoiseInfluence) + Mathf.PerlinNoise(0f, passedTime * options.waveNoiseScale ) * options.waveNoiseInfluence;
/*if(i<25){
Debug.Log("passedTime:"+passedTime+" peakMulti:"+peakMulti+" infl:"+options.waveNoiseInfluence);
}*/
value *= peakMulti;
}
//if(i<25)
// Debug.Log("passedTime:"+passedTime+" value:"+value+" ratioElapsed:"+ratioElapsed+" subWaveTime:"+subWaveTime+" subWaveDiff:"+subWaveDiff);
value *= waveHeight;
if(options.modulation!=null){
for(int k=0; k<options.modulation.Length; k++){
float peakMulti = Mathf.Abs( Mathf.Sin( 1.5708f + passedTime * (1f/options.modulation[k][0]) * Mathf.PI ) );
float diff = (1f-options.modulation[k][1]);
peakMulti = options.modulation[k][1] + diff*peakMulti;
// if(k<10){
// Debug.Log("k:"+k+" peakMulti:"+peakMulti+" value:"+value+" after:"+(value*peakMulti));
// }
value *= peakMulti;
}
}
audioArr[i] = value;
// Debug.Log("pt:"+pt+" i:"+i+" val:"+audioArr[i]+" len:"+audioArr.Length);
}
int lengthSamples = audioArr.Length;
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
bool is3dSound = false;
AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, is3dSound, false);
#else
AudioClip audioClip = null;
if(options.useSetData){
audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, false, null, OnAudioSetPosition);
audioClip.SetData(audioArr, 0);
}else{
options.stream = new LeanAudioStream(audioArr);
// Debug.Log("len:"+audioArr.Length+" lengthSamples:"+lengthSamples+" freqRate:"+options.frequencyRate);
audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, options.frequencyRate, false, options.stream.OnAudioRead, options.stream.OnAudioSetPosition);
options.stream.audioClip = audioClip;
}
#endif
return audioClip;
}
private static void OnAudioSetPosition(int newPosition) {
}
public static AudioClip generateAudioFromCurve( AnimationCurve curve, int frequencyRate = 44100 ){
float curveTime = curve[ curve.length - 1 ].time;
float time = curveTime;
float[] audioArr = new float[ (int)(frequencyRate*time) ];
// Debug.Log("curveTime:"+curveTime+" AudioSettings.outputSampleRate:"+AudioSettings.outputSampleRate);
for(int i = 0; i < audioArr.Length; i++){
float pt = (float)i / (float)frequencyRate;
audioArr[i] = curve.Evaluate( pt );
// Debug.Log("pt:"+pt+" i:"+i+" val:"+audioArr[i]+" len:"+audioArr.Length);
}
int lengthSamples = audioArr.Length;//(int)( (float)frequencyRate * curveTime );
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
bool is3dSound = false;
AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, frequencyRate, is3dSound, false);
#else
AudioClip audioClip = AudioClip.Create("Generated Audio", lengthSamples, 1, frequencyRate, false);
#endif
audioClip.SetData(audioArr, 0);
return audioClip;
}
public static AudioSource play( AudioClip audio, float volume ){
AudioSource audioSource = playClipAt(audio, Vector3.zero);
audioSource.volume = volume;
return audioSource;
}
public static AudioSource play( AudioClip audio ){
return playClipAt( audio, Vector3.zero );
}
public static AudioSource play( AudioClip audio, Vector3 pos ){
return playClipAt( audio, pos );
}
public static AudioSource play( AudioClip audio, Vector3 pos, float volume ){
// Debug.Log("audio length:"+audio.length);
AudioSource audioSource = playClipAt(audio, pos);
audioSource.minDistance = 1f;
//audioSource.pitch = pitch;
audioSource.volume = volume;
return audioSource;
}
public static AudioSource playClipAt( AudioClip clip, Vector3 pos ) {
GameObject tempGO = new GameObject(); // create the temp object
tempGO.transform.position = pos; // set its position
AudioSource aSource = tempGO.AddComponent<AudioSource>(); // add an audio source
aSource.clip = clip; // define the clip
aSource.Play(); // start the sound
GameObject.Destroy(tempGO, clip.length); // destroy object after clip duration
return aSource; // return the AudioSource reference
}
public static void printOutAudioClip( AudioClip audioClip, ref AnimationCurve curve, float scaleX = 1f ){
// Debug.Log("Audio channels:"+audioClip.channels+" frequency:"+audioClip.frequency+" length:"+audioClip.length+" samples:"+audioClip.samples);
float[] samples = new float[audioClip.samples * audioClip.channels];
audioClip.GetData(samples, 0);
int i = 0;
Keyframe[] frames = new Keyframe[samples.Length];
while (i < samples.Length) {
frames[i] = new Keyframe( (float)i * scaleX, samples[i] );
++i;
}
curve = new AnimationCurve( frames );
}
}
/**
* Pass in options to LeanAudio
*
* @class LeanAudioOptions
* @constructor
*/
public class LeanAudioOptions : object {
public enum LeanAudioWaveStyle{
Sine,
Square,
Sawtooth,
Noise
}
public LeanAudioWaveStyle waveStyle = LeanAudioWaveStyle.Sine;
public Vector3[] vibrato;
public Vector3[] modulation;
public int frequencyRate = 44100;
public float waveNoiseScale = 1000;
public float waveNoiseInfluence = 1f;
public bool useSetData = true;
public LeanAudioStream stream;
public LeanAudioOptions(){}
/**
* Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound).
*
* @method setFrequency
* @param {int} frequencyRate:int of the frequency you wish to encode the AudioClip at
* @return {LeanAudioOptions} LeanAudioOptions describing optional values
* @example
* AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
* AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
* AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );<br>
*/
public LeanAudioOptions setFrequency( int frequencyRate ){
this.frequencyRate = frequencyRate;
return this;
}
/**
* Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave.
*
* @method setVibrato
* @param {Vector3[]} vibratoArray:Vector3[] The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects.
* @return {LeanAudioOptions} LeanAudioOptions describing optional values
* @example
* AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));<br>
* AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));<br>
* AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );<br>
*/
public LeanAudioOptions setVibrato( Vector3[] vibrato ){
this.vibrato = vibrato;
return this;
}
/*
public LeanAudioOptions setModulation( Vector3[] modulation ){
this.modulation = modulation;
return this;
}*/
public LeanAudioOptions setWaveSine(){
this.waveStyle = LeanAudioWaveStyle.Sine;
return this;
}
public LeanAudioOptions setWaveSquare(){
this.waveStyle = LeanAudioWaveStyle.Square;
return this;
}
public LeanAudioOptions setWaveSawtooth(){
this.waveStyle = LeanAudioWaveStyle.Sawtooth;
return this;
}
public LeanAudioOptions setWaveNoise(){
this.waveStyle = LeanAudioWaveStyle.Noise;
return this;
}
public LeanAudioOptions setWaveStyle( LeanAudioWaveStyle style ){
this.waveStyle = style;
return this;
}
public LeanAudioOptions setWaveNoiseScale( float waveScale ){
this.waveNoiseScale = waveScale;
return this;
}
public LeanAudioOptions setWaveNoiseInfluence( float influence ){
this.waveNoiseInfluence = influence;
return this;
}
}

12
Assets/Fungus/Thirdparty/LeanTween/LeanAudio.cs.meta vendored

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 52e41e970d9353942b27458440bec9eb
timeCreated: 1427917971
licenseType: Store
MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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123
Assets/Fungus/Thirdparty/LeanTween/LeanTest.cs vendored

@ -0,0 +1,123 @@
using UnityEngine;
using System.Collections;
public class LeanTester : MonoBehaviour {
public float timeout = 15f;
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
public void Start(){
StartCoroutine( timeoutCheck() );
}
IEnumerator timeoutCheck(){
float pauseEndTime = Time.realtimeSinceStartup + timeout;
while (Time.realtimeSinceStartup < pauseEndTime)
{
yield return 0;
}
if(LeanTest.testsFinished==false){
Debug.Log(LeanTest.formatB("Tests timed out!"));
LeanTest.overview();
}
}
#endif
}
public class LeanTest : object {
public static int expected = 0;
private static int tests = 0;
private static int passes = 0;
public static float timeout = 15f;
public static bool timeoutStarted = false;
public static bool testsFinished = false;
public static void debug( string name, bool didPass, string failExplaination = null){
expect( didPass, name, failExplaination);
}
public static void expect( bool didPass, string definition, string failExplaination = null){
float len = printOutLength(definition);
int paddingLen = 40-(int)(len*1.05f);
#if UNITY_FLASH
string padding = padRight(paddingLen);
#else
string padding = "".PadRight(paddingLen,"_"[0]);
#endif
string logName = formatB(definition) +" " + padding + " [ "+ (didPass ? formatC("pass","green") : formatC("fail","red")) +" ]";
if(didPass==false && failExplaination!=null)
logName += " - " + failExplaination;
Debug.Log(logName);
if(didPass)
passes++;
tests++;
// Debug.Log("tests:"+tests+" expected:"+expected);
if(tests==expected && testsFinished==false){
overview();
}else if(tests>expected){
Debug.Log(formatB("Too many tests for a final report!") + " set LeanTest.expected = "+tests);
}
if(timeoutStarted==false){
timeoutStarted = true;
GameObject tester = new GameObject();
tester.name = "~LeanTest";
LeanTester test = tester.AddComponent(typeof(LeanTester)) as LeanTester;
test.timeout = timeout;
#if !UNITY_EDITOR
tester.hideFlags = HideFlags.HideAndDontSave;
#endif
}
}
public static string padRight(int len){
string str = "";
for(int i = 0; i < len; i++){
str += "_";
}
return str;
}
public static float printOutLength( string str ){
float len = 0.0f;
for(int i = 0; i < str.Length; i++){
if(str[i]=="I"[0]){
len += 0.5f;
}else if(str[i]=="J"[0]){
len += 0.85f;
}else{
len += 1.0f;
}
}
return len;
}
public static string formatBC( string str, string color ){
return formatC(formatB(str),color);
}
public static string formatB( string str ){
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
return str;
#else
return "<b>"+ str + "</b>";
#endif
}
public static string formatC( string str, string color ){
#if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2
return str;
#else
return "<color="+color+">"+ str + "</color>";
#endif
}
public static void overview(){
testsFinished = true;
int failedCnt = (expected-passes);
string failedStr = failedCnt > 0 ? formatBC(""+failedCnt,"red") : ""+failedCnt;
Debug.Log(formatB("Final Report:")+" _____________________ PASSED: "+formatBC(""+passes,"green")+" FAILED: "+failedStr+" ");
}
}

12
Assets/Fungus/Thirdparty/LeanTween/LeanTest.cs.meta vendored

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 82464f26ca2ba284a8f92f51248c574a
timeCreated: 1427917971
licenseType: Store
MonoImporter:
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defaultReferences: []
executionOrder: 0
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userData:
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3888
Assets/Fungus/Thirdparty/LeanTween/LeanTween.cs vendored

File diff suppressed because it is too large Load Diff

2
Assets/Fungus/Thirdparty/LeanTween/LeanTween.cs.meta vendored

@ -1,6 +1,6 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 9c2f4b27196f84954b44753aaac214bb guid: 9c2f4b27196f84954b44753aaac214bb
timeCreated: 1445946121 timeCreated: 1463137984
licenseType: Store licenseType: Store
MonoImporter: MonoImporter:
serializedVersion: 2 serializedVersion: 2

BIN
Assets/Fungus/Thirdparty/LeanTween/LeanTween.dll.zip vendored

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8
Assets/Fungus/Thirdparty/LeanTween/LeanTween.dll.zip.meta vendored

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ffeadda6aaa064923a3f7e28ff26afb1
timeCreated: 1477948563
licenseType: Store
DefaultImporter:
userData:
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9
Assets/Fungus/Thirdparty/LeanTween/ReadMe.txt vendored

@ -1,9 +0,0 @@
LeanTween is an efficient tweening engine for Unity3d
Full Documentation:
http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html
This can also be accessed offline! From the Unity menu Help->LeanTween Documentation
Getting Started
There are many examples included! Look in the “LeanTween/LeanTweenExamples" folder to see many of the methods outlined.

2
Assets/Fungus/Thirdparty/LeanTween/ReadMe.txt.meta vendored

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: f1e0da947b69648fdb1884d602088d92

3
Assets/Fungus/Thirdparty/Usfxr/Scripts/SfxrAudioPlayer.cs vendored

@ -36,7 +36,6 @@ public class SfxrAudioPlayer : MonoBehaviour {
* @author Zeh Fernando * @author Zeh Fernando
*/ */
// Properties // Properties
private bool isDestroyed = false; // If true, this instance has been destroyed and shouldn't do anything yes private bool isDestroyed = false; // If true, this instance has been destroyed and shouldn't do anything yes
private bool needsToDestroy = false; // If true, it has been scheduled for destruction (from outside the main thread) private bool needsToDestroy = false; // If true, it has been scheduled for destruction (from outside the main thread)
@ -52,7 +51,7 @@ public class SfxrAudioPlayer : MonoBehaviour {
void Start() { void Start() {
// Creates an empty audio source so this GameObject can receive audio events // Creates an empty audio source so this GameObject can receive audio events
AudioSource soundSource = gameObject.AddComponent<AudioSource>(); AudioSource soundSource = gameObject.AddComponent<AudioSource>();
soundSource.clip = null; // new AudioClip(); soundSource.clip = null;
soundSource.volume = 1f; soundSource.volume = 1f;
soundSource.pitch = 1f; soundSource.pitch = 1f;
soundSource.priority = 128; soundSource.priority = 128;

241
Assets/FungusExamples/Conversation/Conversation.unity

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m_FogMode: 3 m_FogMode: 3
@ -25,6 +25,7 @@ RenderSettings:
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 1 m_AmbientIntensity: 1
m_AmbientMode: 3 m_AmbientMode: 3
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m_HaloStrength: 0.5 m_HaloStrength: 0.5
m_FlareStrength: 1 m_FlareStrength: 1
@ -38,10 +39,11 @@ RenderSettings:
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m_Sun: {fileID: 0} m_Sun: {fileID: 0}
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m_GIWorkflowMode: 1 m_GIWorkflowMode: 1
m_GISettings: m_GISettings:
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@ -53,11 +55,10 @@ LightmapSettings:
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m_EnableRealtimeLightmaps: 0 m_EnableRealtimeLightmaps: 0
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m_TextureHeight: 1024
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m_AOMaxDistance: 1 m_AOMaxDistance: 1
m_CompAOExponent: 0 m_CompAOExponent: 0
@ -66,40 +67,62 @@ LightmapSettings:
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m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
m_PVRFilteringGaussRadiusAO: 2
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
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m_RuntimeCPUUsage: 25 m_UseShadowmask: 0
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m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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m_PrefabInternal: {fileID: 0} m_PrefabInternal: {fileID: 0}
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m_Layer: 0 m_Layer: 0
m_Name: John m_Name: John
m_TagString: Untagged m_TagString: Untagged
@ -192,7 +215,6 @@ MonoBehaviour:
nameText: John nameText: John
nameColor: {r: 1, g: 1, b: 1, a: 1} nameColor: {r: 1, g: 1, b: 1, a: 1}
soundEffect: {fileID: 0} soundEffect: {fileID: 0}
profileSprite: {fileID: 21300000, guid: 58bfb145092302e4083ef8a9e4eeb576, type: 3}
portraits: portraits:
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324
Assets/FungusExamples/Playground/Defender.unity

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304
Assets/FungusExamples/Playground/Football.unity

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@ -259,29 +282,9 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
parentBlock: {fileID: 114177047531498962} parentBlock: {fileID: 114177047531498962}
FireOn: 2 FireOn: 2
--- !u!114 &114314477038342724
MonoBehaviour:
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bb18ee740f55ba24680c15466ff13ece, type: 3}
m_Name:
m_EditorClassIdentifier:
itemId: 6
indentLevel: 0
axisName:
stringRef: {fileID: 0}
stringVal: p1yAxis
axisRaw: 0
outValue:
floatRef: {fileID: 114188004173552184}
floatVal: 0
--- !u!114 &114326212544484044 --- !u!114 &114326212544484044
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -291,11 +294,11 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
scope: 0 scope: 0
key: forceScaleVec3 key: forceScaleVec31
value: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0}
--- !u!114 &114334667391765546 --- !u!114 &114334667391765546
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -320,29 +323,9 @@ MonoBehaviour:
atPosition: atPosition:
vector2Ref: {fileID: 0} vector2Ref: {fileID: 0}
vector2Val: {x: 0, y: 0} vector2Val: {x: 0, y: 0}
--- !u!114 &114337264207455518
MonoBehaviour:
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bb18ee740f55ba24680c15466ff13ece, type: 3}
m_Name:
m_EditorClassIdentifier:
itemId: 5
indentLevel: 0
axisName:
stringRef: {fileID: 0}
stringVal: p1xAxis
axisRaw: 0
outValue:
floatRef: {fileID: 114024079056778752}
floatVal: 0
--- !u!114 &114348338108346498 --- !u!114 &114348338108346498
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -352,11 +335,11 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
scope: 0 scope: 0
key: Force key: Force1
value: {x: 0, y: 0} value: {x: 0, y: 0}
--- !u!114 &114409838832793244 --- !u!114 &114409838832793244
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -375,7 +358,7 @@ MonoBehaviour:
vector3Val: {x: 0, y: 0, z: 0} vector3Val: {x: 0, y: 0, z: 0}
--- !u!114 &114465925968467040 --- !u!114 &114465925968467040
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -394,7 +377,7 @@ MonoBehaviour:
vector2Val: {x: 0, y: 0} vector2Val: {x: 0, y: 0}
--- !u!114 &114573728990135962 --- !u!114 &114573728990135962
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -404,11 +387,34 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
scope: 0 scope: 0
key: forceScale key: forceScale1
value: 60 value: 60
--- !u!114 &114595299051009690
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: abf9e2e4334293449850759c812dd9db, type: 3}
m_Name:
m_EditorClassIdentifier:
itemId: 12
indentLevel: 0
keyCode: 119
keyCodeNegative: 115
keyCodeName:
stringRef: {fileID: 0}
stringVal:
keyCodeNameNegative:
stringRef: {fileID: 0}
stringVal:
keyQueryType: 2
outValue: {fileID: 114188004173552184}
--- !u!114 &114777688141419168 --- !u!114 &114777688141419168
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -418,11 +424,11 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
scope: 0 scope: 0
key: vec3 key: vec31
value: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0}
--- !u!114 &114862459103620794 --- !u!114 &114862459103620794
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 2 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
@ -448,16 +454,18 @@ MonoBehaviour:
floatVal: 0 floatVal: 0
--- !u!212 &212462972284088668 --- !u!212 &212462972284088668
SpriteRenderer: SpriteRenderer:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000} m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1404956649453682} m_GameObject: {fileID: 1404956649453682}
m_Enabled: 1 m_Enabled: 1
m_CastShadows: 0 m_CastShadows: 0
m_ReceiveShadows: 0 m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1 m_MotionVectors: 1
m_LightProbeUsage: 1 m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials: m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo: m_StaticBatchInfo:
@ -470,6 +478,7 @@ SpriteRenderer:
m_PreserveUVs: 0 m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0 m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0 m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 0 m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4 m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5 m_AutoUVMaxDistance: 0.5

5
Assets/Fungus/Scripts/VariableTypes/Editor.meta → Assets/Tests/Signals/Editor.meta

@ -1,9 +1,10 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 59b05963ac368e4489c4251c5ba38443 guid: b38a1b95ff88ff34abb4a8a15679fdf5
folderAsset: yes folderAsset: yes
timeCreated: 1513473561 timeCreated: 1523182215
licenseType: Free licenseType: Free
DefaultImporter: DefaultImporter:
externalObjects: {}
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:

89
Assets/Tests/Signals/Editor/FungusPrioritySignalsTest.cs

@ -0,0 +1,89 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class FungusPrioritySignalsTest {
private int changeCallCount, startCallCount, endCallCount;
[Test]
public void CountsAndSignals()
{
Fungus.FungusPrioritySignals.OnFungusPriorityStart += FungusPrioritySignals_OnFungusPriorityStart;
Fungus.FungusPrioritySignals.OnFungusPriorityEnd += FungusPrioritySignals_OnFungusPriorityEnd;
Fungus.FungusPrioritySignals.OnFungusPriorityChange += FungusPrioritySignals_OnFungusPriorityChange;
Assert.Zero(Fungus.FungusPrioritySignals.CurrentPriorityDepth);
Fungus.FungusPrioritySignals.DoIncreasePriorityDepth();
//one start, one change, no end, 1 depth
Assert.AreEqual(0, endCallCount);
Assert.AreEqual(1, startCallCount);
Assert.AreEqual(1, changeCallCount);
Assert.AreEqual(1, Fungus.FungusPrioritySignals.CurrentPriorityDepth);
Fungus.FungusPrioritySignals.DoIncreasePriorityDepth();
//one start, 2 change, no end, 2 depth
Assert.AreEqual(0, endCallCount);
Assert.AreEqual(1, startCallCount);
Assert.AreEqual(2, changeCallCount);
Assert.AreEqual(2, Fungus.FungusPrioritySignals.CurrentPriorityDepth);
Fungus.FungusPrioritySignals.DoIncreasePriorityDepth();
//one start, 3 change, no end, 3 depth
Assert.AreEqual(0, endCallCount);
Assert.AreEqual(1, startCallCount);
Assert.AreEqual(3, changeCallCount);
Assert.AreEqual(3, Fungus.FungusPrioritySignals.CurrentPriorityDepth);
Fungus.FungusPrioritySignals.DoDecreasePriorityDepth();
//one start, 4 change, no end, 2 depth
Assert.AreEqual(0, endCallCount);
Assert.AreEqual(1, startCallCount);
Assert.AreEqual(4, changeCallCount);
Assert.AreEqual(2, Fungus.FungusPrioritySignals.CurrentPriorityDepth);
Fungus.FungusPrioritySignals.DoDecreasePriorityDepth();
Fungus.FungusPrioritySignals.DoDecreasePriorityDepth();
//one start, 6 change, 1 end, 0 depth
Assert.AreEqual(1, endCallCount);
Assert.AreEqual(1, startCallCount);
Assert.AreEqual(6, changeCallCount);
Assert.AreEqual(0, Fungus.FungusPrioritySignals.CurrentPriorityDepth);
Fungus.FungusPrioritySignals.OnFungusPriorityStart -= FungusPrioritySignals_OnFungusPriorityStart;
Fungus.FungusPrioritySignals.OnFungusPriorityEnd -= FungusPrioritySignals_OnFungusPriorityEnd;
Fungus.FungusPrioritySignals.OnFungusPriorityChange -= FungusPrioritySignals_OnFungusPriorityChange;
//unsubbed so all the same
Fungus.FungusPrioritySignals.DoIncreasePriorityDepth();
Fungus.FungusPrioritySignals.DoDecreasePriorityDepth();
//one start, 6 change, 1 end, 0 depth
Assert.AreEqual(1, endCallCount);
Assert.AreEqual(1, startCallCount);
Assert.AreEqual(6, changeCallCount);
Assert.AreEqual(0, Fungus.FungusPrioritySignals.CurrentPriorityDepth);
}
private void FungusPrioritySignals_OnFungusPriorityChange(int previousActiveDepth, int newActiveDepth)
{
changeCallCount++;
}
private void FungusPrioritySignals_OnFungusPriorityEnd()
{
endCallCount++;
}
private void FungusPrioritySignals_OnFungusPriorityStart()
{
startCallCount++;
}
}

13
Assets/Tests/Signals/Editor/FungusPrioritySignalsTest.cs.meta

@ -0,0 +1,13 @@
fileFormatVersion: 2
guid: 4b20617e7666fda46bd85a41ce882f9d
timeCreated: 1523182238
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

6
Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/IntegrationTestsRunnerWindow.cs

@ -59,8 +59,8 @@ namespace UnityTest
{ {
EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyWindowItemDraw; EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyWindowItemDraw;
EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindowItemDraw; EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindowItemDraw;
EditorApplication.hierarchyWindowChanged -= OnHierarchyChangeUpdate; EditorApplication.hierarchyChanged -= OnHierarchyChangeUpdate;
EditorApplication.hierarchyWindowChanged += OnHierarchyChangeUpdate; EditorApplication.hierarchyChanged += OnHierarchyChangeUpdate;
EditorApplication.update -= BackgroundSceneChangeWatch; EditorApplication.update -= BackgroundSceneChangeWatch;
EditorApplication.update += BackgroundSceneChangeWatch; EditorApplication.update += BackgroundSceneChangeWatch;
#if UNITY_2017_2_OR_NEWER #if UNITY_2017_2_OR_NEWER
@ -86,7 +86,7 @@ namespace UnityTest
{ {
EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyWindowItemDraw; EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyWindowItemDraw;
EditorApplication.update -= BackgroundSceneChangeWatch; EditorApplication.update -= BackgroundSceneChangeWatch;
EditorApplication.hierarchyWindowChanged -= OnHierarchyChangeUpdate; EditorApplication.hierarchyChanged -= OnHierarchyChangeUpdate;
#if UNITY_2017_2_OR_NEWER #if UNITY_2017_2_OR_NEWER
EditorApplication.playModeStateChanged -= OnPlaymodeStateChanged; EditorApplication.playModeStateChanged -= OnPlaymodeStateChanged;
#else #else

8
Assets/UnityTestTools/IntegrationTestsFramework/TestRunner/Editor/PlatformRunner/PlayerSettingConfigurator.cs

@ -18,7 +18,7 @@ namespace UnityTest
private ResolutionDialogSetting m_DisplayResolutionDialog; private ResolutionDialogSetting m_DisplayResolutionDialog;
private bool m_RunInBackground; private bool m_RunInBackground;
private bool m_FullScreen; private FullScreenMode m_FullScreen;
private bool m_ResizableWindow; private bool m_ResizableWindow;
private readonly List<string> m_TempFileList = new List<string>(); private readonly List<string> m_TempFileList = new List<string>();
@ -35,8 +35,8 @@ namespace UnityTest
m_RunInBackground = PlayerSettings.runInBackground; m_RunInBackground = PlayerSettings.runInBackground;
PlayerSettings.runInBackground = true; PlayerSettings.runInBackground = true;
m_FullScreen = PlayerSettings.defaultIsFullScreen; m_FullScreen = PlayerSettings.fullScreenMode;
PlayerSettings.defaultIsFullScreen = false; PlayerSettings.fullScreenMode = FullScreenMode.Windowed;
m_ResizableWindow = PlayerSettings.resizableWindow; m_ResizableWindow = PlayerSettings.resizableWindow;
PlayerSettings.resizableWindow = true; PlayerSettings.resizableWindow = true;
@ -44,7 +44,7 @@ namespace UnityTest
public void RevertSettingsChanges() public void RevertSettingsChanges()
{ {
PlayerSettings.defaultIsFullScreen = m_FullScreen; PlayerSettings.fullScreenMode = m_FullScreen;
PlayerSettings.runInBackground = m_RunInBackground; PlayerSettings.runInBackground = m_RunInBackground;
PlayerSettings.displayResolutionDialog = m_DisplayResolutionDialog; PlayerSettings.displayResolutionDialog = m_DisplayResolutionDialog;
PlayerSettings.resizableWindow = m_ResizableWindow; PlayerSettings.resizableWindow = m_ResizableWindow;

13
Docs/command_ref/input_commands.md

@ -11,3 +11,16 @@ Property | Type | Description
Axis Raw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis Axis Raw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis
Out Value | Fungus.FloatData | Float to store the value of the GetAxis Out Value | Fungus.FloatData | Float to store the value of the GetAxis
# GetKey # {#GetKey}
Store Input.GetKey in a variable. Supports an optional Negative key input. A negative value will be overridden by a positive one, they do not add.
Defined in Fungus.GetKey
Property | Type | Description
--- | --- | ---
Key Code Negative | UnityEngine.KeyCode | Optional, secondary or negative keycode. For booleans will also set to true, for int and float will set to -1.
Key Code Name | Fungus.StringData | Only used if KeyCode is KeyCode.None, expects a name of the key to use.
Key Code Name Negative | Fungus.StringData | Optional, secondary or negative keycode. For booleans will also set to true, for int and float will set to -1.Only used if KeyCode is KeyCode.None, expects a name of the key to use.
Key Query Type | Fungus.GetKey+InputKeyQueryType | Do we want an Input.GetKeyDown, GetKeyUp or GetKey
Out Value | Fungus.Variable | Will store true or false or 0 or 1 depending on type. Sets true or -1 for negative key values.

7
Docs/command_ref/narrative_commands.md

@ -25,9 +25,14 @@ Wait Until Finished | System.Boolean | Wait until the tween has finished before
Display | Fungus.StageDisplayType | Display type Display | Fungus.StageDisplayType | Display type
# Conversation # {#Conversation} # Conversation # {#Conversation}
Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [: Story text] Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [hide] [<<< | >>>] [clear | noclear] [wait | nowait] [fade | nofade] [: Story text]
Defined in Fungus.Conversation Defined in Fungus.Conversation
Property | Type | Description
--- | --- | ---
Wait For Seconds | Fungus.FloatData | a wait for seconds added to each item of the conversation.
# Menu # {#Menu} # Menu # {#Menu}
Displays a button in a multiple choice menu Displays a button in a multiple choice menu

19
Docs/command_ref/priority signals_commands.md

@ -0,0 +1,19 @@
# Priority Signals commands # {#priority signals_commands}
[TOC]
# Get Priority Count # {#GetPriorityCount}
Copy the value of the Priority Count to a local IntegerVariable, intended primarily to assist with debugging use of Priority.
Defined in Fungus.FungusPriorityCount
# Priority Down # {#PriorityDown}
Decrease the FungusPriority count, causing the related FungusPrioritySignals to fire. Intended to be used to notify external systems that fungus is doing something important and they should perhaps resume.
Defined in Fungus.FungusPriorityDecrease
# Priority Reset # {#PriorityReset}
Resets the FungusPriority count to zero. Useful if you are among logic that is hard to have matching increase and decreases.
Defined in Fungus.FungusPriorityReset
# Priority Up # {#PriorityUp}
Increases the FungusPriority count, causing the related FungusPrioritySignals to fire. Intended to be used to notify external systems that fungus is doing something important and they should perhaps pause.
Defined in Fungus.FungusPriorityIncrease

5
Docs/fungus_docs/conversation_system.md

@ -38,7 +38,7 @@ sherlock hide:
The format for conversation text is: The format for conversation text is:
```text ```text
[character] [portrait] [position] [hide] [<<< | >>>]: [Dialogue text] [character] [portrait] [position] [hide] [<<< | >>>] [clear | noclear] [wait | nowait] [fade | nofade]: [Dialogue text]
``` ```
- character: The gameobject name or Name Text value of the speaking character. - character: The gameobject name or Name Text value of the speaking character.
@ -47,6 +47,9 @@ The format for conversation text is:
- hide: Hides the character - hide: Hides the character
- <<<: Portrait face left - <<<: Portrait face left
- >>>: Portrait face right - >>>: Portrait face right
- clear | noclear: override the ClearPreviousLine default with true on clear or with false with noclear
- wait | nowait: override the WaitForInput default with true on wait or with false with nowait
- fade | nofade: override the FadeDone default with true on fade or with false with nofade. This is rarely required as it only really makes a difference on the last say of the conversation anyway.
Parameters go on the left of the colon and the dialogue text goes on the right. You can omit any parameter and specify them in any order. Parameters are separated by spaces. If you need to use a name which contains spaces, wrap it in quotation marks e.g. "John Watson". Parameters are case insensitive. Blank lines and comment lines starting with -- are ignored. A line of dialogue text on its own will be spoken by the most recent character. You can omit dialogue text, but remember you still need to add the : character at the end of the line. Parameters go on the left of the colon and the dialogue text goes on the right. You can omit any parameter and specify them in any order. Parameters are separated by spaces. If you need to use a name which contains spaces, wrap it in quotation marks e.g. "John Watson". Parameters are case insensitive. Blank lines and comment lines starting with -- are ignored. A line of dialogue text on its own will be spoken by the most recent character. You can omit dialogue text, but remember you still need to add the : character at the end of the line.

0
UnityPackageManager/manifest.json → Packages/manifest.json

6
ProjectSettings/PresetManager.asset

@ -0,0 +1,6 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1386491679 &1
PresetManager:
m_ObjectHideFlags: 0
m_DefaultList: []

2
ProjectSettings/ProjectVersion.txt

@ -1 +1 @@
m_EditorVersion: 2017.4.0f1 m_EditorVersion: 2018.1.0f2

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