desktop-maesty/steve
c1b0b10def
CommandListAdapter sync command selection bidirectionally with selection in underlying reorderablelist
5 years ago
Steve Halliwell
9488ba99d9
Debug additions ( #777 )
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* Flowchart block selectedness now only modified by Block.Execute at runtime
Blocks can suppress auto-selection in flowchart window due to execution
Events can suppress auto-selection in flowchart window by activation
Variable returns value as object
Flowchart rightclick menu commands for interacting with blocks
Right click menu for variable list for add, rmove and sort
Add IVariableReference
Add DebugBreak command, also useful for attaching IDE breakpoints to
* IBlockCaller now uses IStringLocationIdentifier
5 years ago
AcademyOfF
902a3b3ecb
Search should search commands, not just block names ( #775 )
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Search searches command content, not just block names
- Commands default to returning their summary content as the searchable content
5 years ago
desktop-maesty/steve
983b44cb48
Show Command Summary text in red if it has Error:
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-Cache GUISkins at CommandListAdapter creation
5 years ago
desktop-maesty/steve
25368e728c
Show all IBlockCallers in BlockEditor
5 years ago
Matthew Barnes
219c10b464
Encapsulated scripted importer in Fungus.EditorUtils namespace
5 years ago
desktop-maesty/steve
89381e1a91
Force FlowchartWindow and BlockInspector to be refreshed when moving between and playmodes in editor
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-and restore selected blocks from edit, to play, back to edit
5 years ago
desktop-maesty/steve
4aea552456
EditorResources and Changelog locators more verbose logs on failure
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ChangeLog searches from Unity project root, not just within Assets folder
5 years ago
desktop-maesty/steve
0e82fa3b75
Fallback for Command Search Popup height
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- Fixes a null ref caused changes in Unity Editor UI where EditorWindow.focusedWindow would be null
5 years ago
Michaelwolf95
992dfed278
Fix for BlockInspector Crash
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On some newer versions of Unity, the BlockInspector will crash whenever the user selects a block in the flowchart window.
The inspector window will not populate, and the console will throw null reference errors every editor frame as long as the block is selected.
This is due to `activeBlockEditor` never getting instantiated properly. I suspect that this is due to recent API changes that made `Editor.CreateEditor(block)` create a generic Editor object, instead of a BlockEditor. Since the object is not actually the extended type, the reference becomes null after being cast using `as`.
This overload parameter ensures that the object is instantiated using the correct type. This fix should work for all versions, as it appears to have been an API option since at least Unity 5.2
Tested on Unity 2018.0.1f1 and 2019.2.1f1
5 years ago
Matthew Barnes
45db7b9d5d
Added newline at the end of file
5 years ago
Matthew Barnes
c11baea29c
Added a custom script importer for lua files
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Creates text assets out of lua file contents
5 years ago
desktop-maesty/steve
baf64aaa98
FlowchartWindow force clears filteredBlocks during target Flowchart change
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- better handles switching scenes and to and from play mode
- warns user when nulls are found
5 years ago
desktop-maesty/steve
0f6a0509a9
Add Asmdefs
5 years ago
desktop-maesty/steve
6b7b97af38
EditorUtils.FindDerivedTypes now finds within ALL assembles
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-Uses TypeCache if available
5 years ago
desktop-maesty/steve
0a835647bf
Character only sets self dirty if change detected, fixes it stealing focus from ContextMenus
5 years ago
desktop-maesty/steve
d86197bb39
Fungus Prefs show an error if Add button texture is missing, indication that FungusEditorResources need to be relocated
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Added button to open the fungus changelog, to assist with users determining versions
5 years ago
desktop-maesty/steve
1b5a197b10
Add button to Fungus Editor Prefs to locate the FungusEditorResources SO, makes it easier to find and regenerate
5 years ago
desktop-maesty/steve
016e42d36d
Experimental Searchable menus are now enabled by default
5 years ago
desktop-maesty/steve
ec5eeb4da0
Mushroom icon for the inspector moved in 2019 as to not overlap the new visibility toggle Unity has added.
5 years ago
desktop-maesty/steve
1b04eb5b7b
FlowchartWindow MutliSelect now more strictly manages selected and mousedown or held over status of blocks and fixes
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-multi move
-multi delete
-multi copy & paste
-control click and marque toggles block selectedness
-undo redo forces refresh of cached lists
6 years ago
Chris Gregan
6a8f6c2a85
Updated project to Unity 2019.1.0f2
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Updated project files and fixed warnings.
Switched to .NET 4.x
6 years ago
desktop-maesty/steve
ddc12dc4c6
Convert Variable Type list, EventHandler Type list and Command Type list to property
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-force init cache of access, this solves the 'Cannot add variable' style errors that have been reported
6 years ago
desktop-maesty/steve
e73121ea5c
Command can now cache a list of referenced variables that are checked by the variablelistadapter for highlighting
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- Flowchart can identify add variables found via the substitute regex
- Commands that use SubstituteVariables on their string data use the new caching method so they can highlight variables that will be used during substitution
6 years ago
desktop-maesty/steve
a1353af961
BlockInspector correct top panel height in 2018_3
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BlockEditor only force unique name if it has changed
6 years ago
desktop-maesty/steve
24ba9b3468
BlockInspector and BlockEditor changes to display correctly in 2019.1.0a13
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- GUILayout.*Area no longer used was resulting in 0 pixels drawn
- Inspector height calc no longer driven by layout option that was filling 0 pixels
- Resize bar changes to correctly position and minimise incorrect values
6 years ago
desktop-maesty/steve
77fff64e24
VariableEditor popup name and key concat no longer has spaces, allows the PopUp to correctly nest items with the same parent
6 years ago
desktop-maesty/steve
d7ab327cc2
FlowchartWindow checks for staleness of EventHandler, Block header info and Flowchart header info
6 years ago
desktop-maesty/steve
efd39d2fa3
FlowchartWindow stale repaints
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- during undo and redo operations
- when command data is stale due to modification by user
6 years ago
desktop-maesty/steve
fd936ee06e
FlowchartWindow tracks selected command changes and force repaints
6 years ago
desktop-maesty/steve
b4588f17b0
FlowchartWindow Variable list perfermance Improvements
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- changes cause repaint of flowhcart window
- Var list drawing performance improvements, cache styles and widths
6 years ago
desktop-maesty/steve
4f37234f69
FlowchartWindow perf improvements
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Only draw connections that are on screen
Limit repaint to when changes in block execution or previous execution happen rather forcing every frame
6 years ago
desktop-maesty/steve
e176222cd6
Detect and respond to play mode invalidating FlowchartWindow local blocks cache
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FlowchartWindow.DrawRectConnection optimisation to remove alloc and internal loops
6 years ago
desktop-maesty/steve
f46174a419
Flowchart Window control selection rework to maintain consistent usage still with less Contain calls
6 years ago
desktop-maesty/steve
7b4aaea648
FlowchartWindow refactored Selected Block drawing to avoid O(2N) .Contains calls
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Added a testing scene for editor performance, for many blocks on 1 flowhcart
6 years ago
desktop-maesty/steve
9dd37ee7f7
FlowchartWindow performance for 100s of blocks
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Blocks now track their selectedness and filteredness to avoid hundreds of contains calls every Draw
Only recalculate filtered collection and total blocks on flowchart when a change has occured
6 years ago
desktop-maesty/steve
f6af83e001
Variable reference allows for selecting a flowchart a targeting a specific fungus variable for use from c#
6 years ago
desktop-maesty/steve
4ef3f2a3fb
Change FlowchartMenuItem.SpawnPrefab to GameObject.Inst rather than PrefabUtil to avoid exception modifications.empty
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Avoids or allows Unity to internally deal with the assertion that arrise from PrefabUtil when passing a prefab with UI elements. Change is not a concern here as in this case we are intentionally removing the prefab link that would be able to be maintained by the PrefabUtil.
6 years ago
desktop-maesty/steve
4e2231a92d
Correct width calc on smaller width inspectors
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Correctly calc index in command menu popup when list is being filtered or reordered by the flowchart.
6 years ago
desktop-maesty/steve
878ea043d9
Add Option to enable Searchable PopupMenus
6 years ago
desktop-maesty/steve
bee577d945
BasePopupWindowContent now has None as optional
6 years ago
desktop-maesty/steve
507eb490d0
Add Variable moved from FlowchartEditor to popup
6 years ago
desktop-maesty/steve
9e5e76ad57
CommandPopup position and hieight adjusted
6 years ago
desktop-maesty/steve
6734ade8bb
PopupSelectors now show tooltips from Event and Command HelpText
6 years ago
desktop-maesty/steve
073c8937ed
Refactor popup window content to a common base
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CommandMenu has popup selector and fallback to original in double click
6 years ago
qjf1992
32cd286b61
Fixed a bug when click KeypadEnter on Editor
6 years ago
desktop-maesty/steve
785d6ab744
EventSelectorPopup chooses correct starting index based on given current event name
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WIP Move CommandSelector to its own PopupWindowContext
6 years ago
desktop-maesty/steve
233d72bd8c
EventSelector correct width and configurable heigth
6 years ago
desktop-maesty/steve
f4adf025b0
ExceuteOnEvent dropdown is searchable
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-can double click to circumvent the search drop down
-can remove event by setting None
-use search similar to add command method
6 years ago
desktop-maesty/steve
594469bd44
Event Searchable list WIP
6 years ago