Steve Halliwell
2127dee0e0
Update header license
5 years ago
Steve Halliwell
9488ba99d9
Debug additions ( #777 )
...
* 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
desktop-maesty/steve
ff3306143e
Added warnings when MenuDialog
...
-Menu item requested when there are non left
-Timer requested when none is available
5 years ago
desktop-maesty/steve
9fcd21de77
TextAdapter can be asked to include children in text output search
...
MenuDialogue now uses TextAdapter rather than assuming UI.Text
6 years ago
desktop-maesty/steve
6bf5d63891
TextVariationHandler selects sub sections of text within [|] following some simple rules and keeps a hashed history
...
- a la Ink
Writer and Menu make use of TextVariation
6 years ago
desktop-maesty/steve
a36abc5a80
Added Fungus Signals for MenuDialog becoming active or inactive
7 years ago
desktop-maesty/steve
ffa5b2d189
Added MenuShuffle Fungus Command and a demo scene
...
-refactor menudialogue to track items that are hidden
Menu Fungus Command now has a hideThisOption boolean
Updated narrative_commands doco to match
7 years ago
Christopher
211b197f77
Fixed using say in lua doesn't automatically spawn an EventSystem #571
8 years ago
Christopher
1ba09f25e8
Converted (most) foreach to for statements. Avoids an allocation for the loop iterator.
8 years ago
Christopher
3510fc7f9a
Converted all foreach statement to act on simple variables.
8 years ago
Christopher
8bdfb2396c
Fixed Say command completes instantly after menu choice #533
8 years ago
Christopher
a550d29e10
Reverted IExecuteHandler, ILuaBindings and ILuaEnvironment interfaces
8 years ago
Christopher
0effd7e7f3
Added #region Public members to all non-editor classes
8 years ago
Christopher
253ac9ebc6
Renamed public methods to public members
8 years ago
Christopher
5053d2fc4a
Moved all public static methods to Public method region
8 years ago
Christopher
33d633b3a3
Reverted IMenuDialog interface
8 years ago
Christopher
08110d64d1
Reverted ISayDialog interface
8 years ago
Christopher
9f5c726699
Grouped static members together
8 years ago
Christopher
0d33e6a026
Use concrete classes for Block and Command to ensure editor code is robust.
8 years ago
Christopher
04b56ab0c7
Refactored runtime code to use IFlowchart exclusively
8 years ago
Christopher
1cf014aa18
Refactored Block to use IBlock
8 years ago
Christopher
b6a1e2df57
Merged MenuDialog extension methods with MenuDialog class.
8 years ago
Christopher
56e413a224
Reorganised Fungus folder structure
8 years ago
Christopher
627e167f88
Moved all scripts into a unified script folder (except Flowchart yet)
8 years ago
Christopher
02d0d74982
Moved all public methods to IMenuDialog
8 years ago
Christopher
d9209ebc2f
Refactored MenuDialog to use IMenuDialog interface
8 years ago
Christopher
fe3e1b854b
Refactored SayDialog to use an ISayDialog interface
8 years ago
Christopher
cc4406a8fb
Change all public properties to use virtual
8 years ago
Christopher
f130385f6f
Changed comment style on header block
8 years ago
Christopher
2b3d3c9ba4
Removed unnecessary newline
8 years ago
Christopher
f94e46e42d
Refactored narrative comments
8 years ago
Christopher
9ead74d659
Refactored Narrative scripts to use protected fields with public property accessors
8 years ago
Christopher
83c12c7e76
Refactored many classes to use protected serialisable fields, with public property accessors where required.
8 years ago
Christopher
239bf8fefe
Converted tabs to spaces in all .cs files
8 years ago
Christopher
37fd23ad45
Fixed Unresponsive SayDialog after ClearMenu or *.StopAllBlocks(); #518
8 years ago
Gerardo Marset
f67cbf0705
Better follow the project's coding standards.
9 years ago
Gerardo Marset
c1d1dc901e
Allow for options to be picked without clicking.
9 years ago
Christopher
67adbab9a0
Added open source license header to all source files
9 years ago
Chris Gregan
8e5a7dd622
Make sure MenuDialog game object is active
9 years ago
chrisgregan
8fbc1b08d6
Rename non-coroutine Execute to StartExecute to be more descriptive
...
Lua scripts should use the coroutine Execute method directly.
9 years ago
chrisgregan
c33bb139b1
Changes to support Fungus Script execution
9 years ago
chrisgregan
8a25fe5a2e
Added Clear Menu command #300
9 years ago
chrisgregan
f9d4607550
Say Dialog automatically fades in / out when writing
...
The Fade In / Out options have been replaced by a single Fade Out
option. If you don’t want a fade effect, just set the Dialog Fade
Duration property to 0.
9 years ago
chrisgregan
383761d349
Removed old dialog fade system
...
Say tag help now comes from TextTagParser
9 years ago
chrisgregan
013de03035
Fixed Extend Previous option.
...
Removed Move dialog option (doesn’t work).
Removed text writing code from Dialog.cs
Changed WaitForInput to work by adding a {wi} tag.
Exit tag now just breaks out of processing loop.
Updated TheExperiment scene to use new Say Dialog.
9 years ago
chrisgregan
04aec28426
Added interactable property to Menu command
...
Allows you to add Menu options that are not selectable by the user
(e.g. they option is not available yet).
https://trello.com/c/bFjmGfBc
9 years ago
chrisgregan
5dd745d140
Improve efficiency of command list execution #96
...
Changed the Block and Command classes to use a simple execution loop
inside a coroutine.
The Call command now has a ‘Stop Parent Block’ parameter for when you
want to continue executing the current block after a Call command.
10 years ago
chrisgregan
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
0d82ac937a
Merge Dialog and Portrait modules into a single Narrative module #94
10 years ago
chrisgregan
4cc2bb454a
Removed Fungus from prefab names
...
Not really needed, it’s unlikely other code in the project would have
conflicting assets with the same name under a Resources folder.
10 years ago