Jorge Ramirez
60bfe84399
Add comparison and setting functionality for the Vector2 and Vector3 variables
7 years ago
Jorge Ramirez
57776a67da
Add comparison and setting functionality for the Transform variable
7 years ago
Jorge Ramirez
3035446336
Add comparison and setting functionality for the Texture variable
7 years ago
Jorge Ramirez
27b97990d6
Add comparison and setting functionality for the Sprite variable
7 years ago
Jorge Ramirez
041950b35f
Add comparison and setting functionality for the Rigidbody2D variable
7 years ago
Jorge Ramirez
7810fecbf9
Add comparison and setting functionality for the Object variable
7 years ago
Jorge Ramirez
e8a19dbcc5
Add comparison and setting functionality for the Material variable
7 years ago
Jorge Ramirez
acfba940a9
Add comparison and setting functionality for the Color variable
7 years ago
Jorge Ramirez
110c11f280
Add comparison and setting functionality for the AudioSource variable
7 years ago
Jorge Ramirez
88711d84a6
Add comparison and setting functionality for the Animator variable
7 years ago
Jorge Ramirez
c93f81a007
Refactor compare variable system and add comparison for GameObjects
...
The main point of this refactor is to make it easier to add variable comparison options
for new variables and to better match the set variable system.
7 years ago
Jorge Ramirez
45c5652f4d
Improve naming convention for variable specific operators
7 years ago
Jorge Ramirez
673b3166a3
Refactor set variable system, add setting of GameObjects
...
The intent of this refactor is to reduce boilerplate code in the SetVariable.cs and
SetVariableEditor.cs files. Additionaly, the intent is to move variable specific
information from the SetVariable.cs file into the Variable.cs and the respecting
variable type files.
7 years ago
Chris Gregan
dbdca79298
Fixed using error in Unity 2017.1
7 years ago
Chris Gregan
6c259f4467
Fixed typo in Set Interactable description #647
7 years ago
desktop-maesty/steve
cc56a1cd5f
Renamed folders within PlaygroundDemo
...
Fixed missing components in PlaygroundDemo scenes and prefabs
Formatting fixed for added scripts
Added HasReference override to all commands
7 years ago
desktop-maesty/steve
fb5c174152
Added TextTag WVO WaitForVoiceOver
...
Say has a Wait For VO flag to add wvo text tag like it does the wi tag
Added SayHolds demo scene to show how the combinations of waits interact
7 years ago
desktop-maesty/steve
90236b12c2
OpenURL FungusCommand renamed, fixes #554
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
desktop-maesty/steve
cc7bbf0db1
GetCommandInfo returns the highest priority CommandInfo to better support multiple names while maintaining what is shown in the inspector
7 years ago
desktop-maesty/steve
b209d4fcd2
Allow multiple CommandInfos to be added to a class
...
SpawnObject can now also be found under GameObject/Instantiate
7 years ago
desktop-maesty/steve
2de96f8f04
Added Rigidbody2D variable type
...
Fixed indentlevel for EventHandler:DrawProperties
Added Playground to the FungusExamples
Added Vector3 FungusCommands
- Fields, Normalise, Convert to Vector2, Arithetic
Added TransformProperty FungusCommand
-Get an Set a transform's fields and properties./
-Does not currently support rotation, localRotation nor the Mat4x4 commands as we do not have the appropriate FungusVariables to store them in
Added FungusCommand to Reload Current Scene
Added Rigidbody2D FungusCommands
- AddForce, AddTorque, StopMotion
Added Input GetAxis fungusCommand, fetch Input.GetAxis and store in a FloatData
SpawnObject FungusCommand now can store the gameobject it instantiates and can spawn at itself
Destroy FungusCommand can now be told to pass down a delay to Destroy
Updated Docs with all changes and addtions
7 years ago
desktop-maesty/steve
75b2128375
Updated Doxyfile
...
-Now Fungus 3.6.1
Updated Docs for Commands and Event Handlers
-Added Monobeh events
-Added Math commands
-Added LeanTween commands
-Moved to separate top level side bar menus
Refactor Trig.cs to use common base class
Moved all MonoBeh Event Handlers to appropriate folder
7 years ago
desktop-maesty/steve
7c57d8c9a8
Added Fungus Commands for most of MathF
...
Added Math demo scene
7 years ago
desktop-maesty/steve
c8ecbce079
Added MonoBeh fungus event handlers and physics demo scene
7 years ago
desktop-maesty/steve
393dc751ba
Added Basic LeanTween Commands
7 years ago
Conrad Kreyling
a17cfe2aac
break conditionals out to allow for reused code in LuaIf
8 years ago
Christopher
87774219f3
Renamed Both mode to BlockNameAndCustom in SavePoint command
8 years ago
Christopher
8f71e11880
Added utility to convert all files to Mac line endings
8 years ago
Wilson Wong
c6d95074fd
New Keymode, use both block name and custom key.
...
You can now use both the keymodes, which will produce something like <Block Name>_<Your Custom Key>. You can even specify the character that separates the two.
8 years ago
Christopher
47eae05b5a
Variable substitution works in Set Variable (String) command
8 years ago
Christopher
d3ed078c9e
Added description fields to Invoke Event and Invoke Method
8 years ago
Christopher
ecd44c584f
Fixed cannot divide an integer by an integer using Set Variable #579
8 years ago
Christopher
0edc47ac6f
Use Value accessor for Call start label
8 years ago
Christopher
62a6732817
Updated command reference docs
8 years ago
Christopher
85634f969a
Disabled SaveManager functionality for older versions of Unity. Works with Unity 5_3_OR_NEWER.
8 years ago
Christopher
8d23d6c136
Refactored SavePointData to store saved data in strings (via SaveDataItem). This removes the dependencies on the Flowchart or FlowchartData and makes it easier to extend the supported data types.
8 years ago
Christopher
9c46bef317
Moved start scene property to the SaveManager
8 years ago
Christopher
01867ce390
Changed Save Points to use an explicit IsStartPoint property instead of using magic 'Start' block name.
8 years ago
Christopher
fd98c2b2b6
Renamed Resume From Here to Resume On Load
8 years ago
Christopher
b03cdcac11
Refactored scene start code to be handled exclusively by SaveManager. Added save history debug view.
8 years ago
Christopher
e81236abdc
Added KeyMode and DescriptionMode enums
8 years ago
Christopher
a3ebe0e75e
SavePoint now handles starting Flowchart execution for 'normal' scene loads. Use a Save Point with key 'Start' for the first Block to be executed in every scene.
8 years ago
Christopher
b650b80cf5
If Save Point Key is empty use the parent Block Name. If Save Point Description is empty use the current date and time.
8 years ago
Christopher
6c18c17bd9
Moved ExecuteBlocks to SaveManager class. Save Point command can now optionally fire Save Point Loaded events.
8 years ago
Christopher
8081e43f5c
Updated comments for Save System.
8 years ago
Christopher
e0dca84770
Refactored save key and save description variable names. Added check for duplicate save keys.
8 years ago
Christopher
6e860053f5
Simplified save system to not use slots. A full history of save points is stored, and user can rewind to previous save points.
8 years ago
Christopher
cb95ccc760
Refactored SavePointData to support multiple flowcharts
8 years ago
Christopher
a9600010bf
Added save description field
8 years ago