Christopher
cf7b1e8ca3
Moved all Fungus editor code to Fungus.EditorUtils namespace
8 years ago
Christopher
627e167f88
Moved all scripts into a unified script folder (except Flowchart yet)
8 years ago
Christopher
5495ed8ebf
Tidied up editor using statements.
8 years ago
Christopher
ce92029918
Refactored comments
8 years ago
Christopher
f130385f6f
Changed comment style on header block
8 years ago
Christopher
239bf8fefe
Converted tabs to spaces in all .cs files
8 years ago
Christopher
67adbab9a0
Added open source license header to all source files
9 years ago
chrisgregan
1de742cbb4
Spawn narrative prefabs at 0,0,0 by default #106
10 years ago
chrisgregan
4c41ada4a8
Renamed Language to Localisation for clarity #8
10 years ago
chrisgregan
de00195865
Added Language prefab and menu item #8
10 years ago
chrisgregan
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
cc8762747d
Split Fungus create menu items into groups
10 years ago
chrisgregan
0d82ac937a
Merge Dialog and Portrait modules into a single Narrative module #94
10 years ago
chrisgregan
810131fa9d
Move Fungus menu items to Tools / Fungus #93
10 years ago
chrisgregan
f2786e7255
Unified Fungus object spawning method
...
Moved Prefabs to Resources folders so they can be easily loaded using
Resources.Load
10 years ago
chrisgregan
422fa05dfa
Added audiosource component directly to audio custom tags #84
...
This avoids having to maintain 2 game objects for every custom tagged
audio effect.
10 years ago
chrisgregan
17e10cfb2f
Renamed PortraitPosition to StagePosition #84
10 years ago
chrisgregan
796c2df48d
Renamed PortraitStage to Stage #84
10 years ago
chrisgregan
4217ad76e1
Initial commit of custom tags, portrait stage and portrait systems #84
10 years ago
chrisgregan
5d64c168e6
Redesign say & multiple choice dialogs #82
...
Replaced Choose, Option commands with new Menu command
- Menu command displays Menu dialog immediately and then continues
- Menu dialog is a simple list of buttons
Say dialog can now display and continue (via Wait For Input property)
- This allows you to display Say text and show a multiple choice menu
at the same time
There is now only one type of standard Say dialog
- Text box automatically adjusts if no character image is displayed
Added SetSayDialog and SetMenuDialog commands to explicitly switch
between custom dialog objects.
Added a MenuTimer command to display the timeout slider
- Calls a target sequence if the timer expires
10 years ago
chrisgregan
671acdc600
Fungus prefabs now spawn in centre of scene view
10 years ago
chrisgregan
8c795496d5
Instantiate prefabs correctly (maintaining link)
10 years ago
chrisgregan
8a7a1a2ffa
Added GameObject menu items for Dialog prefabs
10 years ago