Consolidated with existing narrative log system.
Add additional method of showing narrative log in a per entry basis with scroll view of elements generated per item.
- NarrativeLog prefab uses the new system.
Add TextMeshPro animation support via Link text
- TMProLinkAnimator, auto adds to components
- TMProLinkAnimLookup, stores all TMPro animation functions by link text hash
- TMProLinkAnimEffects, default set of configurable TMPro animation functions built around color and Matrix transformations
- Add TMPro Link Effect Demo scene
- Adds defaults for shake, wiggle, wave, pivot, rainbow, ascend, pulse
Correct Fungus Priority Category to remove space
Added Convert To Github wiki format function to Tools menu
Export of reference docs moved out of BlockEditor.cs
* 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
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
-Nulls are getting into these collections in error. Seems to be due to SelectedBlocks serialising and not being refreshed correctly when something is deleted or removed outside of FlowchartWindow's control or a lingering null from a previous version.
Updated Changelog
- 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