chrisgregan
3aa4333870
Users losing track of where their Blocks are in Flowchart window #302
9 years ago
chrisgregan
00b6b910bc
Fixed logic for setting GameStarted block in new Flowcharts
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Also added safety cleanup code to remove null items in variable list in
cleanup.
9 years ago
chrisgregan
d8539c90ef
Fixed: Null variable reference when substituting variables #278
9 years ago
chrisgregan
b14da8fcda
Added Flowchart.StopAllBlocks() and command callback
9 years ago
chrisgregan
3cb52dfab4
Added a Hide Commands property to Flowchart
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Any command or category name that matches an item in the list will not
appear in the add command menu.
9 years ago
chrisgregan
9304dc54ac
Can filter the list of supported commands by subclassing Flowchart
9 years ago
chrisgregan
e27753a668
Spawn Event System from Flowchart instead of Menu command
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Event System is now required by dialog click input
9 years ago
Brian Dean Jennings
ed82fcba7d
Fixed bug in initialize system
10 years ago
Brian Dean Jennings
0a0d53284d
Additional flowcharts added to the scene no longer have their initial block start with the default 'Game Started' event.
10 years ago
Brian Dean Jennings
8c5facccda
Support for Flowchart versioning and initialization
10 years ago
chrisgregan
f7ac1c45a5
Flowchart.Execute block can't be used with UI events #112
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Changed ExecuteBlock to return void.
Added Flowchart.FindBlock so you can check if a Block is executing
before you try to execute it.
10 years ago
chrisgregan
fbb11fbda4
Cleanup unreferenced Fungus components on enabled
10 years ago
chrisgregan
412341ff63
Block & command item ids can sometime conflict #110
10 years ago
chrisgregan
59124b6022
Block & command item ids can sometime conflict #110
10 years ago
chrisgregan
3b73d9563e
Removed obsolete commands and other dead code
10 years ago
chrisgregan
3d6734c759
Variable substitution now also checks public variables
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Also fixed a bug where only the first variable token in the string was
being replaced.
10 years ago
chrisgregan
6e4f22f421
Localization id should default to use Flowchart object name #101
10 years ago
chrisgregan
0fcd386cfd
Renamed pauseAfterCommand to stepPause
10 years ago
chrisgregan
7a11cceaa3
Call a block in another Flowchart. Stop, Continue or Wait Until Finished.
10 years ago
chrisgregan
bb48384dfa
Replace "Run Slow In Editor" per block with "Pause After Command" in flowchart
10 years ago
chrisgregan
5dd745d140
Improve efficiency of command list execution #96
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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
015d6e9204
Use localised strings keys in variable substitution. #8
10 years ago
chrisgregan
4c41ada4a8
Renamed Language to Localisation for clarity #8
10 years ago
chrisgregan
f5e1c89936
Flowcharts use a localisation id property when exporting strings #8
10 years ago
chrisgregan
2f97ab7ff6
Added itemId to Blocks
10 years ago
chrisgregan
1a77429756
Renamed commandId to itemId #86
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Other types of Flowchart objects should be able to have ids besides
commands (e.g Blocks)
10 years ago
chrisgregan
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
810131fa9d
Move Fungus menu items to Tools / Fungus #93
10 years ago
chrisgregan
90386bc308
Removed unneccessary Debug.Log()
10 years ago
chrisgregan
9820dc403c
Command editor now scrolls independently of command list #84
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Also changed add command to insert new commands after last selected
command in the list.
10 years ago
chrisgregan
04a115a626
Export and import dialog text for editing in a text editor #86
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Added support for Fountain export / import.
http://fountain.io/
10 years ago
chrisgregan
ae42c031bd
Removed defaultPortraitStage from FungusScript #84
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We want to keep FungusScript orthogonal to other modules like Portrait,
Dialog, etc. to make it easier to swap modules in and out in future.
10 years ago
chrisgregan
4217ad76e1
Initial commit of custom tags, portrait stage and portrait systems #84
10 years ago
chrisgregan
f9f2b175bd
Improved Label & Jump commands in inspector #78
10 years ago
chrisgregan
b616f72548
Added Else If command #77
10 years ago
chrisgregan
b24197beec
Change #70 Added FungusScript.GetVariable() method
10 years ago
chrisgregan
e07a227aa0
Change #66 User extendible variables system
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Added Other category for non-core variable types.
Wider variable window to fit long type names.
Use internal editor component paste instead of reflection to paste
commands
SetVariable only supports 4 basic variable types.
Simplified definition for new variable types.
Added new variable types to support core Unity types.
10 years ago
chrisgregan
e21ce0a0e0
Fix #67 Replaced global variables with public / private variables
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Changed layout of Variables window to support editable value
Public variables in other FungusScripts appear in the variable picker
popup menu.
Variables now have a public value property and remember their starting
value for when they are reset.
Disabled LoadGlobals / SaveGlobals commands.
Changed all variable classes to use simple public value variable.
Added FungusScript.GetPublicVariables()
Deleted GlobalVariables class.
Added Variables test scene
10 years ago
chrisgregan
366f6d62ac
Force Sequence names to be unique within a Fungus Script
10 years ago
chrisgregan
120e02ddef
Substitute variables into a string
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Markup format = {$VarName}
10 years ago
chrisgregan
945d642b10
Removed legacy support for Sequences as child game objects
10 years ago
chrisgregan
b3f223ba28
Fixed null exception when description string is empty
10 years ago
chrisgregan
dea7a40eaf
Display FungusScript name and description in script window
10 years ago
chrisgregan
581adb2749
Added SendFungusMessage() and BroadcastFungusMessage() commands
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Fixed event handlers not executing correctly on first frame update
10 years ago
chrisgregan
e249049858
Moved Run Slow in Editor option to Sequence
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Comments are skipped over immediately (no waiting)
10 years ago
chrisgregan
d1d2041800
Hide Components option now unhides all components when not selected
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Added Fungus Script to component menu
10 years ago
chrisgregan
bcdcd511cc
Hide event handler components when Hide Components property is set
10 years ago
chrisgregan
e6000eb33b
Added Event Handler system.
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Can set the ‘Execute On Event’ property to define when a sequence
starts executing.
Added a ‘Start Game’ event handler.
Removed old system of specifying a start sequence on the Fungus Script.
10 years ago
chrisgregan
a1e3d4f587
Sequences may now be executed in parallel
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All executing sequences are shown in blue in the Fungus Script window.
A Sequence may not be executed until any previous execution has
finished.
If a selected sequence is deleted, selection reverts back to the Fungus
Script object.
10 years ago
chrisgregan
63e597492c
Moved variables list over the Fungus Script window
10 years ago