- 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
FadeUI also checks for CanvasGroups and if 2018_1_OR_NEWER will check for TMP_Text also
TextAdapter uses 2018_1_OR_NEWER for more thorough support of TMPro such as color and rich text operations
- SetSprite - changes the image on the SpriteRenderer of one or more GameObjects
- SetUIImage - changes the image on the Image of one or more GameObjects
Allows for circumstances where you want to call a block that completes immediately multiple times such as in recursion.
Removes the need to put Wait 1 Frame commands in a number of cases
More verbose logging in cases where a block cannot be called as it is already running
-Supports positive and negative keybindings output to a bool, float or int
-Supports checking for pressed, release and current state
-Uses keycode with optional fallback to key name
Updated playground demos
-Football uses GetKey instead of GetAxis (get axis was failing in some packages as inputmanager axis were not imported)
-Defender had a bug due to a change in how unity syncs 'up' between transform and rb2d
Update from obselete windowHierarchyChanged o hierarchyChanged
Force a line difference in SfxrAudioPlayer to help identify cause of some lingering error reports.
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.
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
-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