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
69dbc5d019
Fixed Flowchart objects break when made into a prefab #275
9 years ago
chrisgregan
e2b7c542e9
Fixed: Null reference error after editing Flowchart code #181
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
d7a646c319
Fixed: Undo for delete command is broken #161
9 years ago
chrisgregan
9304dc54ac
Can filter the list of supported commands by subclassing Flowchart
9 years ago
chrisgregan
f4654e265d
Added test for Save Variable / Load Variable
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Added FailTest and PassTest commands
9 years ago
chrisgregan
28d53f5576
DrawEventHandlerGUI is now virtual
9 years ago
chrisgregan
ce69debb61
Added Create > Fungus Logo menu option
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Fixed spawned objects not centering in scene view
9 years ago
chrisgregan
53496ea554
Fixed: Copy / paste causes Block inspector to reset height #145
9 years ago
chrisgregan
f91d12ba4b
Added NullTargetCheck() to catch cases of orphaned command editors
9 years ago
chrisgregan
c2fd41f25a
Fix for intermittent null reference error from custom editors
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Made cache into a static list so it persists between serialization /
deserialization. This should guarantee that every editor that gets
created gets destroyed later.
9 years ago
chrisgregan
2997b0fdd8
Fixed: Duplicate block does not do a deep copy #129
9 years ago
chrisgregan
550f5857f5
Invoke Event and Invoke Method commands
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Renamed Invoke to Invoke Event (uses EventSystem).
Added Invoke Method command contributed by bigdiddy on forum.
Made some minor changes to contrbuted code:
1. Show Inherited is now on it’s own line in inspector
2. Removed Init on Awake option - always inits on awake
3. Added a Delay property to be consistent with Invoke Event command
Added an integration test for both Invoke Event and Invoke Method
9 years ago
chrisgregan
e0e1fbf4ae
Fix for intermittent error message in command editor OnEnable
9 years ago
chrisgregan
9a066b366f
Explicitly flag command properties as reorderable lists
9 years ago
chrisgregan
14226652dc
Invoke command - call methods with parameters.
9 years ago
chrisgregan
74483ec24a
Display UnityEvent properties
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CommandEditors are now only created / destroyed when needed instead of
every frame (much more efficient too).
Workarounds for compatibility issues with ReorderableList and
UnityEvent rendering. Selection rectangle now obscures the built-in
grabber on reorderable list and shift selection changes now happen on
next frame instead of immediately.
As a side effect, the shift selection logic is now more straightforward.
9 years ago
chrisgregan
f25bddf920
Updated meta file for combo box
9 years ago
chrisgregan
972e69cda4
Use reorderable list for all lists & arrays in command inspector
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Added overridable IsPropertyVisible() method to hide specific
properties as needed.
9 years ago
chrisgregan
b708320e63
Deferred Block action list is now public
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Call Event.current.Use(); to a) stop anything else handling the click
and b) tell the editor window to refresh.
9 years ago
chrisgregan
bf8c1abecb
Fixed editing multiline command properties in block inspector.
9 years ago
chrisgregan
36aab4045e
Removed unused SendEventEditor class
9 years ago
chrisgregan
8fb96dd47f
Compile errors when Fungus is used with Draw On Screen asset #120
10 years ago
chrisgregan
5d9353ea75
Fix null reference exception when spawning Fungus objects in Unity 5.1
10 years ago
chrisgregan
732fb8b8c5
Removed hide flags on line drawing material and shader #119
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This was causing WebPlayer builds to fail.
10 years ago
chrisgregan
1b3b3caab4
Revert accidental add of using statement
10 years ago
chrisgregan
f3f60ccbff
Fixed line drawing class using obsolete material constructor #119
10 years ago
chrisgregan
001759ecbd
Changed small + button texture to GUI mode
10 years ago
chrisgregan
baecdbe2a8
Editor button textures now loaded in OnEnable()
10 years ago
chrisgregan
bcbbe814f1
Flowchart window graphics glitches on Unity 5.1 #118
10 years ago
chrisgregan
0f3f580c6f
Improved layout of Flowchart name and description
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https://trello.com/c/vwnzaOh2
10 years ago
chrisgregan
af9317c17f
Updated Reorderable List control to latest version
10 years ago
chrisgregan
1de742cbb4
Spawn narrative prefabs at 0,0,0 by default #106
10 years ago
chrisgregan
2bf17e6920
Add disclosure rectangle on Variables panel #104
10 years ago
chrisgregan
252d306d5b
Improved readability of Event Handler block info
10 years ago
chrisgregan
9a9d72f885
Move connection marker down below handler description
10 years ago
chrisgregan
b2a500b764
Refactored reference doc exporter
10 years ago
chrisgregan
350935812d
Improved reference doc export
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Tweaks to make exported reference files work nicely on Github wiki
10 years ago
chrisgregan
1834373de6
Export command and event handler reference documentation
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Now using markdown format instead of csv and including a table of
public properties
10 years ago
chrisgregan
34c906dadd
Fixed GUI console errors when deleting all commands in a block
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Error occurs when using the keyboard shortcuts to cut or delete the
whole list of commands.
10 years ago
chrisgregan
a151d31df5
Added info box if no commands currently in command list
10 years ago
chrisgregan
d268a40c92
Fix incorrect height of block inspector area
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Was causing scroll view to extend beyond end of editor window.
10 years ago
chrisgregan
0fcd386cfd
Renamed pauseAfterCommand to stepPause
10 years ago
chrisgregan
75e0e2b717
Disconnect prefab instance when creating Flowcharts
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If Flowchart is a prefab instance then the properties for every command
are displayed in bold. There’s no real benefit to preserving the prefab
instance so easiest thing is to just break the instance link.
10 years ago
chrisgregan
3453faf84d
Support scene move shortcuts in flowchart window #97
10 years ago
chrisgregan
7a11cceaa3
Call a block in another Flowchart. Stop, Continue or Wait Until Finished.
10 years ago
chrisgregan
7b7c33952f
Executing icon fade is now based on absolute time (no update required)
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Also moved handling of setting these timers to the FlowchartWindow
class, except for one specific case that’s better handled from the
Block class.
10 years ago
chrisgregan
bb48384dfa
Replace "Run Slow In Editor" per block with "Pause After Command" in flowchart
10 years ago
chrisgregan
d81c45f8f1
Executing command icon fades out over time
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Makes it easier to visualize executing commands
10 years ago