Hopefully fixes#994. This needs to be tested upon returning home. (This was written at work)
Essentially, once the command is added and the other commands are cleared, the new command is automatically selected, allowing editing right away. It also means that adding commands in succession means additional commands do not go to the bottom of the block, so long as the first command was not deselected.
InvokeMethod now explicitily searches all assemblies to find matching fully qualified name.
InvokeMethodEditor now logs error if targeted type cannot be found, rather than null ref error
Previously was forcing use of white labels, with changes to unity theme in 2019.4.8 using default editorstyle label instead yields more readable results
Variable Property Commands use of local target was not writing changes back to underlying variables for structs, target is now written back to source in all struct property commands and template text updated to include the write back line before the continue.
Fix#855
Restore single and multiline logic, needed for StringMultilineData
Pass GUIContent down through call back look for multiline draw to function as expected
Add Mat4x4 custom drawer callback to use draw Children
Previously had a single and multi line variant, with multiline never being actually used. Changes in 2019.3 mean that its trying to use multiline and we don't actually want to, it makes many properties that are presently single line comfortable draw incorrectly.
In flowchart window the search now makes a distinction between a full match, name of block to search string and a partial match, command contents matching the search string.
SearchBox popup is also not more conservative in show itself, close#786
Use of EditorGUI to draw multiple items in 1 line that are all trying to honor indenting causing error. Now we cache first indent and temp set it to 0 for the remaining items.
Fix#802
The removed line was not functioning as intended, it was covering the disclosure triangle of a parent GO with the mushroom icon if that parent GO also had a flowchart component.
I'm sure there was a reason for this logic change, so I've left the if cases intact, but this was necessary in my own project so I thought I'd share it.
Controlled via toggle in Fungus Editor Prefs.
Snaps and aligns blocks to underlying grid in the flowchart window.
More caches for styles and lists to reduce allocations during block drawing
Add concept of Collection to Fungus.
Add Collection Demo, Physics Cast Demo.
They are their own type, that are addressed in a generic way. Internally using object boxing and type comparisons.
A number of refactorings and additions along with this to make it work more seamlessly.
Variable operators defined by Variable itself
Conditional and Looping commands refactored, to avoid more duplication in the new looping commands, such as ForEach
AnyVariableData removes duplication from SetVariable and Condition logic, provides a clearer method of adding additional variable types that result in immediate support in those commands
PlayMode Tests and Utils added
Additional Variable Types, such as Quaternion, Matrix4x4
Physics casts Commands that use collections
* Initial Fungus Collection work with support for int and IntegerVariable
* While and Condition related changes to allow for new command Loop Range
* Collection Get changes and ForEach rough
* Added Collection Commands
Reordered Elif logic in Condition
* More collection types and commands
* Variable reorg to allow for new types to be added more simply and centrally
* Added more Fungus Vars for Common Unity types
VariableList Adapter can delegate to the variable itself for custom drawing
Variable IsArthithemticSupported queries for each op rather than all, more fine grain support for types like color and quaterion
Event handlers, such as physics related, now have optional fungus variable to store the data they are given by unity in fungus variable for use in the block
VariableInfo consolidates more info into the typeActionLookup table, updates to support new fungus var types
* Many basic collection operations added
Common Collection types
Physics Overlap command
* Custom variable drawing moved to VariableInfo.cs rather than child variable itself
Added Physics cast and overlap commands
* Move all Editor scripts into Editor AsmDef folder
* LoopRange also registers as command name For
* Condition base class commenting improved and refactored repeated looping style child class elements into base
* More descriptive CollectionBase Command class names
* Fungus Collection interface and comments refined
* Rename ICollection to IFungusCollection
Cleanup formatting
* Collection example scene
* Added Collection Tests
* Format collection and test files
Added CopyFrom to IFungusCollection
* Added FungusCollection initial summaries
* Added CollectionRandom commands
-added simple use to CollectionLoop demo scene
* Added Unique to FungusCollection
-Updated tests to include unique
Added Collection Physics demo, shows use of returned array of all cast intersecting GameObjects
* CollectionPhysics tracks mousepos with visual
Added Fungus Command to get mouse position
* Variable custom draw moved to its own editor class, no longer part of typeinfo
Variable generation run
* Add playmode test for variable type sets
Add playmode test for flow control
* Update doco and formatting for Collection classes
Refactor parts of Conditional classes and AnyVariable
Move Property commands into Category 'Property'
* Update Collection comments, formatting and Update internal to public
* Add License header to added variable types
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