Christopher
d027c2c30e
Fixed formatting
8 years ago
Christopher
4c280e4639
Refactored Block to use Block interface
8 years ago
Christopher
cc4406a8fb
Change all public properties to use virtual
9 years ago
Christopher
f130385f6f
Changed comment style on header block
9 years ago
Christopher
da678c640b
Refactored comments
9 years ago
Christopher
83c12c7e76
Refactored many classes to use protected serialisable fields, with public property accessors where required.
9 years ago
Christopher
239bf8fefe
Converted tabs to spaces in all .cs files
9 years ago
Christopher
67adbab9a0
Added open source license header to all source files
9 years ago
chrisgregan
8fbc1b08d6
Rename non-coroutine Execute to StartExecute to be more descriptive
...
Lua scripts should use the coroutine Execute method directly.
9 years ago
chrisgregan
c62f4a29a2
Fixed menu buttons not executing target block
9 years ago
chrisgregan
c33bb139b1
Changes to support Fungus Script execution
9 years ago
chrisgregan
447862c86f
Fixed faulty indent levels when inspector is not displayed #380
9 years ago
chrisgregan
495e596868
Fixed ensure parentBlock is set when block executes #320
9 years ago
chrisgregan
e44ae3df45
Fixes for Stop Flowchart command #288
9 years ago
chrisgregan
b14da8fcda
Added Flowchart.StopAllBlocks() and command callback
9 years ago
chrisgregan
a88537c0f3
Tolerate null commands in command list
...
Should never happen, but if it does just ignore it and carry on.
10 years ago
chrisgregan
3b73d9563e
Removed obsolete commands and other dead code
10 years ago
chrisgregan
4cc04e5546
Added some missing command tooltips
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
7b7c33952f
Executing icon fade is now based on absolute time (no update required)
...
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
4e1ee2e123
Blocks and 1st command select automatically when executed
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
...
Makes it easier to visualize executing commands
10 years ago
chrisgregan
466ee11f47
Auto select executing block if no other block is executing
...
Editor only
10 years ago
chrisgregan
5dd745d140
Improve efficiency of command list execution #96
...
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
2f97ab7ff6
Added itemId to Blocks
10 years ago
chrisgregan
916060d15e
Added Sequence class for legacy support
...
Sequence has been renamed to Block to be more descriptive.
10 years ago
chrisgregan
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
4217ad76e1
Initial commit of custom tags, portrait stage and portrait systems #84
10 years ago
chrisgregan
fa2e37e90e
Null pointer check when iterating on Sequence commands
10 years ago
chrisgregan
5d64c168e6
Redesign say & multiple choice dialogs #82
...
Replaced Choose, Option commands with new Menu command
- Menu command displays Menu dialog immediately and then continues
- Menu dialog is a simple list of buttons
Say dialog can now display and continue (via Wait For Input property)
- This allows you to display Say text and show a multiple choice menu
at the same time
There is now only one type of standard Say dialog
- Text box automatically adjusts if no character image is displayed
Added SetSayDialog and SetMenuDialog commands to explicitly switch
between custom dialog objects.
Added a MenuTimer command to display the timeout slider
- Calls a target sequence if the timer expires
10 years ago
chrisgregan
51d1b928d1
Fixed command inspector not auto tracking program flow
10 years ago
chrisgregan
f3f49bdc8a
Safely handle command class being renamed
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
4ecee9c332
Improve efficiency of executing next command in a Sequence #76
...
Switched to use command indices instead of scanning the command list to
find the current command.
10 years ago
chrisgregan
0803b8b73a
Fix #71 Hide Fungus commands, event handlers, etc. in Component menu
10 years ago
chrisgregan
366f6d62ac
Force Sequence names to be unique within a Fungus Script
10 years ago
chrisgregan
48961142bb
Updated UI to use flowchart style nodes
...
Icon displayed beside any currently executing sequences.
Icon displayed beside any currently executing command in selected
sequence.
Can now select & edit commands while game is running.
Sequences now resize correctly when name changes.
Added texture resources for sequence node types.
Sequences now have multiple shapes (Event, Process, Choice types)
Sequences can now have a description displayed underneath the node.
10 years ago
chrisgregan
945d642b10
Removed legacy support for Sequences as child game objects
10 years ago
chrisgregan
581adb2749
Added SendFungusMessage() and BroadcastFungusMessage() commands
...
Fixed event handlers not executing correctly on first frame update
10 years ago
chrisgregan
e249049858
Moved Run Slow in Editor option to Sequence
...
Comments are skipped over immediately (no waiting)
10 years ago
chrisgregan
e6000eb33b
Added Event Handler system.
...
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
59b8b04b39
Sequence now requires FungusScript component
10 years ago
chrisgregan
a1e3d4f587
Sequences may now be executed in parallel
...
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
b2afbbbeff
Fixed pasting multiple copies of same command
10 years ago
chrisgregan
385ef1a967
Merged UI redesign and iTween support branch
10 years ago
chrisgregan
4401060c61
Fix #46 - commands now store reference to their parent sequence
...
The reference to the parent sequence is only populate at runtime, so
don’t try to use it in custom editors, etc.
10 years ago
chrisgregan
42f0e6a8fc
Can now make prefabs from legacy FungusScripts
...
If you have a FungusScript from an earlier beta release that has child
Sequence objects, you can now make a prefab from that FungusScript.
10 years ago