chrisgregan
d6f71ab4e5
Spawn Object can use variables
9 years ago
chrisgregan
ccef8585c2
SetActive can sue a variable
9 years ago
chrisgregan
590c2c704d
SendMessage can use variable
9 years ago
chrisgregan
13235abdc0
LoadScene uses variables
9 years ago
chrisgregan
f05b9bcef1
Destroy command can use variable
9 years ago
chrisgregan
f937aed6cb
Audio commands can use variables in properties
9 years ago
chrisgregan
9788021f2c
iTween properties accept variables
9 years ago
chrisgregan
ee2d85a18f
Anim commands use variable datas
9 years ago
chrisgregan
0087d8c482
Improved Flowchart UpdateVersion system
9 years ago
chrisgregan
3c7be2df9b
Open URL command #382
9 years ago
chrisgregan
495e596868
Fixed ensure parentBlock is set when block executes #320
9 years ago
chrisgregan
0b527f24ca
Added more null checks
9 years ago
chrisgregan
fd7c4de0c7
Added null variable check
9 years ago
chrisgregan
8e1423e508
While loop nested inside If doesn't loop correctly #354
9 years ago
chrisgregan
1635d471c0
Added HasExecutingBlocks() and GetExecutingBlocks()
9 years ago
chrisgregan
d33b0d7619
Read a text file into a string variable #344
9 years ago
chrisgregan
3aa4333870
Users losing track of where their Blocks are in Flowchart window #302
9 years ago
chrisgregan
47809e496f
Backwards compatibility with Unity 5_0
9 years ago
chrisgregan
3ca263a25e
Replace obsolete call to Application.LoadLevel
9 years ago
Chris Gregan
ddc019d6c7
Fixed compile issues on InvokeMethod.cs
9 years ago
chrisgregan
e44ae3df45
Fixes for Stop Flowchart command #288
9 years ago
chrisgregan
00b6b910bc
Fixed logic for setting GameStarted block in new Flowcharts
...
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
929b56ea90
Added StopFlowchart command
9 years ago
chrisgregan
b14da8fcda
Added Flowchart.StopAllBlocks() and command callback
9 years ago
chrisgregan
3cb52dfab4
Added a Hide Commands property to Flowchart
...
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
...
Event System is now required by dialog click input
9 years ago
chrisgregan
34b269bd0f
Removed delay property from Invoke Method
...
Invoke Method supports calling coroutine functions with the option to
stop or wait until the coroutine exits before continuing with the next
command. This conflicts with the concept of delaying invocation of the
method until later and continuing immediately. Rather than have a hard
to understand interaction it’s better to just let users add a Wait
command before Invoke Command when they want to introduce a delay.
9 years ago
chrisgregan
d6f057c98c
Refactored localisation system to use ILocalizable interface
...
You can now add custom commands that work with the localisation system
by implementing the ILocalizable interface.
9 years ago
chrisgregan
784d75a883
Get Text and Set Text now work on any text object
...
including UI text, UI input fields & 3D text mesh
9 years ago
chrisgregan
3de9f1eeb2
Ignore null commands in command list
...
Commands typically become null in the command list when there’s been a
change to a command script (e.g. upgrading to a new version of Fungus).
It’s better to just ignore this rather than cause a null exception.
9 years ago
chrisgregan
550f5857f5
Invoke Event and Invoke Method commands
...
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
35519cf2f6
Upgraded to Unity 5.1.2f
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
972e69cda4
Use reorderable list for all lists & arrays in command inspector
...
Added overridable IsPropertyVisible() method to hide specific
properties as needed.
9 years ago
chrisgregan
36cfc04dab
Added constructors and implicit operators for all variable types
...
Assign default values to public variable properties and access variable
values directly without using .Value accessor.
9 years ago
chrisgregan
4f9ac78c6c
SetActive command shows state in summary
9 years ago
chrisgregan
a88537c0f3
Tolerate null commands in command list
...
Should never happen, but if it does just ignore it and carry on.
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
86040c9d4b
Added Quit command to quit application
...
https://trello.com/c/qIVLgrDx
10 years ago
chrisgregan
ccb6609879
Added delay property to Call Method command
...
https://trello.com/c/a333r2QA
10 years ago
chrisgregan
f7ac1c45a5
Flowchart.Execute block can't be used with UI events #112
...
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