desktop-maesty/steve
ffa5b2d189
Added MenuShuffle Fungus Command and a demo scene
...
-refactor menudialogue to track items that are hidden
Menu Fungus Command now has a hideThisOption boolean
Updated narrative_commands doco to match
7 years ago
Christopher
211b197f77
Fixed using say in lua doesn't automatically spawn an EventSystem #571
8 years ago
Christopher
1ba09f25e8
Converted (most) foreach to for statements. Avoids an allocation for the loop iterator.
8 years ago
Christopher
3510fc7f9a
Converted all foreach statement to act on simple variables.
8 years ago
Christopher
8bdfb2396c
Fixed Say command completes instantly after menu choice #533
8 years ago
Christopher
a550d29e10
Reverted IExecuteHandler, ILuaBindings and ILuaEnvironment interfaces
8 years ago
Christopher
0effd7e7f3
Added #region Public members to all non-editor classes
8 years ago
Christopher
253ac9ebc6
Renamed public methods to public members
8 years ago
Christopher
5053d2fc4a
Moved all public static methods to Public method region
8 years ago
Christopher
33d633b3a3
Reverted IMenuDialog interface
8 years ago
Christopher
08110d64d1
Reverted ISayDialog interface
8 years ago
Christopher
9f5c726699
Grouped static members together
8 years ago
Christopher
0d33e6a026
Use concrete classes for Block and Command to ensure editor code is robust.
8 years ago
Christopher
04b56ab0c7
Refactored runtime code to use IFlowchart exclusively
8 years ago
Christopher
1cf014aa18
Refactored Block to use IBlock
8 years ago
Christopher
b6a1e2df57
Merged MenuDialog extension methods with MenuDialog class.
8 years ago
Christopher
56e413a224
Reorganised Fungus folder structure
8 years ago
Christopher
627e167f88
Moved all scripts into a unified script folder (except Flowchart yet)
8 years ago
Christopher
02d0d74982
Moved all public methods to IMenuDialog
8 years ago
Christopher
d9209ebc2f
Refactored MenuDialog to use IMenuDialog interface
8 years ago
Christopher
fe3e1b854b
Refactored SayDialog to use an ISayDialog interface
8 years ago
Christopher
cc4406a8fb
Change all public properties to use virtual
8 years ago
Christopher
f130385f6f
Changed comment style on header block
8 years ago
Christopher
2b3d3c9ba4
Removed unnecessary newline
8 years ago
Christopher
f94e46e42d
Refactored narrative comments
8 years ago
Christopher
9ead74d659
Refactored Narrative scripts to use protected fields with public property accessors
8 years ago
Christopher
83c12c7e76
Refactored many classes to use protected serialisable fields, with public property accessors where required.
8 years ago
Christopher
239bf8fefe
Converted tabs to spaces in all .cs files
8 years ago
Christopher
37fd23ad45
Fixed Unresponsive SayDialog after ClearMenu or *.StopAllBlocks(); #518
8 years ago
Gerardo Marset
f67cbf0705
Better follow the project's coding standards.
9 years ago
Gerardo Marset
c1d1dc901e
Allow for options to be picked without clicking.
9 years ago
Christopher
67adbab9a0
Added open source license header to all source files
9 years ago
Chris Gregan
8e5a7dd622
Make sure MenuDialog game object is active
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
c33bb139b1
Changes to support Fungus Script execution
9 years ago
chrisgregan
8a25fe5a2e
Added Clear Menu command #300
9 years ago
chrisgregan
f9d4607550
Say Dialog automatically fades in / out when writing
...
The Fade In / Out options have been replaced by a single Fade Out
option. If you don’t want a fade effect, just set the Dialog Fade
Duration property to 0.
9 years ago
chrisgregan
383761d349
Removed old dialog fade system
...
Say tag help now comes from TextTagParser
9 years ago
chrisgregan
013de03035
Fixed Extend Previous option.
...
Removed Move dialog option (doesn’t work).
Removed text writing code from Dialog.cs
Changed WaitForInput to work by adding a {wi} tag.
Exit tag now just breaks out of processing loop.
Updated TheExperiment scene to use new Say Dialog.
9 years ago
chrisgregan
04aec28426
Added interactable property to Menu command
...
Allows you to add Menu options that are not selectable by the user
(e.g. they option is not available yet).
https://trello.com/c/bFjmGfBc
9 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
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
0d82ac937a
Merge Dialog and Portrait modules into a single Narrative module #94
10 years ago
chrisgregan
4cc2bb454a
Removed Fungus from prefab names
...
Not really needed, it’s unlikely other code in the project would have
conflicting assets with the same name under a Resources folder.
10 years ago
chrisgregan
4217ad76e1
Initial commit of custom tags, portrait stage and portrait systems #84
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