Chris Gregan
204ce467d8
Use Lua text file in ExecuteLua command
9 years ago
chrisgregan
f151410ce5
Moved FungusLua to Thirdparty folder
...
FungusLua can be used as a standalone asset, so it’s going in third
party to keep it isolated from the rest of the Fungus project
9 years ago
chrisgregan
d17900d7f3
Pre compile Lua script on startup for fast execution
9 years ago
chrisgregan
eccd1fecf5
Change type registration to use JSON
9 years ago
chrisgregan
6430399365
Moved FungusLua under Fungus folder
9 years ago
chrisgregan
f29d89ad47
Moved all Lua code to FungusLua top level folder
9 years ago
chrisgregan
a66c1a3f3d
Improved how fungus lua module is initialized
9 years ago
chrisgregan
28469a9119
Display line numbers in Lua error messages
9 years ago
chrisgregan
a6ea00536b
Added abstract Initialiser class for extending initialisation behavior
9 years ago
chrisgregan
77504aa59d
Split LuaEnvironment into LuaEnvironment & LuaUtils components
9 years ago
chrisgregan
a5f733b3f5
Rename Lua component to LuaEnvironment
9 years ago
chrisgregan
1ae1c4bd1d
Renamed FungusScript to Lua
...
If no Lua component exists in the scene then spawn one from the prefab.
9 years ago
chrisgregan
03d207423c
Register bound types automatically
9 years ago
chrisgregan
9b08a656df
Added LuaBindingsBase to implement custom binding systems
9 years ago
chrisgregan
baf1e90d5c
Fixed c# lists and dictionaries not auto-converting to Lua tables
9 years ago
chrisgregan
ee3533ba6d
Type factory class for constructing POD types like Color
...
MoonSharp’s __new function appears to be unreliable for POD types like
Color, Vector2, etc. This class provides simple factory methods for
constructing these types, which are then exposed through unity.factory
in Lua.
9 years ago
chrisgregan
887bc54e92
Explicitly register types via text file list
9 years ago
chrisgregan
6f886b3f0c
Renamed FungusBindings to LuaBindings
9 years ago
chrisgregan
56cd4b213c
Initial implementation of FungusScript Lua scripting
9 years ago
chrisgregan
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
810131fa9d
Move Fungus menu items to Tools / Fungus #93
10 years ago
chrisgregan
90386bc308
Removed unneccessary Debug.Log()
10 years ago
chrisgregan
9820dc403c
Command editor now scrolls independently of command list #84
...
Also changed add command to insert new commands after last selected
command in the list.
10 years ago
chrisgregan
04a115a626
Export and import dialog text for editing in a text editor #86
...
Added support for Fountain export / import.
http://fountain.io/
10 years ago
chrisgregan
ae42c031bd
Removed defaultPortraitStage from FungusScript #84
...
We want to keep FungusScript orthogonal to other modules like Portrait,
Dialog, etc. to make it easier to swap modules in and out in future.
10 years ago
chrisgregan
4217ad76e1
Initial commit of custom tags, portrait stage and portrait systems #84
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
b24197beec
Change #70 Added FungusScript.GetVariable() method
10 years ago
chrisgregan
e07a227aa0
Change #66 User extendible variables system
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Added Other category for non-core variable types.
Wider variable window to fit long type names.
Use internal editor component paste instead of reflection to paste
commands
SetVariable only supports 4 basic variable types.
Simplified definition for new variable types.
Added new variable types to support core Unity types.
10 years ago
chrisgregan
e21ce0a0e0
Fix #67 Replaced global variables with public / private variables
...
Changed layout of Variables window to support editable value
Public variables in other FungusScripts appear in the variable picker
popup menu.
Variables now have a public value property and remember their starting
value for when they are reset.
Disabled LoadGlobals / SaveGlobals commands.
Changed all variable classes to use simple public value variable.
Added FungusScript.GetPublicVariables()
Deleted GlobalVariables class.
Added Variables test scene
10 years ago
chrisgregan
366f6d62ac
Force Sequence names to be unique within a Fungus Script
10 years ago
chrisgregan
120e02ddef
Substitute variables into a string
...
Markup format = {$VarName}
10 years ago
chrisgregan
945d642b10
Removed legacy support for Sequences as child game objects
10 years ago
chrisgregan
b3f223ba28
Fixed null exception when description string is empty
10 years ago
chrisgregan
dea7a40eaf
Display FungusScript name and description in script window
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
d1d2041800
Hide Components option now unhides all components when not selected
...
Added Fungus Script to component menu
10 years ago
chrisgregan
bcdcd511cc
Hide event handler components when Hide Components property is set
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
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
63e597492c
Moved variables list over the Fungus Script window
10 years ago
chrisgregan
427759830b
Added properties for fine control of Reset command
10 years ago
chrisgregan
7693241f48
Added Reset command to reset variables and command state
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
dc1658b152
FungusScript can now be made into a prefab (see notes!)
...
All sequence and command components are now added to the main
FungusScript object. This change enables you to make a prefab out of
any FungusScript. FungusScript prefabs can now be edited using the
Fungus Script window. You still need to instantiate a Fungus Script
prefab in order to run it.
10 years ago
Kéven Boily
2a2461a4ee
[FEATURE] CreateSequence now calls an virtual CreateSequenceComponent method that handles Sequence component instantiation. This allows for a custom Sequence class to be instantiated .
10 years ago