Christopher
cf7b1e8ca3
Moved all Fungus editor code to Fungus.EditorUtils namespace
8 years ago
Christopher
071fb7c345
Added Fungus.Commands, Fungus.EventHandlers, Fungus.Variables and Fungus.Utils namespaces
8 years ago
Christopher
245500fd25
Moved global constants to FungusConstants static class.
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
dc0ea43558
Refactored EventHandler to use IEventHandler
8 years ago
Christopher
1cf014aa18
Refactored Block to use IBlock
8 years ago
Christopher
56e413a224
Reorganised Fungus folder structure
8 years ago
Christopher
5495ed8ebf
Tidied up editor using statements.
8 years ago
Christopher
ce92029918
Refactored comments
8 years ago
Christopher
f130385f6f
Changed comment style on header block
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
67adbab9a0
Added open source license header to all source files
9 years ago
Chris Gregan
77c5c5f616
Moved info text object tp FungusLua
9 years ago
Chris Gregan
d26a3ea08c
Added InforText to Fungus utilities menu
9 years ago
chrisgregan
0087d8c482
Improved Flowchart UpdateVersion system
9 years ago
chrisgregan
c1fe3eb13f
Added Export Fungus Package menu item
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
ce69debb61
Added Create > Fungus Logo menu option
...
Fixed spawned objects not centering in scene view
9 years ago
chrisgregan
5d9353ea75
Fix null reference exception when spawning Fungus objects in Unity 5.1
10 years ago
chrisgregan
1de742cbb4
Spawn narrative prefabs at 0,0,0 by default #106
10 years ago
chrisgregan
75e0e2b717
Disconnect prefab instance when creating Flowcharts
...
If Flowchart is a prefab instance then the properties for every command
are displayed in bold. There’s no real benefit to preserving the prefab
instance so easiest thing is to just break the instance link.
10 years ago
chrisgregan
5a931441d4
Merge branch 'Rename-core-classes'
10 years ago
chrisgregan
cc8762747d
Split Fungus create menu items into groups
10 years ago
chrisgregan
810131fa9d
Move Fungus menu items to Tools / Fungus #93
10 years ago
chrisgregan
f2786e7255
Unified Fungus object spawning method
...
Moved Prefabs to Resources folders so they can be easily loaded using
Resources.Load
10 years ago
chrisgregan
5e21f98bb7
Undo doesn't work on FungusScripts created from GameObject menu #91
...
Fix was to make a FungusScript prefab and spawn it the same way as all
other prefabs.
10 years ago
chrisgregan
ab1885dcbb
Switching dialogs on click causes text to skip #73
...
Changing format of commit messages for simplicity
10 years ago
chrisgregan
671acdc600
Fungus prefabs now spawn in centre of scene view
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
eaedbdadaa
Sequence node width can now be edited in inspector
10 years ago
chrisgregan
385ef1a967
Merged UI redesign and iTween support branch
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
chrisgregan
8a7a1a2ffa
Added GameObject menu items for Dialog prefabs
10 years ago