desktop-maesty/steve
f676198032
Moving TextVariationHandler to a tokeniser rather than regex so we can manage recursive variation sections.
6 years ago
desktop-maesty/steve
6bf5d63891
TextVariationHandler selects sub sections of text within [|] following some simple rules and keeps a hashed history
...
- a la Ink
Writer and Menu make use of TextVariation
6 years ago
desktop-maesty/steve
bcd5d5d7b9
Added GetKey fungus command.
...
-Supports positive and negative keybindings output to a bool, float or int
-Supports checking for pressed, release and current state
-Uses keycode with optional fallback to key name
Updated playground demos
-Football uses GetKey instead of GetAxis (get axis was failing in some packages as inputmanager axis were not imported)
-Defender had a bug due to a change in how unity syncs 'up' between transform and rb2d
7 years ago
desktop-maesty/steve
ef32f60b4d
Conversation example scene makes some basic use of new features
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Regenerated narrative commands md
7 years ago
desktop-maesty/steve
ad4026914d
Conversation Demo Scene additions
7 years ago
desktop-maesty/steve
f319ffc1db
Moved GlobalVar demo scene to Variables example folder
7 years ago
desktop-maesty/steve
a9dc553c49
Added GlobalVariables
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-'Global' variable scope
-Access is routed at runtime through the GlobalVariables manager attached to the FungusManager
7 years ago
desktop-maesty/steve
2cdc6e59bb
Added a ReadMe to the Playground Folder explaining its purpose and some of its structure
7 years ago
desktop-maesty/steve
cc56a1cd5f
Renamed folders within PlaygroundDemo
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Fixed missing components in PlaygroundDemo scenes and prefabs
Formatting fixed for added scripts
Added HasReference override to all commands
7 years ago
desktop-maesty/steve
ad1731edbd
Reorg files for PlaygroundDemo
7 years ago
desktop-maesty/steve
fb5c174152
Added TextTag WVO WaitForVoiceOver
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Say has a Wait For VO flag to add wvo text tag like it does the wi tag
Added SayHolds demo scene to show how the combinations of waits interact
7 years ago
desktop-maesty/steve
de566924ad
Updated Input Axes
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Removed missing monoscript from Football scene
7 years ago
desktop-maesty/steve
ffa5b2d189
Added MenuShuffle Fungus Command and a demo scene
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-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
desktop-maesty/steve
04487e70af
Choice dialogues were not set to stay during the MenuDialogue as Fade When Done was true
7 years ago
desktop-maesty/steve
2de96f8f04
Added Rigidbody2D variable type
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Fixed indentlevel for EventHandler:DrawProperties
Added Playground to the FungusExamples
Added Vector3 FungusCommands
- Fields, Normalise, Convert to Vector2, Arithetic
Added TransformProperty FungusCommand
-Get an Set a transform's fields and properties./
-Does not currently support rotation, localRotation nor the Mat4x4 commands as we do not have the appropriate FungusVariables to store them in
Added FungusCommand to Reload Current Scene
Added Rigidbody2D FungusCommands
- AddForce, AddTorque, StopMotion
Added Input GetAxis fungusCommand, fetch Input.GetAxis and store in a FloatData
SpawnObject FungusCommand now can store the gameobject it instantiates and can spawn at itself
Destroy FungusCommand can now be told to pass down a delay to Destroy
Updated Docs with all changes and addtions
7 years ago
desktop-maesty/steve
7c57d8c9a8
Added Fungus Commands for most of MathF
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Added Math demo scene
7 years ago
desktop-maesty/steve
bffb790f61
Added Mouse fungus event demo scene
7 years ago
desktop-maesty/steve
c8ecbce079
Added MonoBeh fungus event handlers and physics demo scene
7 years ago
desktop-maesty/steve
e4bc5f9276
Added LeanTween demo scene that approximates the old iTween demo
7 years ago
Christopher
09e26ddca2
Fixed flicker on first frame of FungusTown example
8 years ago
Christopher
7c955e8f79
SaveMenu instance in example scene is now a prefab instance.
8 years ago
lealeelu
91413d0332
Fix content position bug
8 years ago
lealeelu
2aeec43f36
Change to Menu Icon
8 years ago
lealeelu
7632c5a9db
Fix scrolling by putting it in another panel
8 years ago
lealeelu
9351646329
Rename example to NarrativeLog
8 years ago
lealeelu
f3d92b8574
Scrolling almost fixed
8 years ago
lealeelu
a562d2897a
Move addline to dosay
8 years ago
lealeelu
b083bb0c7f
Add ease
8 years ago
lealeelu
ff7369f5d3
Add option to show previous lines
8 years ago
lealeelu
8b06f173d2
Add option to disable menu
8 years ago
lealeelu
12fc2081f5
Separate NarrativeLogMenu from SaveMenu
8 years ago
lealeelu
9ecbf321f2
Use signals to notify Narrative log update
8 years ago
lealeelu
d28cd2ea88
Make NarrativeLog saving work
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- Changed the name of the HistoryManager to NarrativeLog
- Created the SaveReset SaveManagerSignal but it needs to be tied in
- Made the PrettyPrint only show previous logs, not the current dialog.
8 years ago
lealeelu
7fb0644300
Add Narrative Log to save menu
8 years ago
Christopher
7294c7810e
Exposed Save Data key to support multiple game save files in the same project
8 years ago
Christopher
486a76ebc3
Renamed SaveGame file.
8 years ago
Christopher
2df05682b9
Renamed SavedObjects to SaveData. Added support for multiple SaveDatas in a scene.
8 years ago
Christopher
01867ce390
Changed Save Points to use an explicit IsStartPoint property instead of using magic 'Start' block name.
8 years ago
Christopher
d7c3ead97d
Changed Resume From Here to Resume On Load in example scene
8 years ago
Christopher
b03cdcac11
Refactored scene start code to be handled exclusively by SaveManager. Added save history debug view.
8 years ago
Christopher
7c6e82c517
Improved button textures for Save Menu.
8 years ago
Christopher
1254b6acc2
Updated SaveMenu prefab with bigger buttons
8 years ago
Christopher
8734a87168
Fixed character portraits in example scene
8 years ago
Christopher
d573ce7ee5
Updated Info Text to describe example scene
8 years ago
Christopher
1e9d021741
Added menu options for spawning SaveMenu and SavedObjects prefabs
8 years ago
Christopher
a3ebe0e75e
SavePoint now handles starting Flowchart execution for 'normal' scene loads. Use a Save Point with key 'Start' for the first Block to be executed in every scene.
8 years ago
Christopher
b650b80cf5
If Save Point Key is empty use the parent Block Name. If Save Point Description is empty use the current date and time.
8 years ago
Christopher
d2444982dc
Improved save game example. Save Point Loaded now handles multiple keys.
8 years ago
Christopher
8081e43f5c
Updated comments for Save System.
8 years ago
Christopher
0c27baca7b
SaveMenu is now a singleton game object. SaveGameObjects manages mapping to saveable game objects.
8 years ago