79 Commits (faaafb897986d50c706fd092cdc29866e71d3e36)

Author SHA1 Message Date
Steve Halliwell ef380c1bce Change Conversation Character Find 4 years ago
Steve Halliwell 2580345f13 Fix DivEquals characters in menu 4 years ago
Steve Halliwell 1a5291e2fe Change TMProLinkAnim, prevent dups 4 years ago
Steve Halliwell 8971ab17e2 Add Substitution logic to strings in AnyVar 4 years ago
shalliwell b971ae2a94 Change to Show Null for FungusVariables 5 years ago
shalliwell 3681fb094d Move Character Portrait nulls to end of list 5 years ago
shalliwell fa7105ffac Portrait reworked to store all 5 years ago
Justin Wong 9490e80ee7 Fix showing hidden portrait in conversation 5 years ago
Steve Halliwell 41a72fc8bc Sort characters and portraits by their name in their respective lists. 5 years ago
Steve Halliwell f2d1b38490
Collection (#787) 5 years ago
Steve Halliwell 68a83d10a2
TMPro animations (#788) 5 years ago
Steve Halliwell 2127dee0e0 Update header license 5 years ago
Steve Halliwell 9488ba99d9
Debug additions (#777) 5 years ago
desktop-maesty/steve 25368e728c Show all IBlockCallers in BlockEditor 5 years ago
desktop-maesty/steve 27b84d0116 Support use of TMPro in Set Text, Get Text and Narrative Log Menu via use of TextAdapter 6 years ago
Chris Gregan 60c3d5d356 Fixed TextAdapter to handle null text GameObject 6 years ago
desktop-maesty/steve d79e4d6556 Conversation text can now contain colons within the text body itself 6 years ago
desktop-maesty/steve f6af83e001 Variable reference allows for selecting a flowchart a targeting a specific fungus variable for use from c# 6 years ago
desktop-maesty/steve 9fcd21de77 TextAdapter can be asked to include children in text output search 6 years ago
desktop-maesty/steve 1c1f84dea5 Added TMPro Basics 6 years ago
desktop-maesty/steve 3c517c2107 TextVariationHandler can now clear its previous history 6 years ago
desktop-maesty/steve beee4991c1 Added 3 level deep variation to VariationText demo scene 6 years ago
desktop-maesty/steve 7ffee2a2a8 TextVariation scene demos nested vary sections 6 years ago
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 6 years ago
desktop-maesty/steve 98689e547f Conversation Manager Regex now allows - and _ within say params group. 6 years ago
desktop-maesty/steve a88dad4969 Conversation command passes info to conversation manager 7 years ago
desktop-maesty/steve a631aee6d9 Added BlockReference, a simple data type with a property drawer that makes it easier to select a target fungus block from external c# scripts 7 years ago
desktop-maesty/steve 36600abe82 Conversation support for setting default clear, wait for input and fade options via command 7 years ago
desktop-maesty/steve a9dc553c49 Added GlobalVariables 7 years ago
desktop-maesty/steve fb5c174152 Added TextTag WVO WaitForVoiceOver 7 years ago
lealeelu ee582bc857 Fix Narrative Log when switching character dialogs 8 years ago
lealeelu 12fc2081f5 Separate NarrativeLogMenu from SaveMenu 8 years ago
lealeelu 0a0bbfa3b6 Stops Conversation Audio 8 years ago
lealeelu 354ff1c120 fix portrait hide bug in conversation 8 years ago
Christopher 7294c7810e Exposed Save Data key to support multiple game save files in the same project 8 years ago
Christopher 418545f706 Refactored recent EventDispatcher and drag handler changes to match Fungus coding standard. 8 years ago
Christopher 85634f969a Disabled SaveManager functionality for older versions of Unity. Works with Unity 5_3_OR_NEWER. 8 years ago
Christopher 8d23d6c136 Refactored SavePointData to store saved data in strings (via SaveDataItem). This removes the dependencies on the Flowchart or FlowchartData and makes it easier to extend the supported data types. 8 years ago
Christopher 2df05682b9 Renamed SavedObjects to SaveData. Added support for multiple SaveDatas in a 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 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 6c18c17bd9 Moved ExecuteBlocks to SaveManager class. Save Point command can now optionally fire Save Point Loaded events. 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 c0b3256df1 Refactored SavePointData classes 8 years ago
Christopher 71c2b4e357 Added Game Loaded event handler and save key. 8 years ago
Christopher b642fb5522 Loading of saved data 8 years ago
Christopher 0c84493c0e Updated SaveSystem 8 years ago
Christopher 6c324c5a81 Save and Load flowchart state now working 8 years ago