# Flow commands # {#flow_commands} [TOC] # Break # {#Break} Force a loop to terminate immediately. Defined in Fungus.Break # Call # {#Call} Execute another block in the same Flowchart as the command, or in a different Flowchart. Defined in Fungus.Call Property | Type | Description --- | --- | --- Target Flowchart | Fungus.Flowchart | Flowchart which contains the block to execute. If none is specified then the current Flowchart is used. Target Block | Fungus.Block | Block to start executing Start Index | System.Int32 | Command index to start executing Call Mode | Fungus.CallMode | Select if the calling block should stop or continue executing commands, or wait until the called block finishes. # Else # {#Else} Marks the start of a command block to be executed when the preceding If statement is False. Defined in Fungus.Else # Else If # {#ElseIf} Marks the start of a command block to be executed when the preceding If statement is False and the test expression is true. Defined in Fungus.ElseIf Property | Type | Description --- | --- | --- Variable | Fungus.Variable | Variable to use in expression Boolean Data | Fungus.BooleanData | Boolean value to compare against Integer Data | Fungus.IntegerData | Integer value to compare against Float Data | Fungus.FloatData | Float value to compare against String Data | Fungus.StringDataMulti | String value to compare against Compare Operator | Fungus.CompareOperator | The type of comparison to be performed # End # {#End} Marks the end of a conditional block. Defined in Fungus.End # If # {#If} If the test expression is true, execute the following command block. Defined in Fungus.If Property | Type | Description --- | --- | --- Variable | Fungus.Variable | Variable to use in expression Boolean Data | Fungus.BooleanData | Boolean value to compare against Integer Data | Fungus.IntegerData | Integer value to compare against Float Data | Fungus.FloatData | Float value to compare against String Data | Fungus.StringDataMulti | String value to compare against Compare Operator | Fungus.CompareOperator | The type of comparison to be performed # Jump # {#Jump} Move execution to a specific Label command in the same block Defined in Fungus.Jump Property | Type | Description --- | --- | --- _target Label | Fungus.StringData | Name of a label in this block to jump to # Label # {#Label} Marks a position in the command list for execution to jump to. Defined in Fungus.Label Property | Type | Description --- | --- | --- Key | System.String | Display name for the label # Load Scene # {#LoadScene} Loads a new Unity scene and displays an optional loading image. This is useful for splitting a large game across multiple scene files to reduce peak memory usage. Previously loaded assets will be released before loading the scene to free up memory.The scene to be loaded must be added to the scene list in Build Settings. Defined in Fungus.LoadScene Property | Type | Description --- | --- | --- _scene Name | Fungus.StringData | Name of the scene to load. The scene must also be added to the build settings. Loading Image | UnityEngine.Texture2D | Image to display while loading the scene # Quit # {#Quit} Quits the application. Does not work in Editor or Webplayer builds. Shouldn't generally be used on iOS. Defined in Fungus.Quit # Send Message # {#SendMessage} Sends a message to either the owner Flowchart or all Flowcharts in the scene. Blocks can listen for this message using a Message Received event handler. Defined in Fungus.SendMessage Property | Type | Description --- | --- | --- Message Target | Fungus.MessageTarget | Target flowchart(s) to send the message to _message | Fungus.StringData | Name of the message to send # Stop # {#Stop} Stop executing the Block that contains this command. Defined in Fungus.Stop # Stop Block # {#StopBlock} Stops executing the named Block Defined in Fungus.StopBlock Property | Type | Description --- | --- | --- Flowchart | Fungus.Flowchart | Flowchart containing the Block. If none is specified, the parent Flowchart is used. Block Name | Fungus.StringData | Name of the Block to stop # Stop Flowchart # {#StopFlowchart} Stops execution of all Blocks in a Flowchart Defined in Fungus.StopFlowchart Property | Type | Description --- | --- | --- Stop Parent Flowchart | System.Boolean | Stop all executing Blocks in the Flowchart that contains this command Target Flowcharts | System.Collections.Generic.List`1[Fungus.Flowchart] | Stop all executing Blocks in a list of target Flowcharts # Wait # {#Wait} Waits for period of time before executing the next command in the block. Defined in Fungus.Wait Property | Type | Description --- | --- | --- _duration | Fungus.FloatData | Duration to wait for # Wait Frames # {#WaitFrames} Waits for a number of frames before executing the next command in the block. Defined in Fungus.WaitFrames Property | Type | Description --- | --- | --- Frame Count | Fungus.IntegerData | Number of frames to wait for # WaitInput # {#WaitInput} Waits for a period of time or for player input before executing the next command in the block. Defined in WaitInput Property | Type | Description --- | --- | --- Duration | System.Single | Duration to wait for. If negative will wait until player input occurs. # While # {#While} Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately. Defined in Fungus.While Property | Type | Description --- | --- | --- Variable | Fungus.Variable | Variable to use in expression Boolean Data | Fungus.BooleanData | Boolean value to compare against Integer Data | Fungus.IntegerData | Integer value to compare against Float Data | Fungus.FloatData | Float value to compare against String Data | Fungus.StringDataMulti | String value to compare against Compare Operator | Fungus.CompareOperator | The type of comparison to be performed