# Narrative commands # {#narrative_commands} [TOC] # Clear Menu # {#ClearMenu} Clears the options from a menu dialogue Defined in Fungus.ClearMenu Property | Type | Description --- | --- | --- Menu Dialog | Fungus.MenuDialog | Menu Dialog to clear the options on # Control Stage # {#ControlStage} Controls the stage on which character portraits are displayed. Defined in Fungus.ControlStage Property | Type | Description --- | --- | --- Stage | Fungus.Stage | Stage to display characters on Replaced Stage | Fungus.Stage | Stage to swap with Use Default Settings | System.Boolean | Use Default Settings Fade Duration | System.Single | Fade Duration Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command Display | Fungus.StageDisplayType | Display type # Conversation # {#Conversation} Do multiple say and portrait commands in a single block of text. Format is: [character] [portrait] [stage position] [hide] [<<< | >>>] [clear | noclear] [wait | nowait] [fade | nofade] [: Story text] Defined in Fungus.Conversation Property | Type | Description --- | --- | --- Wait For Seconds | Fungus.FloatData | a wait for seconds added to each item of the conversation. # Menu # {#Menu} Displays a button in a multiple choice menu Defined in Fungus.Menu Property | Type | Description --- | --- | --- Text | System.String | Text to display on the menu button Description | System.String | Notes about the option text for other authors, localization, etc. Target Block | Fungus.Block | Block to execute when this option is selected Hide If Visited | System.Boolean | Hide this option if the target block has been executed previously Interactable | Fungus.BooleanData | If false, the menu option will be displayed but will not be selectable Set Menu Dialog | Fungus.MenuDialog | A custom Menu Dialog to use to display this menu. All subsequent Menu commands will use this dialog. Hide This Option | Fungus.BooleanData | If true, this option will be passed to the Menu Dialogue but marked as hidden, this can be used to hide options while maintaining a Menu Shuffle. # Menu Shuffle # {#MenuShuffle} Shuffle the order of the items in a Fungus Menu Defined in Fungus.MenuShuffle Property | Type | Description --- | --- | --- Shuffle Mode | Fungus.MenuShuffle+Mode | Determines if the order is shuffled everytime this command is it (Every) or if it is consistent when returned to but random (Once) # Menu Timer # {#MenuTimer} Displays a timer bar and executes a target block if the player fails to select a menu option in time. Defined in Fungus.MenuTimer Property | Type | Description --- | --- | --- _duration | Fungus.FloatData | Length of time to display the timer for Target Block | Fungus.Block | Block to execute when the timer expires # Portrait # {#Portrait} Controls a character portrait. Defined in Fungus.Portrait Property | Type | Description --- | --- | --- Stage | Fungus.Stage | Stage to display portrait on Character | Fungus.Character | Character to display Replaced Character | Fungus.Character | Character to swap with Portrait | UnityEngine.Sprite | Portrait to display Offset | Fungus.PositionOffset | Move the portrait from/to this offset position From Position | UnityEngine.RectTransform | Move the portrait from this position To Position | UnityEngine.RectTransform | Move the portrait to this position Facing | Fungus.FacingDirection | Direction character is facing Use Default Settings | System.Boolean | Use Default Settings Fade Duration | System.Single | Fade Duration Move Duration | System.Single | Movement Duration Shift Offset | UnityEngine.Vector2 | Shift Offset Move | System.Boolean | Move portrait into new position Shift Into Place | System.Boolean | Start from offset position Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command Display | Fungus.DisplayType | Display type # Say # {#Say} Writes text in a dialog box. Defined in Fungus.Say Property | Type | Description --- | --- | --- Description | System.String | Notes about this story text for other authors, localization, etc. Character | Fungus.Character | Character that is speaking Portrait | UnityEngine.Sprite | Portrait that represents speaking character Voice Over Clip | UnityEngine.AudioClip | Voiceover audio to play when writing the text Show Always | System.Boolean | Always show this Say text when the command is executed multiple times Show Count | System.Int32 | Number of times to show this Say text when the command is executed multiple times Extend Previous | System.Boolean | Type this text in the previous dialog box. Fade When Done | System.Boolean | Fade out the dialog box when writing has finished and not waiting for input. Wait For Click | System.Boolean | Wait for player to click before continuing. Stop Voiceover | System.Boolean | Stop playing voiceover when text finishes writing. Wait For V O | System.Boolean | Wait for the Voice Over to complete before continuing Set Say Dialog | Fungus.SayDialog | Sets the active Say dialog with a reference to a Say Dialog object in the scene. All story text will now display using this Say Dialog. # Set Language # {#SetLanguage} Set the active language for the scene. A Localization object with a localization file must be present in the scene. Defined in Fungus.SetLanguage Property | Type | Description --- | --- | --- _language Code | Fungus.StringData | Code of the language to set. e.g. ES, DE, JA # Set Menu Dialog # {#SetMenuDialog} Sets a custom menu dialog to use when displaying multiple choice menus Defined in Fungus.SetMenuDialog Property | Type | Description --- | --- | --- Menu Dialog | Fungus.MenuDialog | The Menu Dialog to use for displaying menu buttons # Set Say Dialog # {#SetSayDialog} Sets a custom say dialog to use when displaying story text Defined in Fungus.SetSayDialog Property | Type | Description --- | --- | --- Say Dialog | Fungus.SayDialog | The Say Dialog to use for displaying Say story text