# Sprite commands # {#sprite_commands} [TOC] # Fade Sprite # {#FadeSprite} Fades a sprite to a target color over a period of time. Defined in Fungus.FadeSprite Property | Type | Description --- | --- | --- Sprite Renderer | UnityEngine.SpriteRenderer | Sprite object to be faded _duration | Fungus.FloatData | Length of time to perform the fade _target Color | Fungus.ColorData | Target color to fade to. To only fade transparency level, set the color to white and set the alpha to required transparency. Wait Until Finished | System.Boolean | Wait until the fade has finished before executing the next command # Set Clickable 2D # {#SetClickable2D} Sets a Clickable2D component to be clickable / non-clickable. Defined in Fungus.SetClickable2D Property | Type | Description --- | --- | --- Target Clickable2 D | Fungus.Clickable2D | Reference to Clickable2D component on a gameobject Active State | Fungus.BooleanData | Set to true to enable the component # Set Collider # {#SetCollider} Sets all collider (2d or 3d) components on the target objects to be active / inactive Defined in Fungus.SetCollider Property | Type | Description --- | --- | --- Target Objects | System.Collections.Generic.List`1[UnityEngine.GameObject] | A list of gameobjects containing collider components to be set active / inactive Target Tag | System.String | All objects with this tag will have their collider set active / inactive Active State | Fungus.BooleanData | Set to true to enable the collider components # Set Draggable 2D # {#SetDraggable2D} Sets a Draggable2D component to be draggable / non-draggable. Defined in Fungus.SetDraggable2D Property | Type | Description --- | --- | --- Target Draggable2 D | Fungus.Draggable2D | Reference to Draggable2D component on a gameobject Active State | Fungus.BooleanData | Set to true to enable the component # Set Mouse Cursor # {#SetMouseCursor} Sets the mouse cursor sprite. Defined in Fungus.SetMouseCursor Property | Type | Description --- | --- | --- Cursor Texture | UnityEngine.Texture2D | Texture to use for cursor. Will use default mouse cursor if no sprite is specified Hot Spot | UnityEngine.Vector2 | The offset from the top left of the texture to use as the target point # Set Sorting Layer # {#SetSortingLayer} Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite). Defined in Fungus.SetSortingLayer Property | Type | Description --- | --- | --- Target Object | UnityEngine.GameObject | Root Object that will have the Sorting Layer set. Any children will also be affected Sorting Layer | System.String | The New Layer Name to apply # Set Sprite Order # {#SetSpriteOrder} Controls the render order of sprites by setting the Order In Layer property of a list of sprites. Defined in Fungus.SetSpriteOrder Property | Type | Description --- | --- | --- Target Sprites | System.Collections.Generic.List`1[UnityEngine.SpriteRenderer] | List of sprites to set the order in layer property on Order In Layer | Fungus.IntegerData | The order in layer value to set on the target sprites # Show Sprite # {#ShowSprite} Makes a sprite visible / invisible by setting the color alpha. Defined in Fungus.ShowSprite Property | Type | Description --- | --- | --- Sprite Renderer | UnityEngine.SpriteRenderer | Sprite object to be made visible / invisible _visible | Fungus.BooleanData | Make the sprite visible or invisible Affect Children | System.Boolean | Affect the visibility of child sprites