# Scripting commands # {#scripting_commands} [TOC] # Comment # {#Comment} Use comments to record design notes and reminders about your game. Defined in Fungus.Comment Property | Type | Description --- | --- | --- Commenter Name | System.String | Name of Commenter Comment Text | System.String | Text to display for this comment # Call Method # {#CallMethod} Calls a named method on a GameObject using the GameObject.SendMessage() system. Defined in Fungus.CallMethod Property | Type | Description --- | --- | --- Target Object | UnityEngine.GameObject | Target monobehavior which contains the method we want to call Method Name | System.String | Name of the method to call Delay | System.Single | Delay (in seconds) before the method will be called # Debug Log # {#DebugLog} Writes a log message to the debug console. Defined in Fungus.DebugLog Property | Type | Description --- | --- | --- Log Type | Fungus.DebugLogType | Display type of debug log info Log Message | Fungus.StringDataMulti | Text to write to the debug log. Supports variable substitution, e.g. {$Myvar} # Destroy # {#Destroy} Destroys a specified game object in the scene. Defined in Fungus.Destroy Property | Type | Description --- | --- | --- _target Game Object | Fungus.GameObjectData | Reference to game object to destroy # Execute Lua # {#ExecuteLua} Executes a Lua code chunk using a Lua Environment. Defined in Fungus.ExecuteLua Property | Type | Description --- | --- | --- Lua Environment | Fungus.LuaEnvironment | Lua Environment to use to execute this Lua script Lua File | UnityEngine.TextAsset | A text file containing Lua script to execute. Lua Script | System.String | Lua script to execute. This text is appended to the contents of Lua file (if one is specified). Run As Coroutine | System.Boolean | Execute this Lua script as a Lua coroutine Wait Until Finished | System.Boolean | Pause command execution until the Lua script has finished execution Return Variable | Fungus.Variable | A Flowchart variable to store the returned value in. # Invoke Event # {#InvokeEvent} Calls a list of component methods via the Unity Event System (as used in the Unity UI). This command is more efficient than the Invoke Method command but can only pass a single parameter and doesn't support return values. Defined in Fungus.InvokeEvent Property | Type | Description --- | --- | --- Delay | System.Single | Delay (in seconds) before the methods will be called Invoke Type | Fungus.InvokeType | Selects type of method parameter to pass Static Event | UnityEngine.Events.UnityEvent | List of methods to call. Supports methods with no parameters or exactly one string, int, float or object parameter. Boolean Parameter | Fungus.BooleanData | Boolean parameter to pass to the invoked methods. Boolean Event | Fungus.InvokeEvent+BooleanEvent | List of methods to call. Supports methods with one boolean parameter. Integer Parameter | Fungus.IntegerData | Integer parameter to pass to the invoked methods. Integer Event | Fungus.InvokeEvent+IntegerEvent | List of methods to call. Supports methods with one integer parameter. Float Parameter | Fungus.FloatData | Float parameter to pass to the invoked methods. Float Event | Fungus.InvokeEvent+FloatEvent | List of methods to call. Supports methods with one float parameter. String Parameter | Fungus.StringDataMulti | String parameter to pass to the invoked methods. String Event | Fungus.InvokeEvent+StringEvent | List of methods to call. Supports methods with one string parameter. # Invoke Method # {#InvokeMethod} Invokes a method of a component via reflection. Supports passing multiple parameters and storing returned values in a Fungus variable. Defined in Fungus.InvokeMethod Property | Type | Description --- | --- | --- Target Object | UnityEngine.GameObject | GameObject containing the component method to be invoked Target Component Assembly Name | System.String | Name of assembly containing the target component Target Component Fullname | System.String | Full name of the target component Target Component Text | System.String | Display name of the target component Target Method | System.String | Name of target method to invoke on the target component Target Method Text | System.String | Display name of target method to invoke on the target component Method Parameters | Fungus.InvokeMethodParameter[] | List of parameters to pass to the invoked method Save Return Value | System.Boolean | If true, store the return value in a flowchart variable of the same type. Return Value Variable Key | System.String | Name of Fungus variable to store the return value in Return Value Type | System.String | The type of the return value Show Inherited | System.Boolean | If true, list all inherited methods for the component Call Mode | Fungus.CallMode | The coroutine call behavior for methods that return IEnumerator # Open URL # {#OpenURL} Opens the specified URL in the browser. Defined in Fungus.LinkToWebsite Property | Type | Description --- | --- | --- Url | Fungus.StringData | URL to open in the browser # Set Active # {#SetActive} Sets a game object in the scene to be active / inactive. Defined in Fungus.SetActive Property | Type | Description --- | --- | --- _target Game Object | Fungus.GameObjectData | Reference to game object to enable / disable Active State | Fungus.BooleanData | Set to true to enable the game object # Spawn Object # {#SpawnObject} Spawns a new object based on a reference to a scene or prefab game object. Defined in Fungus.SpawnObject Property | Type | Description --- | --- | --- _source Object | Fungus.GameObjectData | Game object to copy when spawning. Can be a scene object or a prefab. _parent Transform | Fungus.TransformData | Transform to use for position of newly spawned object. _spawn Position | Fungus.Vector3Data | Local position of newly spawned object. _spawn Rotation | Fungus.Vector3Data | Local rotation of newly spawned object.