diff --git a/commands/audio_commands/index.html b/commands/audio_commands/index.html index 8dd71e7a..d833b452 100644 --- a/commands/audio_commands/index.html +++ b/commands/audio_commands/index.html @@ -502,7 +502,7 @@

Play Usfxr Sound

_ Settings String -Fungus.StringData +Fungus.StringDataMulti Settings string which describes the audio diff --git a/commands/flow_commands/index.html b/commands/flow_commands/index.html index b01e61c5..a48566ad 100644 --- a/commands/flow_commands/index.html +++ b/commands/flow_commands/index.html @@ -391,6 +391,9 @@
  • Stop
  • +
  • Stop Block
  • + +
  • Stop Flowchart
  • @@ -472,7 +475,7 @@

    Else If

    String Data -Fungus.StringData +Fungus.StringDataMulti String value to compare against @@ -517,7 +520,7 @@

    If

    String Data -Fungus.StringData +Fungus.StringDataMulti String value to compare against @@ -613,6 +616,29 @@

    Send Message

    Stop

    Stop executing the Block that contains this command.

    +

    Stop Block

    +

    Stops executing the named Block

    + + + + + + + + + + + + + + + + + + + + +
    PropertyTypeDescription
    FlowchartFungus.FlowchartFlowchart containing the Block. If none is specified, the parent Flowchart is used.
    Block NameFungus.StringDataName of the Block to stop

    Stop Flowchart

    Stops execution of all Blocks in a Flowchart

    @@ -705,7 +731,7 @@

    While

    - + diff --git a/commands/scripting_commands/index.html b/commands/scripting_commands/index.html index 4077087f..602c1e7f 100644 --- a/commands/scripting_commands/index.html +++ b/commands/scripting_commands/index.html @@ -458,7 +458,7 @@

    Debug Log

    - + @@ -498,9 +498,14 @@

    Execute Lua

    + + + + + - + @@ -572,7 +577,7 @@

    Invoke Event

    - + diff --git a/commands/variable_commands/index.html b/commands/variable_commands/index.html index 8422f48a..a6f0eaf6 100644 --- a/commands/variable_commands/index.html +++ b/commands/variable_commands/index.html @@ -608,7 +608,7 @@

    Set Variable

    - + diff --git a/mkdocs/search_index.json b/mkdocs/search_index.json index 27944566..d39835a7 100644 --- a/mkdocs/search_index.json +++ b/mkdocs/search_index.json @@ -672,7 +672,7 @@ }, { "location": "/commands/audio_commands/index.html", - "text": "Control Audio\n\n\nPlays, loops, or stops an audiosource. Any AudioSources with the same tag as the target Audio Source will automatically be stoped.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nControl\n\n\nFungus.ControlAudio+controlType\n\n\nWhat to do to audio\n\n\n\n\n\n\n_audio Source\n\n\nFungus.AudioSourceData\n\n\nAudio clip to play\n\n\n\n\n\n\nStart Volume\n\n\nSystem.Single\n\n\nStart audio at this volume\n\n\n\n\n\n\nEnd Volume\n\n\nSystem.Single\n\n\nEnd audio at this volume\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nTime to fade between current volume level and target volume level.\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nWait until this command has finished before executing the next command.\n\n\n\n\n\n\n\n\nPlay Music\n\n\nPlays looping game music. If any game music is already playing, it is stopped. Game music will continue playing across scene loads.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nMusic Clip\n\n\nUnityEngine.AudioClip\n\n\nMusic sound clip to play\n\n\n\n\n\n\nAt Time\n\n\nSystem.Single\n\n\nTime to begin playing in seconds. If the audio file is compressed, the time index may be inaccurate.\n\n\n\n\n\n\nLoop\n\n\nSystem.Boolean\n\n\nThe music will start playing again at end.\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nLength of time to fade out previous playing music.\n\n\n\n\n\n\n\n\nPlay Sound\n\n\nPlays a once-off sound effect. Multiple sound effects can be played at the same time.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nSound Clip\n\n\nUnityEngine.AudioClip\n\n\nSound effect clip to play\n\n\n\n\n\n\nVolume\n\n\nSystem.Single\n\n\nVolume level of the sound effect\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nWait until the sound has finished playing before continuing execution.\n\n\n\n\n\n\n\n\nPlay Usfxr Sound\n\n\nPlays a usfxr synth sound. Use the usfxr editor [Tools \n Fungus \n Utilities \n Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nParent Transform\n\n\nUnityEngine.Transform\n\n\nTransform to use for positional audio\n\n\n\n\n\n\n_ Settings String\n\n\nFungus.StringData\n\n\nSettings string which describes the audio\n\n\n\n\n\n\nWait Duration\n\n\nSystem.Single\n\n\nTime to wait before executing the next command\n\n\n\n\n\n\n\n\nSet Audio Pitch\n\n\nSets the global pitch level for audio played with Play Music and Play Sound commands.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nPitch\n\n\nSystem.Single\n\n\nGlobal pitch level for audio played using the Play Music and Play Sound commands\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nTime to fade between current pitch level and target pitch level.\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nWait until the pitch change has finished before executing next command\n\n\n\n\n\n\n\n\nSet Audio Volume\n\n\nSets the global volume level for audio played with Play Music and Play Sound commands.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVolume\n\n\nSystem.Single\n\n\nGlobal volume level for audio played using Play Music and Play Sound\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nTime to fade between current volume level and target volume level.\n\n\n\n\n\n\n\n\nStop Music\n\n\nStops the currently playing game music.", + "text": "Control Audio\n\n\nPlays, loops, or stops an audiosource. Any AudioSources with the same tag as the target Audio Source will automatically be stoped.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nControl\n\n\nFungus.ControlAudio+controlType\n\n\nWhat to do to audio\n\n\n\n\n\n\n_audio Source\n\n\nFungus.AudioSourceData\n\n\nAudio clip to play\n\n\n\n\n\n\nStart Volume\n\n\nSystem.Single\n\n\nStart audio at this volume\n\n\n\n\n\n\nEnd Volume\n\n\nSystem.Single\n\n\nEnd audio at this volume\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nTime to fade between current volume level and target volume level.\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nWait until this command has finished before executing the next command.\n\n\n\n\n\n\n\n\nPlay Music\n\n\nPlays looping game music. If any game music is already playing, it is stopped. Game music will continue playing across scene loads.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nMusic Clip\n\n\nUnityEngine.AudioClip\n\n\nMusic sound clip to play\n\n\n\n\n\n\nAt Time\n\n\nSystem.Single\n\n\nTime to begin playing in seconds. If the audio file is compressed, the time index may be inaccurate.\n\n\n\n\n\n\nLoop\n\n\nSystem.Boolean\n\n\nThe music will start playing again at end.\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nLength of time to fade out previous playing music.\n\n\n\n\n\n\n\n\nPlay Sound\n\n\nPlays a once-off sound effect. Multiple sound effects can be played at the same time.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nSound Clip\n\n\nUnityEngine.AudioClip\n\n\nSound effect clip to play\n\n\n\n\n\n\nVolume\n\n\nSystem.Single\n\n\nVolume level of the sound effect\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nWait until the sound has finished playing before continuing execution.\n\n\n\n\n\n\n\n\nPlay Usfxr Sound\n\n\nPlays a usfxr synth sound. Use the usfxr editor [Tools \n Fungus \n Utilities \n Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nParent Transform\n\n\nUnityEngine.Transform\n\n\nTransform to use for positional audio\n\n\n\n\n\n\n_ Settings String\n\n\nFungus.StringDataMulti\n\n\nSettings string which describes the audio\n\n\n\n\n\n\nWait Duration\n\n\nSystem.Single\n\n\nTime to wait before executing the next command\n\n\n\n\n\n\n\n\nSet Audio Pitch\n\n\nSets the global pitch level for audio played with Play Music and Play Sound commands.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nPitch\n\n\nSystem.Single\n\n\nGlobal pitch level for audio played using the Play Music and Play Sound commands\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nTime to fade between current pitch level and target pitch level.\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nWait until the pitch change has finished before executing next command\n\n\n\n\n\n\n\n\nSet Audio Volume\n\n\nSets the global volume level for audio played with Play Music and Play Sound commands.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVolume\n\n\nSystem.Single\n\n\nGlobal volume level for audio played using Play Music and Play Sound\n\n\n\n\n\n\nFade Duration\n\n\nSystem.Single\n\n\nTime to fade between current volume level and target volume level.\n\n\n\n\n\n\n\n\nStop Music\n\n\nStops the currently playing game music.", "title": "Audio Commands" }, { @@ -692,7 +692,7 @@ }, { "location": "/commands/audio_commands/index.html#play-usfxr-sound", - "text": "Plays a usfxr synth sound. Use the usfxr editor [Tools Fungus Utilities Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr. Property Type Description Parent Transform UnityEngine.Transform Transform to use for positional audio _ Settings String Fungus.StringData Settings string which describes the audio Wait Duration System.Single Time to wait before executing the next command", + "text": "Plays a usfxr synth sound. Use the usfxr editor [Tools Fungus Utilities Generate usfxr Sound Effects] to create the SettingsString. Set a ParentTransform if using positional sound. See https://github.com/zeh/usfxr for more information about usfxr. Property Type Description Parent Transform UnityEngine.Transform Transform to use for positional audio _ Settings String Fungus.StringDataMulti Settings string which describes the audio Wait Duration System.Single Time to wait before executing the next command", "title": "Play Usfxr Sound" }, { @@ -752,7 +752,7 @@ }, { "location": "/commands/flow_commands/index.html", - "text": "Break\n\n\nForce a loop to terminate immediately.\n\n\nCall\n\n\nExecute another block in the same Flowchart as the command, or in a different Flowchart.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Flowchart\n\n\nFungus.Flowchart\n\n\nFlowchart which contains the block to execute. If none is specified then the current Flowchart is used.\n\n\n\n\n\n\nTarget Block\n\n\nFungus.Block\n\n\nBlock to start executing\n\n\n\n\n\n\nCall Mode\n\n\nFungus.Call+CallMode\n\n\nSelect if the calling block should stop or continue executing commands, or wait until the called block finishes.\n\n\n\n\n\n\n\n\nElse\n\n\nMarks the start of a command block to be executed when the preceding If statement is False.\n\n\nElse If\n\n\nMarks the start of a command block to be executed when the preceding If statement is False and the test expression is true.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to use in expression\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to compare against\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to compare against\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to compare against\n\n\n\n\n\n\nString Data\n\n\nFungus.StringData\n\n\nString value to compare against\n\n\n\n\n\n\nCompare Operator\n\n\nFungus.CompareOperator\n\n\nThe type of comparison to be performed\n\n\n\n\n\n\n\n\nEnd\n\n\nMarks the end of a conditional block.\n\n\nIf\n\n\nIf the test expression is true, execute the following command block.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to use in expression\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to compare against\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to compare against\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to compare against\n\n\n\n\n\n\nString Data\n\n\nFungus.StringData\n\n\nString value to compare against\n\n\n\n\n\n\nCompare Operator\n\n\nFungus.CompareOperator\n\n\nThe type of comparison to be performed\n\n\n\n\n\n\n\n\nJump\n\n\nMove execution to a specific Label command\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Label\n\n\nFungus.Label\n\n\nLabel to jump to\n\n\n\n\n\n\n\n\nLabel\n\n\nMarks a position in the command list for execution to jump to.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nDisplay name for the label\n\n\n\n\n\n\n\n\nLoad Scene\n\n\nLoads 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.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_scene Name\n\n\nFungus.StringData\n\n\nName of the scene to load. The scene must also be added to the build settings.\n\n\n\n\n\n\nLoading Image\n\n\nUnityEngine.Texture2D\n\n\nImage to display while loading the scene\n\n\n\n\n\n\n\n\nQuit\n\n\nQuits the application. Does not work in Editor or Webplayer builds. Shouldn't generally be used on iOS.\n\n\nSend Message\n\n\nSends 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.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nMessage Target\n\n\nFungus.SendMessage+MessageTarget\n\n\nTarget flowchart(s) to send the message to\n\n\n\n\n\n\n_message\n\n\nFungus.StringData\n\n\nName of the message to send\n\n\n\n\n\n\n\n\nStop\n\n\nStop executing the Block that contains this command.\n\n\nStop Flowchart\n\n\nStops execution of all Blocks in a Flowchart\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nStop Parent Flowchart\n\n\nSystem.Boolean\n\n\nStop all executing Blocks in the Flowchart that contains this command\n\n\n\n\n\n\nTarget Flowcharts\n\n\nSystem.Collections.Generic.List`1[Fungus.Flowchart]\n\n\nStop all executing Blocks in a list of target Flowcharts\n\n\n\n\n\n\n\n\nWait\n\n\nWaits for period of time before executing the next command in the block.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_duration\n\n\nFungus.FloatData\n\n\nDuration to wait for\n\n\n\n\n\n\n\n\nWaitInput\n\n\nWaits for a period of time or for player input before executing the next command in the block.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nDuration\n\n\nSystem.Single\n\n\nDuration to wait for. If negative will wait until player input occurs.\n\n\n\n\n\n\n\n\nWhile\n\n\nContinuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to use in expression\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to compare against\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to compare against\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to compare against\n\n\n\n\n\n\nString Data\n\n\nFungus.StringData\n\n\nString value to compare against\n\n\n\n\n\n\nCompare Operator\n\n\nFungus.CompareOperator\n\n\nThe type of comparison to be performed", + "text": "Break\n\n\nForce a loop to terminate immediately.\n\n\nCall\n\n\nExecute another block in the same Flowchart as the command, or in a different Flowchart.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Flowchart\n\n\nFungus.Flowchart\n\n\nFlowchart which contains the block to execute. If none is specified then the current Flowchart is used.\n\n\n\n\n\n\nTarget Block\n\n\nFungus.Block\n\n\nBlock to start executing\n\n\n\n\n\n\nCall Mode\n\n\nFungus.Call+CallMode\n\n\nSelect if the calling block should stop or continue executing commands, or wait until the called block finishes.\n\n\n\n\n\n\n\n\nElse\n\n\nMarks the start of a command block to be executed when the preceding If statement is False.\n\n\nElse If\n\n\nMarks the start of a command block to be executed when the preceding If statement is False and the test expression is true.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to use in expression\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to compare against\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to compare against\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to compare against\n\n\n\n\n\n\nString Data\n\n\nFungus.StringDataMulti\n\n\nString value to compare against\n\n\n\n\n\n\nCompare Operator\n\n\nFungus.CompareOperator\n\n\nThe type of comparison to be performed\n\n\n\n\n\n\n\n\nEnd\n\n\nMarks the end of a conditional block.\n\n\nIf\n\n\nIf the test expression is true, execute the following command block.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to use in expression\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to compare against\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to compare against\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to compare against\n\n\n\n\n\n\nString Data\n\n\nFungus.StringDataMulti\n\n\nString value to compare against\n\n\n\n\n\n\nCompare Operator\n\n\nFungus.CompareOperator\n\n\nThe type of comparison to be performed\n\n\n\n\n\n\n\n\nJump\n\n\nMove execution to a specific Label command\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Label\n\n\nFungus.Label\n\n\nLabel to jump to\n\n\n\n\n\n\n\n\nLabel\n\n\nMarks a position in the command list for execution to jump to.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nDisplay name for the label\n\n\n\n\n\n\n\n\nLoad Scene\n\n\nLoads 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.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_scene Name\n\n\nFungus.StringData\n\n\nName of the scene to load. The scene must also be added to the build settings.\n\n\n\n\n\n\nLoading Image\n\n\nUnityEngine.Texture2D\n\n\nImage to display while loading the scene\n\n\n\n\n\n\n\n\nQuit\n\n\nQuits the application. Does not work in Editor or Webplayer builds. Shouldn't generally be used on iOS.\n\n\nSend Message\n\n\nSends 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.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nMessage Target\n\n\nFungus.SendMessage+MessageTarget\n\n\nTarget flowchart(s) to send the message to\n\n\n\n\n\n\n_message\n\n\nFungus.StringData\n\n\nName of the message to send\n\n\n\n\n\n\n\n\nStop\n\n\nStop executing the Block that contains this command.\n\n\nStop Block\n\n\nStops executing the named Block\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nFlowchart\n\n\nFungus.Flowchart\n\n\nFlowchart containing the Block. If none is specified, the parent Flowchart is used.\n\n\n\n\n\n\nBlock Name\n\n\nFungus.StringData\n\n\nName of the Block to stop\n\n\n\n\n\n\n\n\nStop Flowchart\n\n\nStops execution of all Blocks in a Flowchart\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nStop Parent Flowchart\n\n\nSystem.Boolean\n\n\nStop all executing Blocks in the Flowchart that contains this command\n\n\n\n\n\n\nTarget Flowcharts\n\n\nSystem.Collections.Generic.List`1[Fungus.Flowchart]\n\n\nStop all executing Blocks in a list of target Flowcharts\n\n\n\n\n\n\n\n\nWait\n\n\nWaits for period of time before executing the next command in the block.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_duration\n\n\nFungus.FloatData\n\n\nDuration to wait for\n\n\n\n\n\n\n\n\nWaitInput\n\n\nWaits for a period of time or for player input before executing the next command in the block.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nDuration\n\n\nSystem.Single\n\n\nDuration to wait for. If negative will wait until player input occurs.\n\n\n\n\n\n\n\n\nWhile\n\n\nContinuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to use in expression\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to compare against\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to compare against\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to compare against\n\n\n\n\n\n\nString Data\n\n\nFungus.StringDataMulti\n\n\nString value to compare against\n\n\n\n\n\n\nCompare Operator\n\n\nFungus.CompareOperator\n\n\nThe type of comparison to be performed", "title": "Flow Commands" }, { @@ -772,7 +772,7 @@ }, { "location": "/commands/flow_commands/index.html#else-if", - "text": "Marks the start of a command block to be executed when the preceding If statement is False and the test expression is true. 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.StringData String value to compare against Compare Operator Fungus.CompareOperator The type of comparison to be performed", + "text": "Marks the start of a command block to be executed when the preceding If statement is False and the test expression is true. 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", "title": "Else If" }, { @@ -782,7 +782,7 @@ }, { "location": "/commands/flow_commands/index.html#if", - "text": "If the test expression is true, execute the following command block. 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.StringData String value to compare against Compare Operator Fungus.CompareOperator The type of comparison to be performed", + "text": "If the test expression is true, execute the following command block. 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", "title": "If" }, { @@ -815,6 +815,11 @@ "text": "Stop executing the Block that contains this command.", "title": "Stop" }, + { + "location": "/commands/flow_commands/index.html#stop-block", + "text": "Stops executing the named Block 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", + "title": "Stop Block" + }, { "location": "/commands/flow_commands/index.html#stop-flowchart", "text": "Stops execution of all Blocks in a Flowchart 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", @@ -832,7 +837,7 @@ }, { "location": "/commands/flow_commands/index.html#while", - "text": "Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately. 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.StringData String value to compare against Compare Operator Fungus.CompareOperator The type of comparison to be performed", + "text": "Continuously loop through a block of commands while the condition is true. Use the Break command to force the loop to terminate immediately. 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", "title": "While" }, { @@ -987,7 +992,7 @@ }, { "location": "/commands/scripting_commands/index.html", - "text": "Comment\n\n\nUse comments to record design notes and reminders about your game.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nCommenter Name\n\n\nSystem.String\n\n\nName of Commenter\n\n\n\n\n\n\nComment Text\n\n\nSystem.String\n\n\nText to display for this comment\n\n\n\n\n\n\n\n\nCall Method\n\n\nCalls a named method on a GameObject using the GameObject.SendMessage() system.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Object\n\n\nUnityEngine.GameObject\n\n\nTarget monobehavior which contains the method we want to call\n\n\n\n\n\n\nMethod Name\n\n\nSystem.String\n\n\nName of the method to call\n\n\n\n\n\n\nDelay\n\n\nSystem.Single\n\n\nDelay (in seconds) before the method will be called\n\n\n\n\n\n\n\n\nDebug Log\n\n\nWrites a log message to the debug console.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nLog Type\n\n\nFungus.DebugLog+DebugLogType\n\n\nDisplay type of debug log info\n\n\n\n\n\n\nLog Message\n\n\nFungus.StringData\n\n\nText to write to the debug log. Supports variable substitution, e.g. {$Myvar}\n\n\n\n\n\n\n\n\nDestroy\n\n\nDestroys a specified game object in the scene.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_target Game Object\n\n\nFungus.GameObjectData\n\n\nReference to game object to destroy\n\n\n\n\n\n\n\n\nExecute Lua\n\n\nExecutes a Lua code chunk using a Lua Environment.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nLua Environment\n\n\nFungus.LuaEnvironment\n\n\nLua Environment to use to execute this Lua script\n\n\n\n\n\n\nLua Script\n\n\nSystem.String\n\n\nLua script to execute. Use {$VarName} to insert a Flowchart variable in the Lua script.\n\n\n\n\n\n\nRun As Coroutine\n\n\nSystem.Boolean\n\n\nExecute this Lua script as a Lua coroutine\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nPause command execution until the Lua script has finished execution\n\n\n\n\n\n\nReturn Variable\n\n\nFungus.Variable\n\n\nA Flowchart variable to store the returned value in.\n\n\n\n\n\n\n\n\nInvoke Event\n\n\nCalls 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.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nDelay\n\n\nSystem.Single\n\n\nDelay (in seconds) before the methods will be called\n\n\n\n\n\n\nStatic Event\n\n\nUnityEngine.Events.UnityEvent\n\n\nList of methods to call. Supports methods with no parameters or exactly one string, int, float or object parameter.\n\n\n\n\n\n\nBoolean Parameter\n\n\nFungus.BooleanData\n\n\nBoolean parameter to pass to the invoked methods.\n\n\n\n\n\n\nBoolean Event\n\n\nFungus.InvokeEvent+BooleanEvent\n\n\nList of methods to call. Supports methods with one boolean parameter.\n\n\n\n\n\n\nInteger Parameter\n\n\nFungus.IntegerData\n\n\nInteger parameter to pass to the invoked methods.\n\n\n\n\n\n\nInteger Event\n\n\nFungus.InvokeEvent+IntegerEvent\n\n\nList of methods to call. Supports methods with one integer parameter.\n\n\n\n\n\n\nFloat Parameter\n\n\nFungus.FloatData\n\n\nFloat parameter to pass to the invoked methods.\n\n\n\n\n\n\nFloat Event\n\n\nFungus.InvokeEvent+FloatEvent\n\n\nList of methods to call. Supports methods with one float parameter.\n\n\n\n\n\n\nString Parameter\n\n\nFungus.StringData\n\n\nString parameter to pass to the invoked methods.\n\n\n\n\n\n\nString Event\n\n\nFungus.InvokeEvent+StringEvent\n\n\nList of methods to call. Supports methods with one string parameter.\n\n\n\n\n\n\n\n\nInvoke Method\n\n\nInvokes a method of a component via reflection. Supports passing multiple parameters and storing returned values in a Fungus variable.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Object\n\n\nUnityEngine.GameObject\n\n\nGameObject containing the component method to be invoked\n\n\n\n\n\n\nTarget Component Assembly Name\n\n\nSystem.String\n\n\nName of assembly containing the target component\n\n\n\n\n\n\nTarget Component Fullname\n\n\nSystem.String\n\n\nFull name of the target component\n\n\n\n\n\n\nTarget Component Text\n\n\nSystem.String\n\n\nDisplay name of the target component\n\n\n\n\n\n\nTarget Method\n\n\nSystem.String\n\n\nName of target method to invoke on the target component\n\n\n\n\n\n\nTarget Method Text\n\n\nSystem.String\n\n\nDisplay name of target method to invoke on the target component\n\n\n\n\n\n\nMethod Parameters\n\n\nFungus.InvokeMethodParameter[]\n\n\nList of parameters to pass to the invoked method\n\n\n\n\n\n\nSave Return Value\n\n\nSystem.Boolean\n\n\nIf true, store the return value in a flowchart variable of the same type.\n\n\n\n\n\n\nReturn Value Variable Key\n\n\nSystem.String\n\n\nName of Fungus variable to store the return value in\n\n\n\n\n\n\nReturn Value Type\n\n\nSystem.String\n\n\nThe type of the return value\n\n\n\n\n\n\nShow Inherited\n\n\nSystem.Boolean\n\n\nIf true, list all inherited methods for the component\n\n\n\n\n\n\nCall Mode\n\n\nFungus.Call+CallMode\n\n\nThe coroutine call behavior for methods that return IEnumerator\n\n\n\n\n\n\n\n\nOpen URL\n\n\nOpens the specified URL in the browser.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nUrl\n\n\nFungus.StringData\n\n\nURL to open in the browser\n\n\n\n\n\n\n\n\nSet Active\n\n\nSets a game object in the scene to be active / inactive.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_target Game Object\n\n\nFungus.GameObjectData\n\n\nReference to game object to enable / disable\n\n\n\n\n\n\nActive State\n\n\nFungus.BooleanData\n\n\nSet to true to enable the game object\n\n\n\n\n\n\n\n\nSpawn Object\n\n\nSpawns a new object based on a reference to a scene or prefab game object.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_source Object\n\n\nFungus.GameObjectData\n\n\nGame object to copy when spawning. Can be a scene object or a prefab.\n\n\n\n\n\n\n_parent Transform\n\n\nFungus.TransformData\n\n\nTransform to use for position of newly spawned object.\n\n\n\n\n\n\n_spawn Position\n\n\nFungus.Vector3Data\n\n\nLocal position of newly spawned object.\n\n\n\n\n\n\n_spawn Rotation\n\n\nFungus.Vector3Data\n\n\nLocal rotation of newly spawned object.", + "text": "Comment\n\n\nUse comments to record design notes and reminders about your game.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nCommenter Name\n\n\nSystem.String\n\n\nName of Commenter\n\n\n\n\n\n\nComment Text\n\n\nSystem.String\n\n\nText to display for this comment\n\n\n\n\n\n\n\n\nCall Method\n\n\nCalls a named method on a GameObject using the GameObject.SendMessage() system.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Object\n\n\nUnityEngine.GameObject\n\n\nTarget monobehavior which contains the method we want to call\n\n\n\n\n\n\nMethod Name\n\n\nSystem.String\n\n\nName of the method to call\n\n\n\n\n\n\nDelay\n\n\nSystem.Single\n\n\nDelay (in seconds) before the method will be called\n\n\n\n\n\n\n\n\nDebug Log\n\n\nWrites a log message to the debug console.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nLog Type\n\n\nFungus.DebugLog+DebugLogType\n\n\nDisplay type of debug log info\n\n\n\n\n\n\nLog Message\n\n\nFungus.StringDataMulti\n\n\nText to write to the debug log. Supports variable substitution, e.g. {$Myvar}\n\n\n\n\n\n\n\n\nDestroy\n\n\nDestroys a specified game object in the scene.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_target Game Object\n\n\nFungus.GameObjectData\n\n\nReference to game object to destroy\n\n\n\n\n\n\n\n\nExecute Lua\n\n\nExecutes a Lua code chunk using a Lua Environment.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nLua Environment\n\n\nFungus.LuaEnvironment\n\n\nLua Environment to use to execute this Lua script\n\n\n\n\n\n\nLua File\n\n\nUnityEngine.TextAsset\n\n\nA text file containing Lua script to execute.\n\n\n\n\n\n\nLua Script\n\n\nSystem.String\n\n\nLua script to execute. This text is appended to the contents of Lua file (if one is specified).\n\n\n\n\n\n\nRun As Coroutine\n\n\nSystem.Boolean\n\n\nExecute this Lua script as a Lua coroutine\n\n\n\n\n\n\nWait Until Finished\n\n\nSystem.Boolean\n\n\nPause command execution until the Lua script has finished execution\n\n\n\n\n\n\nReturn Variable\n\n\nFungus.Variable\n\n\nA Flowchart variable to store the returned value in.\n\n\n\n\n\n\n\n\nInvoke Event\n\n\nCalls 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.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nDelay\n\n\nSystem.Single\n\n\nDelay (in seconds) before the methods will be called\n\n\n\n\n\n\nStatic Event\n\n\nUnityEngine.Events.UnityEvent\n\n\nList of methods to call. Supports methods with no parameters or exactly one string, int, float or object parameter.\n\n\n\n\n\n\nBoolean Parameter\n\n\nFungus.BooleanData\n\n\nBoolean parameter to pass to the invoked methods.\n\n\n\n\n\n\nBoolean Event\n\n\nFungus.InvokeEvent+BooleanEvent\n\n\nList of methods to call. Supports methods with one boolean parameter.\n\n\n\n\n\n\nInteger Parameter\n\n\nFungus.IntegerData\n\n\nInteger parameter to pass to the invoked methods.\n\n\n\n\n\n\nInteger Event\n\n\nFungus.InvokeEvent+IntegerEvent\n\n\nList of methods to call. Supports methods with one integer parameter.\n\n\n\n\n\n\nFloat Parameter\n\n\nFungus.FloatData\n\n\nFloat parameter to pass to the invoked methods.\n\n\n\n\n\n\nFloat Event\n\n\nFungus.InvokeEvent+FloatEvent\n\n\nList of methods to call. Supports methods with one float parameter.\n\n\n\n\n\n\nString Parameter\n\n\nFungus.StringDataMulti\n\n\nString parameter to pass to the invoked methods.\n\n\n\n\n\n\nString Event\n\n\nFungus.InvokeEvent+StringEvent\n\n\nList of methods to call. Supports methods with one string parameter.\n\n\n\n\n\n\n\n\nInvoke Method\n\n\nInvokes a method of a component via reflection. Supports passing multiple parameters and storing returned values in a Fungus variable.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nTarget Object\n\n\nUnityEngine.GameObject\n\n\nGameObject containing the component method to be invoked\n\n\n\n\n\n\nTarget Component Assembly Name\n\n\nSystem.String\n\n\nName of assembly containing the target component\n\n\n\n\n\n\nTarget Component Fullname\n\n\nSystem.String\n\n\nFull name of the target component\n\n\n\n\n\n\nTarget Component Text\n\n\nSystem.String\n\n\nDisplay name of the target component\n\n\n\n\n\n\nTarget Method\n\n\nSystem.String\n\n\nName of target method to invoke on the target component\n\n\n\n\n\n\nTarget Method Text\n\n\nSystem.String\n\n\nDisplay name of target method to invoke on the target component\n\n\n\n\n\n\nMethod Parameters\n\n\nFungus.InvokeMethodParameter[]\n\n\nList of parameters to pass to the invoked method\n\n\n\n\n\n\nSave Return Value\n\n\nSystem.Boolean\n\n\nIf true, store the return value in a flowchart variable of the same type.\n\n\n\n\n\n\nReturn Value Variable Key\n\n\nSystem.String\n\n\nName of Fungus variable to store the return value in\n\n\n\n\n\n\nReturn Value Type\n\n\nSystem.String\n\n\nThe type of the return value\n\n\n\n\n\n\nShow Inherited\n\n\nSystem.Boolean\n\n\nIf true, list all inherited methods for the component\n\n\n\n\n\n\nCall Mode\n\n\nFungus.Call+CallMode\n\n\nThe coroutine call behavior for methods that return IEnumerator\n\n\n\n\n\n\n\n\nOpen URL\n\n\nOpens the specified URL in the browser.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nUrl\n\n\nFungus.StringData\n\n\nURL to open in the browser\n\n\n\n\n\n\n\n\nSet Active\n\n\nSets a game object in the scene to be active / inactive.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_target Game Object\n\n\nFungus.GameObjectData\n\n\nReference to game object to enable / disable\n\n\n\n\n\n\nActive State\n\n\nFungus.BooleanData\n\n\nSet to true to enable the game object\n\n\n\n\n\n\n\n\nSpawn Object\n\n\nSpawns a new object based on a reference to a scene or prefab game object.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\n_source Object\n\n\nFungus.GameObjectData\n\n\nGame object to copy when spawning. Can be a scene object or a prefab.\n\n\n\n\n\n\n_parent Transform\n\n\nFungus.TransformData\n\n\nTransform to use for position of newly spawned object.\n\n\n\n\n\n\n_spawn Position\n\n\nFungus.Vector3Data\n\n\nLocal position of newly spawned object.\n\n\n\n\n\n\n_spawn Rotation\n\n\nFungus.Vector3Data\n\n\nLocal rotation of newly spawned object.", "title": "Scripting Commands" }, { @@ -1002,7 +1007,7 @@ }, { "location": "/commands/scripting_commands/index.html#debug-log", - "text": "Writes a log message to the debug console. Property Type Description Log Type Fungus.DebugLog+DebugLogType Display type of debug log info Log Message Fungus.StringData Text to write to the debug log. Supports variable substitution, e.g. {$Myvar}", + "text": "Writes a log message to the debug console. Property Type Description Log Type Fungus.DebugLog+DebugLogType Display type of debug log info Log Message Fungus.StringDataMulti Text to write to the debug log. Supports variable substitution, e.g. {$Myvar}", "title": "Debug Log" }, { @@ -1012,12 +1017,12 @@ }, { "location": "/commands/scripting_commands/index.html#execute-lua", - "text": "Executes a Lua code chunk using a Lua Environment. Property Type Description Lua Environment Fungus.LuaEnvironment Lua Environment to use to execute this Lua script Lua Script System.String Lua script to execute. Use {$VarName} to insert a Flowchart variable in the Lua script. 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.", + "text": "Executes a Lua code chunk using a Lua Environment. 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.", "title": "Execute Lua" }, { "location": "/commands/scripting_commands/index.html#invoke-event", - "text": "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. Property Type Description Delay System.Single Delay (in seconds) before the methods will be called 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.StringData String parameter to pass to the invoked methods. String Event Fungus.InvokeEvent+StringEvent List of methods to call. Supports methods with one string parameter.", + "text": "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. Property Type Description Delay System.Single Delay (in seconds) before the methods will be called 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.", "title": "Invoke Event" }, { @@ -1087,7 +1092,7 @@ }, { "location": "/commands/variable_commands/index.html", - "text": "Delete Save Key\n\n\nDeletes a saved value from permanent storage.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nName of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}\n\n\n\n\n\n\n\n\nLoad Variable\n\n\nLoads a saved value and stores it in a Boolean, Integer, Float or String variable. If the key is not found then the variable is not modified.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nName of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}\"\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to store the value in.\n\n\n\n\n\n\n\n\nRandom Float\n\n\nSets an float variable to a random value in the defined range.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.FloatVariable\n\n\nThe variable whos value will be set\n\n\n\n\n\n\nMin Value\n\n\nFungus.FloatData\n\n\nMinimum value for random range\n\n\n\n\n\n\nMax Value\n\n\nFungus.FloatData\n\n\nMaximum value for random range\n\n\n\n\n\n\n\n\nRandom Integer\n\n\nSets an integer variable to a random value in the defined range.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.IntegerVariable\n\n\nThe variable whos value will be set\n\n\n\n\n\n\nMin Value\n\n\nFungus.IntegerData\n\n\nMinimum value for random range\n\n\n\n\n\n\nMax Value\n\n\nFungus.IntegerData\n\n\nMaximum value for random range\n\n\n\n\n\n\n\n\nRead Text File\n\n\nReads in a text file and stores the contents in a string variable\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nText File\n\n\nUnityEngine.TextAsset\n\n\nText file to read into the string variable\n\n\n\n\n\n\nString Variable\n\n\nFungus.StringVariable\n\n\nString variable to store the tex file contents in\n\n\n\n\n\n\n\n\nReset\n\n\nResets the state of all commands and variables in the Flowchart.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nReset Commands\n\n\nSystem.Boolean\n\n\nReset state of all commands in the script\n\n\n\n\n\n\nReset Variables\n\n\nSystem.Boolean\n\n\nReset variables back to their default values\n\n\n\n\n\n\n\n\nSave Variable\n\n\nSave an Boolean, Integer, Float or String variable to persistent storage using a string key. The value can be loaded again later using the Load Variable command. You can also use the Set Save Profile command to manage separate save profiles for multiple players.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nName of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to read the value from. Only Boolean, Integer, Float and String are supported.\n\n\n\n\n\n\n\n\nSet Save Profile\n\n\nSets the active profile that the Save Variable and Load Variable commands will use. This is useful to crete multiple player save games. Once set, the profile applies across all Flowcharts and will also persist across scene loads.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nSave Profile Name\n\n\nSystem.String\n\n\nName of save profile to make active.\n\n\n\n\n\n\n\n\nSet Variable\n\n\nSets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nThe variable whos value will be set\n\n\n\n\n\n\nSet Operator\n\n\nFungus.SetVariable+SetOperator\n\n\nThe type of math operation to be performed\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to set with\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to set with\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to set with\n\n\n\n\n\n\nString Data\n\n\nFungus.StringData\n\n\nString value to set with", + "text": "Delete Save Key\n\n\nDeletes a saved value from permanent storage.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nName of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}\n\n\n\n\n\n\n\n\nLoad Variable\n\n\nLoads a saved value and stores it in a Boolean, Integer, Float or String variable. If the key is not found then the variable is not modified.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nName of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}\"\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to store the value in.\n\n\n\n\n\n\n\n\nRandom Float\n\n\nSets an float variable to a random value in the defined range.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.FloatVariable\n\n\nThe variable whos value will be set\n\n\n\n\n\n\nMin Value\n\n\nFungus.FloatData\n\n\nMinimum value for random range\n\n\n\n\n\n\nMax Value\n\n\nFungus.FloatData\n\n\nMaximum value for random range\n\n\n\n\n\n\n\n\nRandom Integer\n\n\nSets an integer variable to a random value in the defined range.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.IntegerVariable\n\n\nThe variable whos value will be set\n\n\n\n\n\n\nMin Value\n\n\nFungus.IntegerData\n\n\nMinimum value for random range\n\n\n\n\n\n\nMax Value\n\n\nFungus.IntegerData\n\n\nMaximum value for random range\n\n\n\n\n\n\n\n\nRead Text File\n\n\nReads in a text file and stores the contents in a string variable\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nText File\n\n\nUnityEngine.TextAsset\n\n\nText file to read into the string variable\n\n\n\n\n\n\nString Variable\n\n\nFungus.StringVariable\n\n\nString variable to store the tex file contents in\n\n\n\n\n\n\n\n\nReset\n\n\nResets the state of all commands and variables in the Flowchart.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nReset Commands\n\n\nSystem.Boolean\n\n\nReset state of all commands in the script\n\n\n\n\n\n\nReset Variables\n\n\nSystem.Boolean\n\n\nReset variables back to their default values\n\n\n\n\n\n\n\n\nSave Variable\n\n\nSave an Boolean, Integer, Float or String variable to persistent storage using a string key. The value can be loaded again later using the Load Variable command. You can also use the Set Save Profile command to manage separate save profiles for multiple players.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nKey\n\n\nSystem.String\n\n\nName of the saved value. Supports variable substition e.g. \"player_{$PlayerNumber}\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nVariable to read the value from. Only Boolean, Integer, Float and String are supported.\n\n\n\n\n\n\n\n\nSet Save Profile\n\n\nSets the active profile that the Save Variable and Load Variable commands will use. This is useful to crete multiple player save games. Once set, the profile applies across all Flowcharts and will also persist across scene loads.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nSave Profile Name\n\n\nSystem.String\n\n\nName of save profile to make active.\n\n\n\n\n\n\n\n\nSet Variable\n\n\nSets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type.\n\n\n\n\n\n\n\n\nProperty\n\n\nType\n\n\nDescription\n\n\n\n\n\n\n\n\n\n\nVariable\n\n\nFungus.Variable\n\n\nThe variable whos value will be set\n\n\n\n\n\n\nSet Operator\n\n\nFungus.SetVariable+SetOperator\n\n\nThe type of math operation to be performed\n\n\n\n\n\n\nBoolean Data\n\n\nFungus.BooleanData\n\n\nBoolean value to set with\n\n\n\n\n\n\nInteger Data\n\n\nFungus.IntegerData\n\n\nInteger value to set with\n\n\n\n\n\n\nFloat Data\n\n\nFungus.FloatData\n\n\nFloat value to set with\n\n\n\n\n\n\nString Data\n\n\nFungus.StringDataMulti\n\n\nString value to set with", "title": "Variable Commands" }, { @@ -1132,7 +1137,7 @@ }, { "location": "/commands/variable_commands/index.html#set-variable", - "text": "Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type. Property Type Description Variable Fungus.Variable The variable whos value will be set Set Operator Fungus.SetVariable+SetOperator The type of math operation to be performed Boolean Data Fungus.BooleanData Boolean value to set with Integer Data Fungus.IntegerData Integer value to set with Float Data Fungus.FloatData Float value to set with String Data Fungus.StringData String value to set with", + "text": "Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. The value can be a constant or reference another variable of the same type. Property Type Description Variable Fungus.Variable The variable whos value will be set Set Operator Fungus.SetVariable+SetOperator The type of math operation to be performed Boolean Data Fungus.BooleanData Boolean value to set with Integer Data Fungus.IntegerData Integer value to set with Float Data Fungus.FloatData Float value to set with String Data Fungus.StringDataMulti String value to set with", "title": "Set Variable" }, {
    String DataFungus.StringDataFungus.StringDataMulti String value to compare against
    Log MessageFungus.StringDataFungus.StringDataMulti Text to write to the debug log. Supports variable substitution, e.g. {$Myvar}
    Lua Environment to use to execute this Lua script
    Lua FileUnityEngine.TextAssetA text file containing Lua script to execute.
    Lua Script System.StringLua script to execute. Use {$VarName} to insert a Flowchart variable in the Lua script.Lua script to execute. This text is appended to the contents of Lua file (if one is specified).
    Run As Coroutine
    String ParameterFungus.StringDataFungus.StringDataMulti String parameter to pass to the invoked methods.
    String DataFungus.StringDataFungus.StringDataMulti String value to set with