v3.4.0 Documentation
Fungus Namespace Reference

Namespaces

namespace  EditorUtils
 

Classes

struct  AnimatorData
 Container for an Animator variable reference or constant value. More...
 
class  AnimatorVariable
 Animator variable type. More...
 
struct  AudioSourceData
 Container for an AudioSource variable reference or constant value. More...
 
class  AudioSourceVariable
 AudioSource variable type. More...
 
class  Block
 A container for a sequence of Fungus comands. More...
 
class  BlockSignals
 Block event signalling system.
 
struct  BooleanData
 Container for a Boolean variable reference or constant value. More...
 
class  BooleanVariable
 Boolean variable type. More...
 
class  Break
 Force a loop to terminate immediately. More...
 
class  ButtonClicked
 The block will execute when the user clicks on the target UI button object. More...
 
class  Call
 Execute another block in the same Flowchart as the command, or in a different Flowchart. More...
 
class  CallMethod
 Calls a named method on a GameObject using the GameObject.SendMessage() system. More...
 
class  CameraManager
 Manager for main camera. More...
 
class  Character
 A Character that can be used in dialogue via the Say, Conversation and Portrait commands. More...
 
class  ClearMenu
 Clears the options from a menu dialogue. More...
 
class  Clickable2D
 Detects mouse clicks and touches on a Game Object, and sends an event to all Flowchart event handlers in the scene. More...
 
struct  ColorData
 Container for a Color variable reference or constant value. More...
 
class  ColorVariable
 Color variable type. More...
 
class  Command
 Base class for Commands. More...
 
class  CommandCopyBuffer
 Temporary buffer object used when copying and pasting commands. More...
 
class  CommandInfoAttribute
 Attribute class for Fungus commands. More...
 
class  Comment
 Use comments to record design notes and reminders about your game. More...
 
class  Condition
 
class  ControlAudio
 Plays, loops, or stops an audiosource. More...
 
class  ControlStage
 Controls the stage on which character portraits are displayed. More...
 
class  ControlWithDisplay
 
class  Conversation
 Do multiple say and portrait commands in a single block of text. More...
 
class  ConversationManager
 Helper class to manage parsing and executing the conversation format. More...
 
class  CustomTag
 Create custom tags for use in Say text. More...
 
class  DebugLog
 Writes a log message to the debug console. More...
 
class  DeleteSaveKey
 Deletes a saved value from permanent storage. More...
 
class  Destroy
 Destroys a specified game object in the scene. More...
 
class  DialogInput
 Input handler for say dialogs. More...
 
class  DragCancelled
 The block will execute when the player drags an object and releases it without dropping it on a target object. More...
 
class  DragCompleted
 The block will execute when the player drags an object and successfully drops it on a target object. More...
 
class  DragEntered
 The block will execute when the player is dragging an object which starts touching the target object. More...
 
class  DragExited
 The block will execute when the player is dragging an object which stops touching the target object. More...
 
class  Draggable2D
 Detects drag and drop interactions on a Game Object, and sends events to all Flowchart event handlers in the scene. More...
 
class  DragStarted
 The block will execute when the player starts dragging an object. More...
 
class  Else
 Marks the start of a command block to be executed when the preceding If statement is False. More...
 
class  ElseIf
 Marks the start of a command block to be executed when the preceding If statement is False and the test expression is true. More...
 
class  End
 Marks the end of a conditional block. More...
 
class  EndEdit
 The block will execute when the user finishes editing the text in the input field. More...
 
class  EventHandler
 A Block may have an associated Event Handler which starts executing commands when a specific event occurs. More...
 
class  EventHandlerInfoAttribute
 Attribute class for Fungus event handlers. More...
 
class  ExecuteLua
 Executes a Lua code chunk using a Lua Environment. More...
 
class  FadeScreen
 Draws a fullscreen texture over the scene to give a fade effect. More...
 
class  FadeSprite
 Fades a sprite to a target color over a period of time. More...
 
class  FadeToView
 Fades the camera out and in again at a position specified by a View object. More...
 
class  FadeUI
 Fades a UI object. More...
 
struct  FloatData
 Container for an float variable reference or constant value. More...
 
class  FloatVariable
 Float variable type. More...
 
class  Flowchart
 Visual scripting controller for the Flowchart programming language. More...
 
class  FlowchartEnabled
 The block will execute when the Flowchart game object is enabled. More...
 
class  Fullscreen
 Sets the application to fullscreen, windowed or toggles the current state. More...
 
class  FungusConstants
 Global constants used in various parts of Fungus.
 
class  FungusManager
 Fungus manager singleton. More...
 
class  FungusState
 Used by the Flowchart window to serialize the currently active Flowchart object so that the same Flowchart can be displayed while editing & playing. More...
 
struct  GameObjectData
 Container for a GameObject variable reference or constant value. More...
 
class  GameObjectVariable
 GameObject variable type. More...
 
class  GameStarted
 The block will execute when the game starts playing. More...
 
class  GetText
 Gets the text property from a UI Text object and stores it in a string variable. More...
 
class  GetToggleState
 Gets the state of a toggle UI object and stores it in a boolean variable. More...
 
interface  IDialogInputListener
 Interface for listening for dialogue input events. More...
 
class  If
 If the test expression is true, execute the following command block. More...
 
interface  ILocalizable
 An item of localizeable text. More...
 
struct  IntegerData
 Container for an integer variable reference or constant value. More...
 
class  IntegerVariable
 Integer variable type. More...
 
class  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. More...
 
class  InvokeMethod
 Invokes a method of a component via reflection. More...
 
class  InvokeMethodParameter
 
class  iTweenCommand
 Abstract base class for iTween commands. More...
 
interface  IUpdateable
 Interface for Flowchart components which can be updated when the scene loads in the editor. More...
 
interface  IWriterListener
 Implement this interface to be notified about Writer events. More...
 
class  Jump
 Move execution to a specific Label command in the same block. More...
 
class  KeyPressed
 The block will execute when a key press event occurs. More...
 
class  Label
 Marks a position in the command list for execution to jump to. More...
 
class  LinkToWebsite
 Opens the specified URL in the browser. More...
 
class  LoadScene
 Loads a new Unity scene and displays an optional loading image. More...
 
class  LoadVariable
 Loads a saved value and stores it in a Boolean, Integer, Float or String variable. More...
 
class  Localization
 Multi-language localization support. More...
 
class  LookFrom
 Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time. More...
 
class  LookTo
 Rotates a GameObject to look at a supplied Transform or Vector3 over time. More...
 
struct  MaterialData
 Container for a Material variable reference or constant value. More...
 
class  MaterialVariable
 Material variable type. More...
 
class  Menu
 Displays a button in a multiple choice menu. More...
 
class  MenuDialog
 Presents multiple choice buttons to the players. More...
 
class  MenuTimer
 Displays a timer bar and executes a target block if the player fails to select a menu option in time. More...
 
class  MessageReceived
 The block will execute when the specified message is received from a Send Message command. More...
 
class  MoveAdd
 Moves a game object by a specified offset over time. More...
 
class  MoveFrom
 Moves a game object from a specified position back to its starting position over time. More...
 
class  MoveTo
 Moves a game object to a specified position over time. More...
 
class  MoveToView
 Moves the camera to a location specified by a View object. More...
 
class  MusicManager
 Music manager which provides basic music and sound effect functionality. More...
 
class  Node
 Base class for Flowchart nodes. More...
 
class  ObjectClicked
 The block will execute when the user clicks or taps on the clickable object. More...
 
struct  ObjectData
 Container for an Object variable reference or constant value. More...
 
class  ObjectValue
 
class  ObjectVariable
 Object variable type. More...
 
class  Parallax
 Attach this component to a sprite object to apply a simple parallax scrolling effect. More...
 
class  PlayAnimState
 Plays a state of an animator according to the state name. More...
 
class  PlayMusic
 Plays looping game music. More...
 
class  PlaySound
 Plays a once-off sound effect. More...
 
class  Portrait
 Controls a character portrait. More...
 
class  PortraitController
 Controls the Portrait sprites on stage More...
 
class  PortraitOptions
 Contains all options to run a portrait command. More...
 
class  PortraitState
 Represents the current state of a character portrait on the stage. More...
 
class  PortraitUtil
 Util functions for working with portraits.
 
class  PunchPosition
 Applies a jolt of force to a GameObject's position and wobbles it back to its initial position. More...
 
class  PunchRotation
 Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation. More...
 
class  PunchScale
 Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale. More...
 
class  Quit
 Quits the application. More...
 
class  RandomFloat
 Sets an float variable to a random value in the defined range. More...
 
class  RandomInteger
 Sets an integer variable to a random value in the defined range. More...
 
class  ReadTextFile
 Reads in a text file and stores the contents in a string variable. More...
 
class  ReflectionHelper
 
class  Reset
 Resets the state of all commands and variables in the Flowchart. More...
 
class  ResetAnimTrigger
 Resets a trigger parameter on an Animator component. More...
 
class  RotateAdd
 Rotates a game object by the specified angles over time. More...
 
class  RotateFrom
 Rotates a game object from the specified angles back to its starting orientation over time. More...
 
class  RotateTo
 Rotates a game object to the specified angles over time. More...
 
class  SaveVariable
 Save an Boolean, Integer, Float or String variable to persistent storage using a string key. More...
 
class  Say
 Writes text in a dialog box. More...
 
class  SayDialog
 Display story text in a visual novel style dialog box. More...
 
class  ScaleAdd
 Changes a game object's scale by a specified offset over time. More...
 
class  ScaleFrom
 Changes a game object's scale to the specified value and back to its original scale over time. More...
 
class  ScaleTo
 Changes a game object's scale to a specified value over time. More...
 
class  SceneLoader
 Helper component for loading a new scene. More...
 
class  SelectOnEnable
 Select the UI element when the gameobject is enabled. More...
 
class  SendMessage
 Sends a message to either the owner Flowchart or all Flowcharts in the scene. More...
 
class  SetActive
 Sets a game object in the scene to be active / inactive. More...
 
class  SetAnimBool
 Sets a boolean parameter on an Animator component to control a Unity animation" More...
 
class  SetAnimFloat
 Sets a float parameter on an Animator component to control a Unity animation. More...
 
class  SetAnimInteger
 Sets an integer parameter on an Animator component to control a Unity animation. More...
 
class  SetAnimTrigger
 Sets a trigger parameter on an Animator component to control a Unity animation. More...
 
class  SetAudioPitch
 Sets the global pitch level for audio played with Play Music and Play Sound commands. More...
 
class  SetAudioVolume
 Sets the global volume level for audio played with Play Music and Play Sound commands. More...
 
class  SetClickable2D
 Sets a Clickable2D component to be clickable / non-clickable. More...
 
class  SetCollider
 Sets all collider (2d or 3d) components on the target objects to be active / inactive. More...
 
class  SetDraggable2D
 Sets a Draggable2D component to be draggable / non-draggable. More...
 
class  SetInteractable
 Set the interactable state of selectable objects. More...
 
class  SetLanguage
 Set the active language for the scene. More...
 
class  SetMenuDialog
 Sets a custom menu dialog to use when displaying multiple choice menus. More...
 
class  SetMouseCursor
 Sets the mouse cursor sprite. More...
 
class  SetSaveProfile
 Sets the active profile that the Save Variable and Load Variable commands will use. More...
 
class  SetSayDialog
 Sets a custom say dialog to use when displaying story text. More...
 
class  SetSliderValue
 Sets the value property of a slider object. More...
 
class  SetSortingLayer
 Sets the Renderer sorting layer of every child of a game object. More...
 
class  SetSpriteOrder
 Controls the render order of sprites by setting the Order In Layer property of a list of sprites. More...
 
class  SetText
 Sets the text property on a UI Text object and/or an Input Field object. More...
 
class  SetToggleState
 Sets the state of a toggle UI object. More...
 
class  SetVariable
 Sets a Boolean, Integer, Float or String variable to a new value using a simple arithmetic operation. More...
 
class  ShakeCamera
 Applies a camera shake effect to the main camera. More...
 
class  ShakePosition
 Randomly shakes a GameObject's position by a diminishing amount over time. More...
 
class  ShakeRotation
 Randomly shakes a GameObject's rotation by a diminishing amount over time. More...
 
class  ShakeScale
 Randomly shakes a GameObject's rotation by a diminishing amount over time. More...
 
class  ShowSprite
 Makes a sprite visible / invisible by setting the color alpha. More...
 
class  SpawnObject
 Spawns a new object based on a reference to a scene or prefab game object. More...
 
struct  SpriteData
 Container for a Sprite variable reference or constant value. More...
 
class  SpriteFader
 Transitions a sprite from its current color to a target color. More...
 
class  SpriteVariable
 Sprite variable type. More...
 
class  Stage
 Define a set of screen positions where character sprites can be displayed. More...
 
class  StartSwipe
 Activates swipe panning mode where the player can pan the camera within the area between viewA & viewB. More...
 
class  Stop
 Stop executing the Block that contains this command. More...
 
class  StopBlock
 Stops executing the named Block. More...
 
class  StopFlowchart
 Stops execution of all Blocks in a Flowchart. More...
 
class  StopMusic
 Stops the currently playing game music. More...
 
class  StopSwipe
 Deactivates swipe panning mode. More...
 
class  StopTween
 Stops an active iTween by name. More...
 
class  StopTweens
 Stop all active iTweens in the current scene. More...
 
struct  StringData
 Container for a string variable reference or constant value. More...
 
struct  StringDataMulti
 Container for a string variable reference or constant value. More...
 
class  StringFormatter
 Misc string formatting functions.
 
class  StringVariable
 String variable type. More...
 
class  TextTagParser
 Parses a string for special Fungus text tags.
 
class  TextTagToken
 Represents a token of story text. More...
 
struct  TextureData
 Container for a Texture variable reference or constant value. More...
 
class  TextureVariable
 Texture variable type. More...
 
class  ToggleChanged
 The block will execute when the user toggles on the target UI toggle object. More...
 
struct  TransformData
 Container for a Transform variable reference or constant value. More...
 
class  TransformVariable
 Transform variable type. More...
 
class  TweenUI
 Abstract base class for TweenUI commands. More...
 
class  Variable
 Abstract base class for variables. More...
 
class  VariableBase
 Generic concrete base class for variables. More...
 
class  VariableInfoAttribute
 Attribute class for variables. More...
 
class  VariablePropertyAttribute
 Attribute class for variable properties. More...
 
struct  Vector2Data
 Container for a Vector2 variable reference or constant value. More...
 
class  Vector2Variable
 Vector2 variable type. More...
 
struct  Vector3Data
 Container for a Vector3 variable reference or constant value. More...
 
class  Vector3Variable
 Vector3 variable type. More...
 
class  View
 Defines a camera view point. More...
 
class  Wait
 Waits for period of time before executing the next command in the block. More...
 
class  WaitFrames
 Waits for a number of frames before executing the next command in the block. More...
 
class  While
 Continuously loop through a block of commands while the condition is true. More...
 
class  Write
 Writes content to a UI Text or Text Mesh object. More...
 
class  Writer
 Writes text using a typewriter effect to a UI text object. More...
 
class  WriterAudio
 Manages audio effects for Dialogs. More...
 
class  WriterSignals
 Writer event signalling system.
 

Enumerations

enum  CallMode { CallMode.Stop, CallMode.Continue, CallMode.WaitUntilFinished }
 Supported modes for calling a block. More...
 
enum  ControlAudioType {
  ControlAudioType.PlayOnce, ControlAudioType.PlayLoop, ControlAudioType.PauseLoop, ControlAudioType.StopLoop,
  ControlAudioType.ChangeVolume
}
 The type of audio control to perform. More...
 
enum  StageDisplayType {
  StageDisplayType.None, StageDisplayType.Show, StageDisplayType.Hide, StageDisplayType.Swap,
  StageDisplayType.MoveToFront, StageDisplayType.UndimAllPortraits, StageDisplayType.DimNonSpeakingPortraits
}
 Supported display operations for Stage. More...
 
enum  DebugLogType { DebugLogType.Info, DebugLogType.Warning, DebugLogType.Error }
 Type of log message. More...
 
enum  FadeMode { FadeMode.Alpha, FadeMode.Color }
 Select which type of fade will be applied. More...
 
enum  FullscreenMode { FullscreenMode.Toggle, FullscreenMode.Fullscreen, FullscreenMode.Windowed }
 Fullscreen mode options. More...
 
enum  InvokeType {
  InvokeType.Static, InvokeType.DynamicBoolean, InvokeType.DynamicInteger, InvokeType.DynamicFloat,
  InvokeType.DynamicString
}
 Supported types of method invocation. More...
 
enum  iTweenAxis { iTweenAxis.None, iTweenAxis.X, iTweenAxis.Y, iTweenAxis.Z }
 Axis to apply the tween on. More...
 
enum  MessageTarget { MessageTarget.SameFlowchart, MessageTarget.AllFlowcharts }
 Supported target types for messages. More...
 
enum  SetOperator {
  SetOperator.Assign, SetOperator.Negate, SetOperator.Add, SetOperator.Subtract,
  SetOperator.Multiply, SetOperator.Divide
}
 Mathematical operations that can be performed on variables. More...
 
enum  TextColor { TextColor.Default, TextColor.SetVisible, TextColor.SetAlpha, TextColor.SetColor }
 Text coloring mode for Write command. More...
 
enum  ExecutionState { ExecutionState.Idle, ExecutionState.Executing }
 Execution state of a Block. More...
 
enum  ClickMode { ClickMode.Disabled, ClickMode.ClickAnywhere, ClickMode.ClickOnDialog, ClickMode.ClickOnButton }
 Supported modes for clicking through a Say Dialog. More...
 
enum  DisplayType {
  DisplayType.None, DisplayType.Show, DisplayType.Hide, DisplayType.Replace,
  DisplayType.MoveToFront
}
 Types of display operations supported by portraits. More...
 
enum  FacingDirection { FacingDirection.None, FacingDirection.Left, FacingDirection.Right }
 Directions that character portraits can face. More...
 
enum  PositionOffset { PositionOffset.None, PositionOffset.OffsetLeft, PositionOffset.OffsetRight }
 Offset direction for position. More...
 
enum  CompareOperator {
  CompareOperator.Equals, CompareOperator.NotEquals, CompareOperator.LessThan, CompareOperator.GreaterThan,
  CompareOperator.LessThanOrEquals, CompareOperator.GreaterThanOrEquals
}
 Standard comparison operators. More...
 
enum  VariableScope { VariableScope.Private, VariableScope.Public }
 Scope types for Variables. More...
 
enum  WriterState {
  WriterState.Invalid, WriterState.Start, WriterState.Pause, WriterState.Resume,
  WriterState.End
}
 Current state of the writing process. More...
 
enum  AudioMode { AudioMode.Beeps, AudioMode.SoundEffect }
 Type of audio effect to play. More...
 
enum  KeyPressType { KeyPressType.KeyDown, KeyPressType.KeyUp, KeyPressType.KeyRepeat }
 Key press modes supported by Key Pressed event handler. More...
 
enum  TokenType {
  TokenType.Invalid, TokenType.Words, TokenType.BoldStart, TokenType.BoldEnd,
  TokenType.ItalicStart, TokenType.ItalicEnd, TokenType.ColorStart, TokenType.ColorEnd,
  TokenType.SizeStart, TokenType.SizeEnd, TokenType.Wait, TokenType.WaitForInputNoClear,
  TokenType.WaitForInputAndClear, TokenType.WaitOnPunctuationStart, TokenType.WaitOnPunctuationEnd, TokenType.Clear,
  TokenType.SpeedStart, TokenType.SpeedEnd, TokenType.Exit, TokenType.Message,
  TokenType.VerticalPunch, TokenType.HorizontalPunch, TokenType.Punch, TokenType.Flash,
  TokenType.Audio, TokenType.AudioLoop, TokenType.AudioPause, TokenType.AudioStop
}
 Supported token types for use in Say / Write text. More...
 

Enumeration Type Documentation

enum Fungus.AudioMode
strong

Type of audio effect to play.

Enumerator
Beeps 

Use short beep sound effects.

SoundEffect 

Use long looping sound effect.

Definition at line 12 of file WriterAudio.cs.

enum Fungus.CallMode
strong

Supported modes for calling a block.

Enumerator
Stop 

Stop executing the current block after calling.

Continue 

Continue executing the current block after calling

WaitUntilFinished 

Wait until the called block finishes executing, then continue executing current block.

Definition at line 14 of file Call.cs.

enum Fungus.ClickMode
strong

Supported modes for clicking through a Say Dialog.

Enumerator
Disabled 

Clicking disabled.

ClickAnywhere 

Click anywhere on screen to advance.

ClickOnDialog 

Click anywhere on Say Dialog to advance.

ClickOnButton 

Click on continue button to advance.

Definition at line 12 of file DialogInput.cs.

Standard comparison operators.

Enumerator
Equals 

== mathematical operator.

NotEquals 

!= mathematical operator.

LessThan 

< mathematical operator.

GreaterThan 

> mathematical operator.

LessThanOrEquals 

<= mathematical operator.

GreaterThanOrEquals 

>= mathematical operator.

Definition at line 12 of file Variable.cs.

The type of audio control to perform.

Enumerator
PlayOnce 

Play the audiosource once.

PlayLoop 

Play the audiosource in a loop.

PauseLoop 

Pause a looping audiosource.

StopLoop 

Stop a looping audiosource.

ChangeVolume 

Change the volume level of an audiosource.

Definition at line 13 of file ControlAudio.cs.

enum Fungus.DebugLogType
strong

Type of log message.

Maps directly to Unity's log types.

Enumerator
Info 

Informative log message.

Warning 

Warning log message.

Error 

Error log message.

Definition at line 11 of file DebugLog.cs.

enum Fungus.DisplayType
strong

Types of display operations supported by portraits.

Enumerator
None 

Do nothing.

Show 

Show the portrait.

Hide 

Hide the portrait.

Replace 

Replace the existing portrait.

MoveToFront 

Move portrait to the front.

Definition at line 15 of file PortraitController.cs.

enum Fungus.ExecutionState
strong

Execution state of a Block.

Enumerator
Idle 

No command executing

Executing 

Executing a command

Definition at line 15 of file Block.cs.

Directions that character portraits can face.

Enumerator
None 

Unknown direction

Left 

Facing left.

Right 

Facing right.

Definition at line 32 of file PortraitController.cs.

enum Fungus.FadeMode
strong

Select which type of fade will be applied.

Enumerator
Alpha 

Fade the alpha color component only.

Color 

Fade all color components (RGBA).

Definition at line 12 of file FadeUI.cs.

enum Fungus.FullscreenMode
strong

Fullscreen mode options.

Enumerator
Toggle 

Toggle the current mode between fullscreen and windowed.

Fullscreen 

Switch to fullscreen mode.

Windowed 

Switch to windowed mode.

Definition at line 11 of file Fullscreen.cs.

enum Fungus.InvokeType
strong

Supported types of method invocation.

Enumerator
Static 

Call a method with an optional constant value parameter.

DynamicBoolean 

Call a method with an optional boolean constant / variable parameter.

DynamicInteger 

Call a method with an optional integer constant / variable parameter.

DynamicFloat 

Call a method with an optional float constant / variable parameter.

DynamicString 

Call a method with an optional string constant / variable parameter.

Definition at line 13 of file InvokeEvent.cs.

enum Fungus.iTweenAxis
strong

Axis to apply the tween on.

Enumerator
None 

Don't specify an axis.

Apply the tween on the X axis only.

Apply the tween on the Y axis only.

Apply the tween on the Z axis only.

Definition at line 12 of file iTweenCommand.cs.

enum Fungus.KeyPressType
strong

Key press modes supported by Key Pressed event handler.

Enumerator
KeyDown 

Execute once when the key is pressed down.

KeyUp 

Execute once when the key is released

KeyRepeat 

Execute once per frame when key is held down.

Definition at line 11 of file KeyPressed.cs.

enum Fungus.MessageTarget
strong

Supported target types for messages.

Enumerator
SameFlowchart 

Send message to the Flowchart containing the SendMessage command.

AllFlowcharts 

Broadcast message to all Flowcharts.

Definition at line 12 of file SendMessage.cs.

enum Fungus.PositionOffset
strong

Offset direction for position.

Enumerator
None 

Unknown offset direction.

OffsetLeft 

Offset applies to the left.

OffsetRight 

Offset applies to the right.

Definition at line 45 of file PortraitController.cs.

enum Fungus.SetOperator
strong

Mathematical operations that can be performed on variables.

Enumerator
Assign 

= operator.

Negate 

=! operator.

Add 

+= operator.

Subtract 

-= operator.

Multiply 

*= operator.

Divide 

/= operator.

Definition at line 11 of file SetVariable.cs.

Supported display operations for Stage.

Enumerator
None 

No operation

Show 

Show the stage and all portraits.

Hide 

Hide the stage and all portraits.

Swap 

Swap the stage and all portraits with another stage.

MoveToFront 

Move stage to the front.

UndimAllPortraits 

Undim all portraits on the stage.

DimNonSpeakingPortraits 

Dim all non-speaking portraits on the stage.

Definition at line 11 of file ControlStage.cs.

enum Fungus.TextColor
strong

Text coloring mode for Write command.

Enumerator
Default 

Don't change the text color.

SetVisible 

Set the text alpha to 1.

SetAlpha 

Set the text alpha to a value.

SetColor 

Set the text color to a value.

Definition at line 11 of file Write.cs.

enum Fungus.TokenType
strong

Supported token types for use in Say / Write text.

Enumerator
Invalid 

Invalid token type.

Words 

A string of words.

BoldStart 

b

BoldEnd 

/b

ItalicStart 

i

ItalicEnd 

/i

ColorStart 

color=red

ColorEnd 

/color

SizeStart 

size=20

SizeEnd 

/size

Wait 

w, w=0.5

WaitForInputNoClear 

wi

WaitForInputAndClear 

wc

WaitOnPunctuationStart 

wp, wp=0.5

WaitOnPunctuationEnd 

/wp

Clear 

c

SpeedStart 

s, s=60

SpeedEnd 

/s

Exit 

x

Message 

m=MessageName

VerticalPunch 

vpunch=0.5

HorizontalPunch 

hpunch=0.5

Punch 

punch=0.5

Flash 

flash=0.5

Audio 

audio=Sound

AudioLoop 

audioloop=Sound

AudioPause 

audiopause=Sound

AudioStop 

audiostop=Sound

Definition at line 11 of file TextTagToken.cs.

enum Fungus.VariableScope
strong

Scope types for Variables.

Enumerator
Private 

Can only be accessed by commands in the same Flowchart.

Public 

Can be accessed from any command in any Flowchart.

Definition at line 31 of file Variable.cs.

enum Fungus.WriterState
strong

Current state of the writing process.

Enumerator
Invalid 

Invalid state.

Start 

Writer has started writing.

Pause 

Writing has been paused.

Resume 

Writing has resumed after a pause.

End 

Writing has ended.

Definition at line 17 of file Writer.cs.