Releases
v1.2.0
Improved Documentation
Improved Commands
Fungus commands can now be invoked from anywhere (not just Room classes). e.g. Game.Say("Hello!");
Added commands to control command queue manually from non-Fungus code.
Game.Clear() clears the command queue
Game.Execute() executes the currently queued commands
Moved command classes into Fungus.Command namespace to prevent them appearing in autocomplete
Added AddOption(string optionText) command with no action. Behaves like a continue button.
Say() command now does not clear previously added options
Added new ShowSprite(SpriteRenderer spriteRenderer, bool visible) command
This allows you to set sprite visibility based on a Value in a single line
Added WaitForInput() command to wait for a player click/tap/keypress
New Button System
Added a Button component to provide simple clickable sprite functionality
The Button.autoHide property hides the button during text display & transitions
The Button.hideOnSetValue hides the button when the named Value is non-zero
Added ShowButton() & HideButton() commands (replaces old AddButton / RemoveButton commands).
Added a Button prefab in Fungus/Prefabs/Button.prefab
Added a default Fungus button texture
Added Button example Room in FungusExample
Added Game.fadeButtonDuration property to control button fade time
Added a button click sound effect
Added a Creative Commons licensed set of example buttons
New Values System
Simplified tracking of inventory, counters & flags
The old GameState class has been removed.
Replaced with Game.SetValue(), Game.GetValue(), Game.HasValue() & Game.ClearValue()
Improved View Component
Clearer visualisation of primary and secondary aspect ratios
The view component can now be configured to preview arbitrary aspect ratios / colors
Misc
Improved Page style textures and prefabs
Removed redundant AudioSource from Game prefab
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