fungus
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New Feature: Is Active and Is Inactive commands for game objects
Description
Really simple. Added Is Active and Is Inactive commands that checks if a game object is active/inactive. Also has additional parameters on if it will ignore the parent (default) or not.
If the parent can be ignored, these commands use gameObject.activeSelf. If the parent is included (ignoreParent = false), these commands use gameObject.activeInHierarchy instead.
What is the current behavior?
Currently, there is no way to check if an object is active/inactive in Fungus. You can only set its state.
What is the new behavior?
- Add the necessary command.
- If you want to check if an object is inactive, you can set the state to false and the command will return true if the object is disabled
- Define your flow depending on what you want. They are conditional checks so they will return true/false and follow the flow afterwards.
Important Notes
- My change require modifcations or additions to documentation
- My change modifies the workflow/editing of flowcharts/blocks/commands etc.
Other information
Finally, a pull request that does not reference that accursed audio lerp fix.