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.
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?
Important Notes
Other information
Finally, a pull request that does not reference that accursed audio lerp fix.