snozbot / fungus

An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
MIT License
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[Question] Command Index counts weird after pasting #1036

Open TheEmbracedOne opened 2 years ago

TheEmbracedOne commented 2 years ago

If I move flowcharts from one scene to the other or copypaste commands or whatever, I notice that the number on the command doesnt start over. ie if i move a flowchart to a new scene, the first command on it doesnt become number (1), it retains its command count.

Does this ever cause a problem? Would it be a good idea to write a little extension to the flowchart script so that I could refresh these numbers with the click of a button? image

Arylos07 commented 2 years ago

This isn't intended, but I don't think this will cause a problem. Those id's primarily serve to identify each component (block, command, etc) That would be problematic, but the flowchart also checks those id's on enable. Check Flowchart.OnEnable(). You'll see Flowchart.CheckItemIds(). That check looks through each command and makes sure a) the id's are all unique. b) they're in incrementing order. Since the flowchart does this when it's enabled, before any executions are performed, I think it will be a cosmetic problem at most since it's mostly used by editor functions rather than runtime functions.

TheEmbracedOne commented 2 years ago

We've since talked about this on the Discord server and I just wanted to update this issue by saying that now I understand what these are for along with itemIDs, and that I decided to hide that label instead, since seeing this number is not useful to me, by commenting out the following in the CommandEditor.cs: GUILayout.Label(new GUIContent("(" + t.ItemId + ")")); image

I'll leave this issue open just in case someone else has some input on it, or if it causes some problem later.