📄️ Custom Command Type
As of version 1.6.0, ICommandAutoDraw interface is introduced, which scraps all the necessary boilerplates to manually draw a command. It will be explained in Auto Draw Command. However, we recommend you to keep reading through this page to get to know better on how a command works.
📄️ Alternative Exit and Parallel Flow
If you have read the Overview - Sequine Flow section, you should've been familiar that each type of Sequine Flow needs an executor in order for the to be executed.
📄️ Auto Draw Command
An Auto Draw Command is a command which the editor node (including fields, in-points, and out-points) is automatically drawn, just like how we normally work with MonoBehaviour or ScriptableObject in Inspector.
📄️ Using Cross-Scene Reference by Script
Before going straight into accessing a Cross-Scene Reference in C#, let's be familiar on how to draw a Target Field in a command using CommandGUI first.
📄️ Using Cross-Scene Binding (Legacy) by Script
Before going straight into using Cross-Scene Binding in C#, let's be familiar on how to draw an Object Field using CommandGUI first.
📄️ Command Event
We can't use UnityEvent in a command because UnityEvent doesn't support cross-scene reference. So instead, we use CommandEvent to achieve the same functionality.
📄️ Command Creator Window
As of version 1.6.0, using this Command Creator Window is not necessary if we use ICommandAutoDraw interface. However, this may still be useful if you need to draw a more advanced or dynamic node.
📄️ Custom Text Behaviour Component
We've learned from Text Behaviour Profile section, that a profile consists of several Text Behaviour Components that defines how to profile affects the behaviour of the text animation.
📄️ Renaming Class / Type Without Breaking Data
You may be familiar already with Unity's [FormerlySerializedAs("oldName")] attribute that can be used in a field declaration to rename it without losing its serialized value. But it's only used for fields, and not for classes/types.
📄️ Learn More Low-Level Customization
There are several terms that are intentionally left unexplained, such as CommandData. You might also wondered how to create a more complex looking command such as Branch command.