added the metadata and the connector with the gamepad
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@ -1,93 +1,93 @@
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Copyright (c) 2011, Milena Brandao (milenabbrandao@gmail.com), with Reserved Font Name Fredoka.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
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||||
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"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
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|
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"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
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"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
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new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
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in Original or Modified Versions, may be sold by itself.
|
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|
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2) Original or Modified Versions of the Font Software may be bundled,
|
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redistributed and/or sold with any software, provided that each copy
|
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
|
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Name(s) unless explicit written permission is granted by the corresponding
|
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
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Software shall not be used to promote, endorse or advertise any
|
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Modified Version, except to acknowledge the contribution(s) of the
|
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Copyright Holder(s) and the Author(s) or with their explicit written
|
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permission.
|
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|
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5) The Font Software, modified or unmodified, in part or in whole,
|
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must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
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OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
Copyright (c) 2011, Milena Brandao (milenabbrandao@gmail.com), with Reserved Font Name Fredoka.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,131 +1,131 @@
|
||||
## [2.2.1] - 2023-09-07
|
||||
- Revert SerializeField for variable and lists
|
||||
- Fixed compatibility with Fast Script Reload
|
||||
- Fixed error when adding component
|
||||
- Added compatibility with Odin Inspector
|
||||
|
||||
## [2.2.0] - 2023-08-07
|
||||
- Fixed use SerializeReference instead of SerializeField for variable and lists
|
||||
- Fixed not use Linq for IsEmpty property of lists
|
||||
|
||||
## [2.1.0] - 2023-06-18
|
||||
- Added BindToInputField Component
|
||||
- Fixed error when displaying non serializable classes
|
||||
- Fixed overriding all custom property drawers
|
||||
- Removed PlayModeResetter
|
||||
- Removed FastPlayMode Scene
|
||||
|
||||
## [2.0.0] - 2023-05-23
|
||||
- Added ScriptableVariable Default value field
|
||||
- Added Icons for Windows
|
||||
- Added ScriptableVariables now reset when exiting PlayMode
|
||||
- Fixed SoapSettings created multiple times
|
||||
- Fixed cached editor
|
||||
- Fixed null refs due to repaint logic
|
||||
- Fixed various colors
|
||||
- Fixed naming standards of EventListeners
|
||||
- Removed PlayModeResetter logic
|
||||
- Removed ScriptableVariable InitialValue field
|
||||
|
||||
## [1.5.3] - 2023-05-10
|
||||
- Fixed Custom editor performances issues
|
||||
- Fixed expanding ScriptableEvents from EventListeners
|
||||
- Added Custom property drawer for each type
|
||||
- Added Raise button for ScriptableEvent property drawer
|
||||
- Added Count label for ScriptableList property drawer
|
||||
|
||||
## [1.5.2] - 2023-05-02
|
||||
- Fixed Editor namespace compile error
|
||||
- Fixed Editor code preventing builds
|
||||
|
||||
## [1.5.1] - 2023-04-29
|
||||
- Fixed create SO at selected folder instead of predefined path
|
||||
- Fixed create new Types at selected folder instead of predefined path
|
||||
- Fixed settings can only be modified from Soap Window
|
||||
- Fixed Editor namespace
|
||||
- Fixed naming of variable reference created from inspector button
|
||||
- Added Soap Window
|
||||
- Added MinMax property for IntVariable and FloatVariable
|
||||
|
||||
## [1.5.0] - 2023-04-08
|
||||
- Fixed null ref debugging events
|
||||
- Fixed InitialValue is public
|
||||
- Fixed Modifying the value of a SV by code shows in Version Control
|
||||
- Added create button from classes (SoapPropertyDrawer)
|
||||
- Added Embedded inspector for all Soap SO (SoapPropertyDrawer)
|
||||
- Added SoapSettings
|
||||
- Added ScriptableVariable Display Mode (Default & Minimal)
|
||||
- Added Search bar in SoapWizard
|
||||
- Added debug for ScriptableEventNoParam
|
||||
|
||||
## [1.4.1] - 2023-02-24
|
||||
- Added favorite option in Soap Wizard
|
||||
- Fixed path saving in Soap Wizard
|
||||
- Fixed Unit Tests under Editor Folder
|
||||
- Fixed Events raise button disabled when not in play mode
|
||||
|
||||
## [1.4.0] - 2023-01-30
|
||||
- Added Soap Wizard
|
||||
- Added Events Debug Window visual
|
||||
- Added file name for ScriptableList and Events
|
||||
- Fixed base type of ScriptableVariableDrawer
|
||||
- Fixed Rename enum CustomVariableType to follow C# standards
|
||||
|
||||
## [1.3.3] - 2023-01-19
|
||||
- Added AddRange and RemoveRange methods for ScriptableList
|
||||
- Removed parameter of the event OnItemCountChanged
|
||||
- Fixed support for multiple instances of PlayModeResetter
|
||||
- Fixed Debug Logs are now being displayed when subscribing to OnRaised in ScriptableEvents by code.
|
||||
|
||||
## [1.3.2] - 2022-12-17
|
||||
- Added Implicit operator for ScriptableVariables
|
||||
- Added Version number on documentation
|
||||
- Added ResetToInitialValue Button on ScriptableVariables
|
||||
- Fixed Obstacle prefab structure
|
||||
- Fixed icons are now being used
|
||||
- Fixed minor bugs and project folders
|
||||
- Fixed OnSceneLoaded is now protected
|
||||
|
||||
## [1.3.1] - 2022-11-20
|
||||
- Added VariableReference base class
|
||||
- Added IsEmpty property on ScriptableLists
|
||||
- Added Undo on Bindings custom inspectors
|
||||
- Added BindRendererColor
|
||||
- Added BindGraphicColor
|
||||
- Removed BindImageColor and ColorChanger
|
||||
- Updated documentation
|
||||
- Updated BindComparisonToUnityEvent
|
||||
|
||||
## [1.3.0] - 2022-11-09
|
||||
- Added custom icons
|
||||
- Added option to subscribe to ScriptableEvents by code
|
||||
- Fix error when modifying Bindings component at runtime
|
||||
|
||||
## [1.2.1] - 2022-10-29
|
||||
- Added IsClamped bool to clamping for IntVariables and FloatVariables
|
||||
- Added IsClamped bool for BindText/TextMeshPro components
|
||||
- Added Discord and Asset store link buttons in Scenes
|
||||
- Fix ScriptableList Drawing GameObjects
|
||||
- Fix ScriptableVariable Guid serialization and generation
|
||||
|
||||
|
||||
## [1.2.0] - 2022-10-20
|
||||
- Added Min & Max clamping for IntVariables and FloatVariables
|
||||
- Added Min & Max clamping for BindText/TextMeshPro components
|
||||
- Added Uid as PlayerPrefs key for ScriptableVariables
|
||||
- Added warning in PlayModeResetter
|
||||
- Added Discord and Asset store link buttons in Scenes
|
||||
- Updated custom inspector for ScriptableLists
|
||||
- Fixed various custom inspectors
|
||||
|
||||
## [1.1.0] - 2022-10-10
|
||||
- Fixed BindText and BindTextMeshPro when binding to a StringVariable
|
||||
- Added default GameObjectScriptableEvent and EventListenerGameObject
|
||||
- Added package.json and changelog
|
||||
- Updated custom inspector for SO variables
|
||||
- Fixed various bug
|
||||
- Updated documentation
|
||||
- Uploaded with 2019.4
|
||||
|
||||
## [1.0.0] - 2022-09-27
|
||||
- Initial Release
|
||||
## [2.2.1] - 2023-09-07
|
||||
- Revert SerializeField for variable and lists
|
||||
- Fixed compatibility with Fast Script Reload
|
||||
- Fixed error when adding component
|
||||
- Added compatibility with Odin Inspector
|
||||
|
||||
## [2.2.0] - 2023-08-07
|
||||
- Fixed use SerializeReference instead of SerializeField for variable and lists
|
||||
- Fixed not use Linq for IsEmpty property of lists
|
||||
|
||||
## [2.1.0] - 2023-06-18
|
||||
- Added BindToInputField Component
|
||||
- Fixed error when displaying non serializable classes
|
||||
- Fixed overriding all custom property drawers
|
||||
- Removed PlayModeResetter
|
||||
- Removed FastPlayMode Scene
|
||||
|
||||
## [2.0.0] - 2023-05-23
|
||||
- Added ScriptableVariable Default value field
|
||||
- Added Icons for Windows
|
||||
- Added ScriptableVariables now reset when exiting PlayMode
|
||||
- Fixed SoapSettings created multiple times
|
||||
- Fixed cached editor
|
||||
- Fixed null refs due to repaint logic
|
||||
- Fixed various colors
|
||||
- Fixed naming standards of EventListeners
|
||||
- Removed PlayModeResetter logic
|
||||
- Removed ScriptableVariable InitialValue field
|
||||
|
||||
## [1.5.3] - 2023-05-10
|
||||
- Fixed Custom editor performances issues
|
||||
- Fixed expanding ScriptableEvents from EventListeners
|
||||
- Added Custom property drawer for each type
|
||||
- Added Raise button for ScriptableEvent property drawer
|
||||
- Added Count label for ScriptableList property drawer
|
||||
|
||||
## [1.5.2] - 2023-05-02
|
||||
- Fixed Editor namespace compile error
|
||||
- Fixed Editor code preventing builds
|
||||
|
||||
## [1.5.1] - 2023-04-29
|
||||
- Fixed create SO at selected folder instead of predefined path
|
||||
- Fixed create new Types at selected folder instead of predefined path
|
||||
- Fixed settings can only be modified from Soap Window
|
||||
- Fixed Editor namespace
|
||||
- Fixed naming of variable reference created from inspector button
|
||||
- Added Soap Window
|
||||
- Added MinMax property for IntVariable and FloatVariable
|
||||
|
||||
## [1.5.0] - 2023-04-08
|
||||
- Fixed null ref debugging events
|
||||
- Fixed InitialValue is public
|
||||
- Fixed Modifying the value of a SV by code shows in Version Control
|
||||
- Added create button from classes (SoapPropertyDrawer)
|
||||
- Added Embedded inspector for all Soap SO (SoapPropertyDrawer)
|
||||
- Added SoapSettings
|
||||
- Added ScriptableVariable Display Mode (Default & Minimal)
|
||||
- Added Search bar in SoapWizard
|
||||
- Added debug for ScriptableEventNoParam
|
||||
|
||||
## [1.4.1] - 2023-02-24
|
||||
- Added favorite option in Soap Wizard
|
||||
- Fixed path saving in Soap Wizard
|
||||
- Fixed Unit Tests under Editor Folder
|
||||
- Fixed Events raise button disabled when not in play mode
|
||||
|
||||
## [1.4.0] - 2023-01-30
|
||||
- Added Soap Wizard
|
||||
- Added Events Debug Window visual
|
||||
- Added file name for ScriptableList and Events
|
||||
- Fixed base type of ScriptableVariableDrawer
|
||||
- Fixed Rename enum CustomVariableType to follow C# standards
|
||||
|
||||
## [1.3.3] - 2023-01-19
|
||||
- Added AddRange and RemoveRange methods for ScriptableList
|
||||
- Removed parameter of the event OnItemCountChanged
|
||||
- Fixed support for multiple instances of PlayModeResetter
|
||||
- Fixed Debug Logs are now being displayed when subscribing to OnRaised in ScriptableEvents by code.
|
||||
|
||||
## [1.3.2] - 2022-12-17
|
||||
- Added Implicit operator for ScriptableVariables
|
||||
- Added Version number on documentation
|
||||
- Added ResetToInitialValue Button on ScriptableVariables
|
||||
- Fixed Obstacle prefab structure
|
||||
- Fixed icons are now being used
|
||||
- Fixed minor bugs and project folders
|
||||
- Fixed OnSceneLoaded is now protected
|
||||
|
||||
## [1.3.1] - 2022-11-20
|
||||
- Added VariableReference base class
|
||||
- Added IsEmpty property on ScriptableLists
|
||||
- Added Undo on Bindings custom inspectors
|
||||
- Added BindRendererColor
|
||||
- Added BindGraphicColor
|
||||
- Removed BindImageColor and ColorChanger
|
||||
- Updated documentation
|
||||
- Updated BindComparisonToUnityEvent
|
||||
|
||||
## [1.3.0] - 2022-11-09
|
||||
- Added custom icons
|
||||
- Added option to subscribe to ScriptableEvents by code
|
||||
- Fix error when modifying Bindings component at runtime
|
||||
|
||||
## [1.2.1] - 2022-10-29
|
||||
- Added IsClamped bool to clamping for IntVariables and FloatVariables
|
||||
- Added IsClamped bool for BindText/TextMeshPro components
|
||||
- Added Discord and Asset store link buttons in Scenes
|
||||
- Fix ScriptableList Drawing GameObjects
|
||||
- Fix ScriptableVariable Guid serialization and generation
|
||||
|
||||
|
||||
## [1.2.0] - 2022-10-20
|
||||
- Added Min & Max clamping for IntVariables and FloatVariables
|
||||
- Added Min & Max clamping for BindText/TextMeshPro components
|
||||
- Added Uid as PlayerPrefs key for ScriptableVariables
|
||||
- Added warning in PlayModeResetter
|
||||
- Added Discord and Asset store link buttons in Scenes
|
||||
- Updated custom inspector for ScriptableLists
|
||||
- Fixed various custom inspectors
|
||||
|
||||
## [1.1.0] - 2022-10-10
|
||||
- Fixed BindText and BindTextMeshPro when binding to a StringVariable
|
||||
- Added default GameObjectScriptableEvent and EventListenerGameObject
|
||||
- Added package.json and changelog
|
||||
- Updated custom inspector for SO variables
|
||||
- Fixed various bug
|
||||
- Updated documentation
|
||||
- Uploaded with 2019.4
|
||||
|
||||
## [1.0.0] - 2022-09-27
|
||||
- Initial Release
|
||||
|
||||
@ -1,17 +1,17 @@
|
||||
{
|
||||
"name": "Obvious.Soap.Editor",
|
||||
"references": [
|
||||
"Obvious.Soap"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
{
|
||||
"name": "Obvious.Soap.Editor",
|
||||
"references": [
|
||||
"Obvious.Soap"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@ -1,28 +1,28 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[AddComponentMenu("Soap/EventListeners/EventListener#TYPE#")]
|
||||
public class EventListener#TYPE# : EventListenerGeneric<#TYPE#>
|
||||
{
|
||||
[SerializeField] private EventResponse[] _eventResponses = null;
|
||||
protected override EventResponse<#TYPE#>[] EventResponses => _eventResponses;
|
||||
|
||||
[System.Serializable]
|
||||
public class EventResponse : EventResponse<#TYPE#>
|
||||
{
|
||||
[SerializeField] private ScriptableEvent#TYPE# _scriptableEvent = null;
|
||||
public override ScriptableEvent<#TYPE#> ScriptableEvent => _scriptableEvent;
|
||||
|
||||
[SerializeField] private #TYPE#UnityEvent _response = null;
|
||||
public override UnityEvent<#TYPE#> Response => _response;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class #TYPE#UnityEvent : UnityEvent<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[AddComponentMenu("Soap/EventListeners/EventListener#TYPE#")]
|
||||
public class EventListener#TYPE# : EventListenerGeneric<#TYPE#>
|
||||
{
|
||||
[SerializeField] private EventResponse[] _eventResponses = null;
|
||||
protected override EventResponse<#TYPE#>[] EventResponses => _eventResponses;
|
||||
|
||||
[System.Serializable]
|
||||
public class EventResponse : EventResponse<#TYPE#>
|
||||
{
|
||||
[SerializeField] private ScriptableEvent#TYPE# _scriptableEvent = null;
|
||||
public override ScriptableEvent<#TYPE#> ScriptableEvent => _scriptableEvent;
|
||||
|
||||
[SerializeField] private #TYPE#UnityEvent _response = null;
|
||||
public override UnityEvent<#TYPE#> Response => _response;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class #TYPE#UnityEvent : UnityEvent<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,10 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[CreateAssetMenu(fileName = "scriptable_event_#TYPE#.asset", menuName = "Soap/ScriptableEvents/#TYPE#")]
|
||||
public class ScriptableEvent#TYPE# : ScriptableEvent<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[CreateAssetMenu(fileName = "scriptable_event_#TYPE#.asset", menuName = "Soap/ScriptableEvents/#TYPE#")]
|
||||
public class ScriptableEvent#TYPE# : ScriptableEvent<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,10 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[CreateAssetMenu(fileName = "scriptable_list_#TYPE#.asset", menuName = "Soap/ScriptableLists/#TYPE#")]
|
||||
public class ScriptableList#TYPE# : ScriptableList<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[CreateAssetMenu(fileName = "scriptable_list_#TYPE#.asset", menuName = "Soap/ScriptableLists/#TYPE#")]
|
||||
public class ScriptableList#TYPE# : ScriptableList<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,10 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[CreateAssetMenu(fileName = "scriptable_variable_#TYPE#.asset", menuName = "Soap/ScriptableVariables/#TYPE#")]
|
||||
public class #TYPE#Variable : ScriptableVariable<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obvious.Soap
|
||||
{
|
||||
[CreateAssetMenu(fileName = "scriptable_variable_#TYPE#.asset", menuName = "Soap/ScriptableVariables/#TYPE#")]
|
||||
public class #TYPE#Variable : ScriptableVariable<#TYPE#>
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
In this scene, you will learn more about Scriptable Variables by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn:
|
||||
-how to access these variables directly
|
||||
-how to register callbacks when their value changes (OnValueChanged event)
|
||||
-how to use variable references
|
||||
In this scene, you will learn more about Scriptable Variables by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn:
|
||||
-how to access these variables directly
|
||||
-how to register callbacks when their value changes (OnValueChanged event)
|
||||
-how to use variable references
|
||||
-learn about their menu context options
|
||||
@ -1,10 +1,10 @@
|
||||
Bindings are components that you attach to GameObjects to bind them to a variable so that they execute a simple behavior when that variable value changes.
|
||||
In this scene, you will learn more about Bindings by seeing how they are used. These are all the bindings that are showcased:
|
||||
-BindText / BindTextMeshPro
|
||||
-BindFillingImage
|
||||
-BindSlider
|
||||
-BindToggle
|
||||
-BindGraphicColor
|
||||
-BindRendererColor
|
||||
-BindComparisonToUnityEvent
|
||||
Bindings are components that you attach to GameObjects to bind them to a variable so that they execute a simple behavior when that variable value changes.
|
||||
In this scene, you will learn more about Bindings by seeing how they are used. These are all the bindings that are showcased:
|
||||
-BindText / BindTextMeshPro
|
||||
-BindFillingImage
|
||||
-BindSlider
|
||||
-BindToggle
|
||||
-BindGraphicColor
|
||||
-BindRendererColor
|
||||
-BindComparisonToUnityEvent
|
||||
-BindInputField
|
||||
@ -1,4 +1,4 @@
|
||||
In this scene, you will learn more about ScriptableLists by seeing how they are used. The scene content goes hands-in-hand with the documentation, discover them together to learn:
|
||||
-how to add and remove items from a ScriptableList
|
||||
-how to subscribe to ScriptableList events
|
||||
-how to iterate over a ScriptableList
|
||||
In this scene, you will learn more about ScriptableLists by seeing how they are used. The scene content goes hands-in-hand with the documentation, discover them together to learn:
|
||||
-how to add and remove items from a ScriptableList
|
||||
-how to subscribe to ScriptableList events
|
||||
-how to iterate over a ScriptableList
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
In this scene, you will learn more about ScriptableEvents by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn:
|
||||
-how to fire ScriptableEvents from code
|
||||
-how to use EventListeners to listen to ScriptableEvents
|
||||
-how to listen to ScriptableEvents from code
|
||||
-how to fire ScriptableEvents from the inspector
|
||||
In this scene, you will learn more about ScriptableEvents by seeing how they are used. The scene content goes hands in hand with the documentation, discover them together to learn:
|
||||
-how to fire ScriptableEvents from code
|
||||
-how to use EventListeners to listen to ScriptableEvents
|
||||
-how to listen to ScriptableEvents from code
|
||||
-how to fire ScriptableEvents from the inspector
|
||||
-how to debug ScriptableEvents
|
||||
@ -1,4 +1,4 @@
|
||||
In this scene, you will learn more about how to save ScriptableVariables. The scene content goes hands in hand with the documentation, discover them together to learn:
|
||||
-how to save variables in one click
|
||||
-how to clear the save
|
||||
-a practical exercise for you to test
|
||||
In this scene, you will learn more about how to save ScriptableVariables. The scene content goes hands in hand with the documentation, discover them together to learn:
|
||||
-how to save variables in one click
|
||||
-how to clear the save
|
||||
-a practical exercise for you to test
|
||||
|
||||
@ -1,23 +1,23 @@
|
||||
{
|
||||
"name": "Obvious.Soap.Editor.Tests",
|
||||
"references": [
|
||||
"UnityEngine.TestRunner",
|
||||
"UnityEditor.TestRunner",
|
||||
"Obvious.Soap"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": true,
|
||||
"precompiledReferences": [
|
||||
"nunit.framework.dll"
|
||||
],
|
||||
"autoReferenced": false,
|
||||
"defineConstraints": [
|
||||
"UNITY_INCLUDE_TESTS"
|
||||
],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
{
|
||||
"name": "Obvious.Soap.Editor.Tests",
|
||||
"references": [
|
||||
"UnityEngine.TestRunner",
|
||||
"UnityEditor.TestRunner",
|
||||
"Obvious.Soap"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": true,
|
||||
"precompiledReferences": [
|
||||
"nunit.framework.dll"
|
||||
],
|
||||
"autoReferenced": false,
|
||||
"defineConstraints": [
|
||||
"UNITY_INCLUDE_TESTS"
|
||||
],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@ -1,16 +1,16 @@
|
||||
{
|
||||
"name": "Obvious.Soap",
|
||||
"references": [
|
||||
"GUID:6546d7765b4165b40850b3667f981c26",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
{
|
||||
"name": "Obvious.Soap",
|
||||
"references": [
|
||||
"GUID:6546d7765b4165b40850b3667f981c26",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@ -1,14 +1,14 @@
|
||||
Readme
|
||||
=====================================
|
||||
|
||||
Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.
|
||||
It is recommended to read the user guide, to test the examples scenes (and their documentation) and/or to watch the video tutorials to best understand this framework.
|
||||
Examples were chosen to showcase basic and simple situations that are common in games.
|
||||
|
||||
If you have questions, issues or a feature proposal, please write an email to :
|
||||
obviousgame.contact@gmail.com
|
||||
|
||||
Or join the discord server:
|
||||
https://discord.gg/CVhCNDbxF5
|
||||
|
||||
Readme
|
||||
=====================================
|
||||
|
||||
Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.
|
||||
It is recommended to read the user guide, to test the examples scenes (and their documentation) and/or to watch the video tutorials to best understand this framework.
|
||||
Examples were chosen to showcase basic and simple situations that are common in games.
|
||||
|
||||
If you have questions, issues or a feature proposal, please write an email to :
|
||||
obviousgame.contact@gmail.com
|
||||
|
||||
Or join the discord server:
|
||||
https://discord.gg/CVhCNDbxF5
|
||||
|
||||
Thanks for purchasing Soap :).
|
||||
@ -1,18 +1,18 @@
|
||||
{
|
||||
"name": "Obious.Soap.Example",
|
||||
"references": [
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:6546d7765b4165b40850b3667f981c26",
|
||||
"GUID:ee6baafdecd94804a8714654c4bd097f",
|
||||
"GUID:d077ff18d774b9d479c2ce4c35deb3a1"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
{
|
||||
"name": "Obious.Soap.Example",
|
||||
"references": [
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:6546d7765b4165b40850b3667f981c26",
|
||||
"GUID:ee6baafdecd94804a8714654c4bd097f",
|
||||
"GUID:d077ff18d774b9d479c2ce4c35deb3a1"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@ -1,17 +1,17 @@
|
||||
{
|
||||
"name": "com.obvious.soap",
|
||||
"version": "2.2.1",
|
||||
"displayName": "Soap - ScriptableObject Architecture",
|
||||
"description": "Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.",
|
||||
"unity": "2019.4",
|
||||
"keywords": [
|
||||
"ScriptableObject","Architecture","Dependencies"
|
||||
],
|
||||
"author": {
|
||||
"name": "Obvious Games",
|
||||
"email": "obviousgame.contact@gmail.com",
|
||||
"url": "https://sites.google.com/view/obviousgame"
|
||||
},
|
||||
"documentationUrl": "https://drive.google.com/file/d/15quBiCzdHTZEV1e1JMIXQV1hLOHs0xg7/view?usp=sharing",
|
||||
"hideInEditor" : "false"
|
||||
}
|
||||
{
|
||||
"name": "com.obvious.soap",
|
||||
"version": "2.2.1",
|
||||
"displayName": "Soap - ScriptableObject Architecture",
|
||||
"description": "Soap helps you gain speed and keep a clean architecture in your game development by leveraging the power of ScriptableObject.",
|
||||
"unity": "2019.4",
|
||||
"keywords": [
|
||||
"ScriptableObject","Architecture","Dependencies"
|
||||
],
|
||||
"author": {
|
||||
"name": "Obvious Games",
|
||||
"email": "obviousgame.contact@gmail.com",
|
||||
"url": "https://sites.google.com/view/obviousgame"
|
||||
},
|
||||
"documentationUrl": "https://drive.google.com/file/d/15quBiCzdHTZEV1e1JMIXQV1hLOHs0xg7/view?usp=sharing",
|
||||
"hideInEditor" : "false"
|
||||
}
|
||||
|
||||
@ -1,86 +1,86 @@
|
||||
Simple Fantasy
|
||||
|
||||
//Weapons Animation usage
|
||||
To animate the weapons you will need to set mechanim parameters in the character Animator and parent the weapon mesh under the right hand jnt
|
||||
|
||||
Parent weapon meshlocation -
|
||||
/Simple_Characters
|
||||
/Root_jnt
|
||||
/Hips_jnt
|
||||
/Body_jnt
|
||||
/Spine_jnt
|
||||
/UpperArm_Right_jnt
|
||||
/LowerArm_Right_jnt
|
||||
/Hand_Right_jnt
|
||||
|
||||
//Mechanim parameters
|
||||
|
||||
Shoot_b - Activates shoot
|
||||
|
||||
FullAuto_b - Enables full auto if avaliable (AssultRiffle01,02 and subMachineGun)
|
||||
|
||||
Reload_b - Reloads the current gun
|
||||
|
||||
Jump_b - will make the character jump
|
||||
|
||||
Death_b - will kill the character
|
||||
|
||||
DeathType_int - Will select the type of death animation
|
||||
1 = Back death
|
||||
2 = Front death
|
||||
|
||||
Static_b - Will turn root motion on and off
|
||||
|
||||
Grounded_b - will play a falling animation when not grounded
|
||||
|
||||
|
||||
Animation_int - selects an idle animation to play
|
||||
0 = normal idle
|
||||
1 = Crossed Arms
|
||||
2 = HandsOnHips
|
||||
3 = Check Watch
|
||||
4 = Sexy Dance
|
||||
5 = Smoking
|
||||
6 = Salute
|
||||
7 = Wipe Mount
|
||||
8 = Leaning against wall
|
||||
9 = Sitting on Ground
|
||||
|
||||
WeaponType_int - Sets the type of weapon animation to play
|
||||
0 = No weapon
|
||||
1 = Pistol
|
||||
2 = AssultRifle01
|
||||
3 = AssultRifle02
|
||||
4 = Shotgun
|
||||
5 = SniperRifle
|
||||
6 = Rifle
|
||||
7 = SubMachineGun
|
||||
8 = RPG
|
||||
9 = MiniGun
|
||||
10 = Grenades
|
||||
11 = Bow
|
||||
12 = Melee
|
||||
|
||||
MeleeType
|
||||
0 = Stab
|
||||
1 = One Handed
|
||||
2 = Two Handed
|
||||
|
||||
Head_Horizontal_f and Head_Vertical_f - Control the head direction
|
||||
|
||||
Each weapon animation will require a new Body_Horivontal_f and Body_Vertical_f value for Idle, Walk and Run
|
||||
|
||||
No weapon Idle = 0 , 0
|
||||
No weapon Walk = 0 , 0
|
||||
No weapon Run = 0 , 0
|
||||
|
||||
Pistol Idle = 0 , 0
|
||||
Pistol Walk = 0 , 0
|
||||
Pistol Run = 0 , 0.2
|
||||
|
||||
Grenades Idle = 0 , 0
|
||||
(set speed to 0 when throwing a grenade)
|
||||
|
||||
All other weapons Idle = 0 , 0.6
|
||||
All other weapons Walk = 0 , 0.6
|
||||
Simple Fantasy
|
||||
|
||||
//Weapons Animation usage
|
||||
To animate the weapons you will need to set mechanim parameters in the character Animator and parent the weapon mesh under the right hand jnt
|
||||
|
||||
Parent weapon meshlocation -
|
||||
/Simple_Characters
|
||||
/Root_jnt
|
||||
/Hips_jnt
|
||||
/Body_jnt
|
||||
/Spine_jnt
|
||||
/UpperArm_Right_jnt
|
||||
/LowerArm_Right_jnt
|
||||
/Hand_Right_jnt
|
||||
|
||||
//Mechanim parameters
|
||||
|
||||
Shoot_b - Activates shoot
|
||||
|
||||
FullAuto_b - Enables full auto if avaliable (AssultRiffle01,02 and subMachineGun)
|
||||
|
||||
Reload_b - Reloads the current gun
|
||||
|
||||
Jump_b - will make the character jump
|
||||
|
||||
Death_b - will kill the character
|
||||
|
||||
DeathType_int - Will select the type of death animation
|
||||
1 = Back death
|
||||
2 = Front death
|
||||
|
||||
Static_b - Will turn root motion on and off
|
||||
|
||||
Grounded_b - will play a falling animation when not grounded
|
||||
|
||||
|
||||
Animation_int - selects an idle animation to play
|
||||
0 = normal idle
|
||||
1 = Crossed Arms
|
||||
2 = HandsOnHips
|
||||
3 = Check Watch
|
||||
4 = Sexy Dance
|
||||
5 = Smoking
|
||||
6 = Salute
|
||||
7 = Wipe Mount
|
||||
8 = Leaning against wall
|
||||
9 = Sitting on Ground
|
||||
|
||||
WeaponType_int - Sets the type of weapon animation to play
|
||||
0 = No weapon
|
||||
1 = Pistol
|
||||
2 = AssultRifle01
|
||||
3 = AssultRifle02
|
||||
4 = Shotgun
|
||||
5 = SniperRifle
|
||||
6 = Rifle
|
||||
7 = SubMachineGun
|
||||
8 = RPG
|
||||
9 = MiniGun
|
||||
10 = Grenades
|
||||
11 = Bow
|
||||
12 = Melee
|
||||
|
||||
MeleeType
|
||||
0 = Stab
|
||||
1 = One Handed
|
||||
2 = Two Handed
|
||||
|
||||
Head_Horizontal_f and Head_Vertical_f - Control the head direction
|
||||
|
||||
Each weapon animation will require a new Body_Horivontal_f and Body_Vertical_f value for Idle, Walk and Run
|
||||
|
||||
No weapon Idle = 0 , 0
|
||||
No weapon Walk = 0 , 0
|
||||
No weapon Run = 0 , 0
|
||||
|
||||
Pistol Idle = 0 , 0
|
||||
Pistol Walk = 0 , 0
|
||||
Pistol Run = 0 , 0.2
|
||||
|
||||
Grenades Idle = 0 , 0
|
||||
(set speed to 0 when throwing a grenade)
|
||||
|
||||
All other weapons Idle = 0 , 0.6
|
||||
All other weapons Walk = 0 , 0.6
|
||||
All other weapons Run = 0.3 , 0.6
|
||||
8
Assets/ConjureOS/Graphics.meta
Normal file
8
Assets/ConjureOS/Graphics.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 062aa90afccfdfc4b868c333d9070dc1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/ConjureOS/Graphics/ConjureBack.png
(Stored with Git LFS)
Normal file
BIN
Assets/ConjureOS/Graphics/ConjureBack.png
(Stored with Git LFS)
Normal file
Binary file not shown.
127
Assets/ConjureOS/Graphics/ConjureBack.png.meta
Normal file
127
Assets/ConjureOS/Graphics/ConjureBack.png.meta
Normal file
@ -0,0 +1,127 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d9a25cd4e56035488ad3d6651d9c2b0
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 12
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
flipGreenChannel: 0
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/ConjureOS/Resources/Conjure.meta
Normal file
8
Assets/ConjureOS/Resources/Conjure.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 612b85f969f6c944bb028d6ef430eab9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
15
Assets/ConjureOS/Resources/Conjure/ConjureResources.asset
Normal file
15
Assets/ConjureOS/Resources/Conjure/ConjureResources.asset
Normal file
@ -0,0 +1,15 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: e02ea37123864fcdabacc23e4dd5fa0f, type: 3}
|
||||
m_Name: ConjureResources
|
||||
m_EditorClassIdentifier:
|
||||
conjureMenuPrefab: {fileID: 7800462447614134611, guid: 330df77eacd35a94d87981a520d2c97e, type: 3}
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd81fa050eb3bb8408d42864c3aa1898
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
public class ConjureArcadeExitButton : ConjureArcadeMenuButton
|
||||
{
|
||||
public override void Execute()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee7248b59806412eae91e89a093977eb
|
||||
timeCreated: 1699483308
|
||||
@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
public class ConjureArcadeLeaderboardButton : ConjureArcadeMenuButton
|
||||
{
|
||||
public override void Execute()
|
||||
{
|
||||
Debug.Log("Open leaderboard for this game - This is not yet implemented");
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f7b1883c6e3462f8f6f2f7403cab454
|
||||
timeCreated: 1699483256
|
||||
@ -1,93 +1,255 @@
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using ConjureOS.Input;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
[RequireComponent(typeof(Animator))]
|
||||
public class ConjureArcadeMenu : MonoBehaviour
|
||||
{
|
||||
public event Action OnOpen;
|
||||
public static event Action OnOpen;
|
||||
public static event Action OnClose;
|
||||
public static event Action<bool> OnStatusChanged;
|
||||
|
||||
private static ConjureArcadeMenu Instance { get; set; }
|
||||
public static bool HasInstance => (bool) Instance;
|
||||
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
[SerializeField]
|
||||
private string homeButton = "Home";
|
||||
#endif
|
||||
private bool isOpened;
|
||||
|
||||
public bool IsOpened { get; private set; } = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (!IsButtonAvailable(homeButton))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"ConjureOS: {nameof(homeButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{homeButton}' is not set up). " +
|
||||
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
private bool IsButtonAvailable(string buttonName)
|
||||
{
|
||||
try
|
||||
{
|
||||
UnityEngine.Input.GetButton(buttonName);
|
||||
return true;
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool WasButtonPressedThisFrame(string buttonName)
|
||||
{
|
||||
try
|
||||
{
|
||||
return UnityEngine.Input.GetButtonDown(buttonName);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
public static bool IsOpened => HasInstance && Instance.IsOpenedOnInstance;
|
||||
|
||||
private void Update()
|
||||
private bool IsOpenedOnInstance
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
foreach (ConjureArcadeController arcadeController in ConjureArcadeController.allControllers)
|
||||
get => isOpened;
|
||||
set
|
||||
{
|
||||
if (arcadeController.home.wasPressedThisFrame)
|
||||
if (value != isOpened)
|
||||
{
|
||||
OpenArcadeMenu();
|
||||
if (value)
|
||||
{
|
||||
OnOpen?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnClose?.Invoke();
|
||||
}
|
||||
|
||||
OnStatusChanged?.Invoke(value);
|
||||
}
|
||||
|
||||
isOpened = value;
|
||||
}
|
||||
#elif ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (WasButtonPressedThisFrame(homeButton))
|
||||
{
|
||||
OpenArcadeMenu();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OpenArcadeMenu()
|
||||
private ConjureArcadeMenuButton SelectedButton
|
||||
{
|
||||
if (IsOpened)
|
||||
get
|
||||
{
|
||||
if (currentSelectedButtonIndex < 0 || currentSelectedButtonIndex >= menuButtons.Count)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return menuButtons[currentSelectedButtonIndex];
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private List<ConjureArcadeMenuButton> menuButtons;
|
||||
|
||||
[SerializeField]
|
||||
private ConjureArcadeMenuButton firstMenuButton;
|
||||
|
||||
private bool IsAnimatingOpen => openAnimationCoroutine != null;
|
||||
private bool IsAnimatingClose => closeAnimationCoroutine != null;
|
||||
private Coroutine openAnimationCoroutine;
|
||||
private Coroutine closeAnimationCoroutine;
|
||||
|
||||
private Animator animator;
|
||||
|
||||
private int currentSelectedButtonIndex = -1;
|
||||
|
||||
public static void Open()
|
||||
{
|
||||
if (HasInstance)
|
||||
{
|
||||
Instance.OpenOnInstance();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Close()
|
||||
{
|
||||
if (HasInstance)
|
||||
{
|
||||
Instance.CloseOnInstance();
|
||||
}
|
||||
}
|
||||
|
||||
public static void MovePrevious()
|
||||
{
|
||||
if (HasInstance)
|
||||
{
|
||||
Instance.MovePreviousOnInstance();
|
||||
}
|
||||
}
|
||||
|
||||
public static void MoveNext()
|
||||
{
|
||||
if (HasInstance)
|
||||
{
|
||||
Instance.MoveNextOnInstance();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Select()
|
||||
{
|
||||
if (HasInstance)
|
||||
{
|
||||
Instance.SelectOnInstance();
|
||||
}
|
||||
}
|
||||
|
||||
private void OpenOnInstance()
|
||||
{
|
||||
if (IsOpenedOnInstance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
IsOpened = true;
|
||||
|
||||
// This will eventually open the arcade menu.
|
||||
// However, for now, it will only close the game.
|
||||
OnOpen?.Invoke();
|
||||
int indexOnOpen = menuButtons.IndexOf(firstMenuButton);
|
||||
if (indexOnOpen == -1)
|
||||
{
|
||||
indexOnOpen = 0;
|
||||
}
|
||||
UpdateSelectedButtonIndex(indexOnOpen);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
Application.Quit();
|
||||
IsOpenedOnInstance = true;
|
||||
openAnimationCoroutine = StartCoroutine(AnimateOpenRoutine());
|
||||
}
|
||||
|
||||
private void CloseOnInstance()
|
||||
{
|
||||
if (!IsOpenedOnInstance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IsOpenedOnInstance = false;
|
||||
closeAnimationCoroutine = StartCoroutine(AnimateCloseRoutine());
|
||||
}
|
||||
|
||||
private void MovePreviousOnInstance()
|
||||
{
|
||||
if (!IsOpenedOnInstance || menuButtons.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateSelectedButtonIndex(currentSelectedButtonIndex - 1 < 0 ? menuButtons.Count - 1 : currentSelectedButtonIndex - 1);
|
||||
}
|
||||
|
||||
private void MoveNextOnInstance()
|
||||
{
|
||||
if (!IsOpenedOnInstance || menuButtons.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateSelectedButtonIndex((currentSelectedButtonIndex + 1) % menuButtons.Count);
|
||||
}
|
||||
|
||||
private void UpdateSelectedButtonIndex(int newButtonIndex)
|
||||
{
|
||||
if (SelectedButton != null)
|
||||
{
|
||||
SelectedButton.IsSelected = false;
|
||||
}
|
||||
currentSelectedButtonIndex = newButtonIndex;
|
||||
if (SelectedButton != null)
|
||||
{
|
||||
SelectedButton.IsSelected = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void SelectOnInstance()
|
||||
{
|
||||
if (!IsOpenedOnInstance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentSelectedButtonIndex < 0 || currentSelectedButtonIndex >= menuButtons.Count)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ConjureArcadeMenuButton buttonToSelect = menuButtons[currentSelectedButtonIndex];
|
||||
if (!buttonToSelect)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buttonToSelect.Execute();
|
||||
}
|
||||
|
||||
private IEnumerator AnimateOpenRoutine()
|
||||
{
|
||||
if (animator && !IsAnimatingOpen)
|
||||
{
|
||||
float normalizedTimeToStart = 0.0f;
|
||||
if (IsAnimatingClose)
|
||||
{
|
||||
normalizedTimeToStart = 1.0f - animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
|
||||
StopCoroutine(AnimateCloseRoutine());
|
||||
closeAnimationCoroutine = null;
|
||||
}
|
||||
|
||||
animator.Play("Open", 0, normalizedTimeToStart);
|
||||
yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.99f);
|
||||
}
|
||||
|
||||
openAnimationCoroutine = null;
|
||||
}
|
||||
|
||||
private IEnumerator AnimateCloseRoutine()
|
||||
{
|
||||
if (animator && !IsAnimatingClose)
|
||||
{
|
||||
float normalizedTimeToStart = 0.0f;
|
||||
if (IsAnimatingOpen)
|
||||
{
|
||||
normalizedTimeToStart = 1.0f - animator.GetCurrentAnimatorStateInfo(0).normalizedTime;
|
||||
StopCoroutine(AnimateOpenRoutine());
|
||||
openAnimationCoroutine = null;
|
||||
}
|
||||
|
||||
animator.Play("Close", 0, normalizedTimeToStart);
|
||||
yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.99f);
|
||||
}
|
||||
|
||||
closeAnimationCoroutine = null;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (HasInstance)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
|
||||
// To adjust the layout groups at the start when the window hasn't had time to resize yet.
|
||||
// If this is not called, the layout might not work correctly.
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(GetComponent<RectTransform>());
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42abcca807f2495aa5d59ff8d0570ed6
|
||||
timeCreated: 1697466858
|
||||
guid: 849effdc564840a886c1df7e990271a3
|
||||
timeCreated: 1699454405
|
||||
@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
public abstract class ConjureArcadeMenuButton : MonoBehaviour
|
||||
{
|
||||
private bool isSelected;
|
||||
private ConjureArcadeMenuButtonSelectionBorder selectionBorder;
|
||||
|
||||
public bool IsSelected
|
||||
{
|
||||
get => isSelected;
|
||||
set
|
||||
{
|
||||
if (selectionBorder)
|
||||
{
|
||||
selectionBorder.IsSelected = value;
|
||||
}
|
||||
isSelected = value;
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void Execute();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
selectionBorder = GetComponentInChildren<ConjureArcadeMenuButtonSelectionBorder>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 245338149bdc45efa3a982dc7ffece05
|
||||
timeCreated: 1699483171
|
||||
@ -0,0 +1,85 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
public class ConjureArcadeMenuButtonSelectionBorder : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private AnimationCurve scaleCurve;
|
||||
|
||||
[SerializeField]
|
||||
private float scaleSpeed = 1.0f;
|
||||
|
||||
[SerializeField]
|
||||
private float scaleFactor = 1.0f;
|
||||
|
||||
private bool isSelected;
|
||||
private CanvasGroup canvasGroup;
|
||||
|
||||
private float scaleTimer;
|
||||
private Coroutine scaleCoroutine;
|
||||
|
||||
public bool IsSelected
|
||||
{
|
||||
get => isSelected;
|
||||
set
|
||||
{
|
||||
if (value && !isSelected)
|
||||
{
|
||||
scaleTimer = 0;
|
||||
scaleCoroutine = StartCoroutine(ScaleRoutine());
|
||||
}
|
||||
else if (!value)
|
||||
{
|
||||
StopScaleRoutine();
|
||||
}
|
||||
|
||||
if (canvasGroup)
|
||||
{
|
||||
canvasGroup.alpha = value ? 1f : 0f;
|
||||
}
|
||||
isSelected = value;
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
StopScaleRoutine();
|
||||
}
|
||||
|
||||
private IEnumerator ScaleRoutine()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
float currentScale = scaleCurve.Evaluate(scaleTimer);
|
||||
transform.localScale = Vector3.one + new Vector3(currentScale, currentScale, currentScale) * scaleFactor;
|
||||
|
||||
yield return null;
|
||||
|
||||
scaleTimer += Time.deltaTime * scaleSpeed;
|
||||
if (scaleTimer > 1.0f)
|
||||
{
|
||||
scaleTimer -= 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// ReSharper disable once IteratorNeverReturns
|
||||
// Reason: This coroutine ends when the border is no longer connected.
|
||||
}
|
||||
|
||||
private void StopScaleRoutine()
|
||||
{
|
||||
if (scaleCoroutine != null)
|
||||
{
|
||||
StopCoroutine(scaleCoroutine);
|
||||
scaleCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8fd3e47155004e17bdacddb1398467bb
|
||||
timeCreated: 1699907290
|
||||
@ -0,0 +1,265 @@
|
||||
using ConjureOS.Input;
|
||||
using UnityEngine;
|
||||
using ConjureOS.ResourcesLoader;
|
||||
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
using System;
|
||||
#endif
|
||||
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
public class ConjureArcadeMenuController : MonoBehaviour
|
||||
{
|
||||
public const string ArcadeMenuObjectName = "ConjureArcadeMenu";
|
||||
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
private enum ConjureHorizontalAxisPressedDirection { Middle, Left, Right }
|
||||
|
||||
[SerializeField]
|
||||
private string homeButton = "Home";
|
||||
|
||||
[SerializeField]
|
||||
private string selectButton = "Select";
|
||||
|
||||
[SerializeField]
|
||||
private string backButton = "Back";
|
||||
|
||||
[SerializeField]
|
||||
private string horizontalAxis = "Horizontal";
|
||||
|
||||
private bool isHorizontalAxisPressed;
|
||||
#endif
|
||||
|
||||
public bool IsOpened { get; private set; } = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (!IsButtonAvailable(homeButton))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"ConjureOS: {nameof(homeButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{homeButton}' is not set up). " +
|
||||
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
|
||||
}
|
||||
|
||||
if (!IsButtonAvailable(selectButton))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"ConjureOS: {nameof(selectButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{selectButton}' is not set up). " +
|
||||
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
|
||||
}
|
||||
|
||||
if (!IsButtonAvailable(backButton))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"ConjureOS: {nameof(backButton)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{backButton}' is not set up). " +
|
||||
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
|
||||
}
|
||||
|
||||
if (!IsAxisAvailable(horizontalAxis))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"ConjureOS: {nameof(horizontalAxis)} in {nameof(ConjureArcadeMenu)} must be a valid action name ('{horizontalAxis}' is not set up). " +
|
||||
"To modify actions, go to 'Edit > Project Settings > Input Manager'.");
|
||||
}
|
||||
#endif
|
||||
CreateArcadeMenu();
|
||||
}
|
||||
|
||||
private void CreateArcadeMenu()
|
||||
{
|
||||
if (ConjureArcadeMenu.HasInstance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ConjureResources resource = ConjureResourceLoader.Resource;
|
||||
if (!resource)
|
||||
{
|
||||
Debug.LogError($"ConjureOS: Could not create the arcade menu because no {nameof(ConjureResources)} was found using the {nameof(ConjureResourceLoader)}.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!resource.ConjureMenuPrefab)
|
||||
{
|
||||
Debug.LogError($"ConjureOS: Could not create the arcade menu because no {nameof(resource.ConjureMenuPrefab)} in the {nameof(ConjureResources)}.");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject arcadeMenuGameObject = Instantiate(resource.ConjureMenuPrefab, new Vector3(0, 0, 0), Quaternion.identity);
|
||||
if (!arcadeMenuGameObject)
|
||||
{
|
||||
Debug.LogError($"ConjureOS: There was a problem creating the {nameof(arcadeMenuGameObject)}");
|
||||
return;
|
||||
}
|
||||
|
||||
arcadeMenuGameObject.name = ArcadeMenuObjectName;
|
||||
if (!arcadeMenuGameObject.GetComponent<ConjureArcadeMenu>())
|
||||
{
|
||||
ConjureArcadeMenu arcadeMenu = arcadeMenuGameObject.AddComponent<ConjureArcadeMenu>();
|
||||
if (!arcadeMenu)
|
||||
{
|
||||
Debug.LogError($"ConjureOS: There was a problem creating the {nameof(arcadeMenu)}");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
DontDestroyOnLoad(arcadeMenuGameObject);
|
||||
}
|
||||
|
||||
#if !ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
|
||||
private bool IsButtonAvailable(string buttonName)
|
||||
{
|
||||
try
|
||||
{
|
||||
UnityEngine.Input.GetButton(buttonName);
|
||||
return true;
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool WasButtonPressedThisFrame(string buttonName)
|
||||
{
|
||||
try
|
||||
{
|
||||
return UnityEngine.Input.GetButtonDown(buttonName);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsAxisAvailable(string axisName)
|
||||
{
|
||||
try
|
||||
{
|
||||
UnityEngine.Input.GetAxis(axisName);
|
||||
return true;
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private bool WasAxisPressed(string axisName)
|
||||
{
|
||||
try
|
||||
{
|
||||
return UnityEngine.Input.GetAxisRaw(axisName) != 0;
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private ConjureHorizontalAxisPressedDirection GetAxisValue(string axisName)
|
||||
{
|
||||
try
|
||||
{
|
||||
float axisValue = UnityEngine.Input.GetAxisRaw(axisName);
|
||||
if (axisValue > 0)
|
||||
{
|
||||
return ConjureHorizontalAxisPressedDirection.Right;
|
||||
}
|
||||
else if (axisValue < 0)
|
||||
{
|
||||
return ConjureHorizontalAxisPressedDirection.Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ConjureHorizontalAxisPressedDirection.Middle;
|
||||
}
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
return ConjureHorizontalAxisPressedDirection.Middle;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
private void Update()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
foreach (ConjureArcadeController arcadeController in ConjureArcadeController.allControllers)
|
||||
{
|
||||
if (arcadeController.home.wasPressedThisFrame)
|
||||
{
|
||||
OpenCloseArcadeMenu();
|
||||
}
|
||||
else if (arcadeController.stick.left.wasPressedThisFrame)
|
||||
{
|
||||
ConjureArcadeMenu.MovePrevious();
|
||||
}
|
||||
else if (arcadeController.stick.right.wasPressedThisFrame)
|
||||
{
|
||||
ConjureArcadeMenu.MoveNext();
|
||||
}
|
||||
else if (arcadeController.button1.wasPressedThisFrame ||
|
||||
arcadeController.buttonA.wasPressedThisFrame ||
|
||||
arcadeController.start.wasPressedThisFrame)
|
||||
{
|
||||
ConjureArcadeMenu.Select();
|
||||
}
|
||||
else if (arcadeController.button2.wasPressedThisFrame ||
|
||||
arcadeController.buttonB.wasPressedThisFrame)
|
||||
{
|
||||
ConjureArcadeMenu.Close();
|
||||
}
|
||||
}
|
||||
#elif ENABLE_LEGACY_INPUT_MANAGER
|
||||
if (WasButtonPressedThisFrame(homeButton))
|
||||
{
|
||||
OpenCloseArcadeMenu();
|
||||
}
|
||||
else if (WasButtonPressedThisFrame(selectButton))
|
||||
{
|
||||
ConjureArcadeMenu.Select();
|
||||
}
|
||||
else if (WasButtonPressedThisFrame(backButton))
|
||||
{
|
||||
ConjureArcadeMenu.Close();
|
||||
}
|
||||
|
||||
if (WasAxisPressed(horizontalAxis))
|
||||
{
|
||||
if (!isHorizontalAxisPressed)
|
||||
{
|
||||
isHorizontalAxisPressed = true;
|
||||
|
||||
switch (GetAxisValue(horizontalAxis))
|
||||
{
|
||||
case ConjureHorizontalAxisPressedDirection.Left:
|
||||
ConjureArcadeMenu.MovePrevious();
|
||||
break;
|
||||
case ConjureHorizontalAxisPressedDirection.Right:
|
||||
ConjureArcadeMenu.MoveNext();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
isHorizontalAxisPressed = false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OpenCloseArcadeMenu()
|
||||
{
|
||||
if (ConjureArcadeMenu.IsOpened)
|
||||
{
|
||||
ConjureArcadeMenu.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
ConjureArcadeMenu.Open();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42abcca807f2495aa5d59ff8d0570ed6
|
||||
timeCreated: 1697466858
|
||||
@ -0,0 +1,10 @@
|
||||
namespace ConjureOS.ArcadeMenu
|
||||
{
|
||||
public class ConjureArcadeResumeButton : ConjureArcadeMenuButton
|
||||
{
|
||||
public override void Execute()
|
||||
{
|
||||
ConjureArcadeMenu.Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67d601cd746440768b42a3096b1070ed
|
||||
timeCreated: 1699483345
|
||||
@ -1,5 +1,6 @@
|
||||
using ConjureOS.ArcadeMenu;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
@ -14,13 +15,16 @@ namespace ConjureOS.GlobalObject
|
||||
public const string GlobalObjectName = "ConjureGlobalObject";
|
||||
public static readonly System.Type[] GlobalObjectComponentTypes =
|
||||
{
|
||||
typeof(ConjureArcadeMenu)
|
||||
typeof(ConjureArcadeMenuController)
|
||||
};
|
||||
|
||||
#if UNITY_EDITOR
|
||||
static ConjureGlobalObjectInitializer()
|
||||
{
|
||||
InitializeGlobalObject();
|
||||
if (!EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
InitializeGlobalObject();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -49,7 +53,7 @@ namespace ConjureOS.GlobalObject
|
||||
Debug.LogError($"ConjureOS: Cannot add component '{nameof(globalObjectComponentType.FullName)}' to global object because it is not a component.");
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
globalObject.AddComponent(globalObjectComponentType);
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/ConjureOS/Scripts/ResourcesLoader.meta
Normal file
3
Assets/ConjureOS/Scripts/ResourcesLoader.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6274d67b99e5402b8bbfe5079bee6f87
|
||||
timeCreated: 1699455947
|
||||
13
Assets/ConjureOS/Scripts/ResourcesLoader/ConjureResources.cs
Normal file
13
Assets/ConjureOS/Scripts/ResourcesLoader/ConjureResources.cs
Normal file
@ -0,0 +1,13 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConjureOS.ResourcesLoader
|
||||
{
|
||||
[CreateAssetMenu(menuName = "My Assets/Terrain Data")]
|
||||
public class ConjureResources : ScriptableObject
|
||||
{
|
||||
[SerializeField]
|
||||
private GameObject conjureMenuPrefab;
|
||||
|
||||
public GameObject ConjureMenuPrefab => conjureMenuPrefab;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e02ea37123864fcdabacc23e4dd5fa0f
|
||||
timeCreated: 1699455962
|
||||
@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ConjureOS.ResourcesLoader
|
||||
{
|
||||
public class ConjureResourceLoader
|
||||
{
|
||||
private const string ConjureResourcePath = "Conjure/ConjureResources";
|
||||
|
||||
private static ConjureResourceLoader instance;
|
||||
|
||||
public static ConjureResources Resource
|
||||
{
|
||||
get
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = new ConjureResourceLoader();
|
||||
}
|
||||
|
||||
return instance.resources;
|
||||
}
|
||||
}
|
||||
private readonly ConjureResources resources;
|
||||
|
||||
public ConjureResourceLoader()
|
||||
{
|
||||
resources = Resources.Load<ConjureResources>(ConjureResourcePath);
|
||||
if (!resources)
|
||||
{
|
||||
Debug.LogError($"ConjureOS: Could not load {resources} from the path {ConjureResourcePath}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user