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Small Changes in Menus + Changelog

/main
Thomas ICHÉ 5 年前
当前提交
23f6f6d9
共有 3 个文件被更改,包括 20 次插入9 次删除
  1. 7
      CHANGELOG.md
  2. 20
      Editor/HiearchyItems.cs
  3. 2
      Runtime/Discover/Discover.cs

7
CHANGELOG.md


* **Call Tree Explorer :** Using Window/Gameplay Ingredients/Call Tree Explorer , opens a window that lists the tree of Events, Logic and Actions, State Machines and Event Calling Actions
* **Folders:** In the Game Object creation Menu, Select folder to add a folder in the hierarchy. Automatically adds Static Game Objects with colored icon (Displayed using Advanced Hierarchy View)
* **Global Variables System**
* **Global Variables System**:
- Added Global Variable Debug Window
- Added Global Variable Debug Window (`Window/Gameplay Ingredients/Globals Debug`)
* **Timers**
* **Timers**:
* Added Timer Component
* Added TimerAction to control Timer
* Added TimerDisplayRig

- Moved Menu Items in Window menu into a Gameplay Ingredients Subfolder
- GameManager Resets Global Variables Local Scope on Level Load
- Updated NaughtyAttributes to a more recent version
- Renamed the Add Game Object menu category from `'GameplayIngredients' to 'Gameplay Ingredients'` and adjusted its contents
#### Fixed

20
Editor/HiearchyItems.cs


{
#region TRIGGERS
[MenuItem("GameObject/GameplayIngredients/Events/Trigger (Box)", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Events/Trigger (Box)", false, 10)]
static void CreateTriggerBox()
{
var go = new GameObject();

go.transform.parent = Selection.activeGameObject.transform;
}
[MenuItem("GameObject/GameplayIngredients/Events/Trigger (Sphere)", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Events/Trigger (Sphere)", false, 10)]
static void CreateTriggerSphere()
{
var go = new GameObject();

go.transform.parent = Selection.activeGameObject.transform;
}
[MenuItem("GameObject/GameplayIngredients/Events/Trigger (Capsule)", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Events/Trigger (Capsule)", false, 10)]
static void CreateTriggerCapsule()
{
var go = new GameObject();

go.transform.parent = Selection.activeGameObject.transform;
}
[MenuItem("GameObject/GameplayIngredients/Events/On Awake", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Events/On Awake", false, 10)]
static void CreateOnAwake()
{
var go = new GameObject();

go.transform.parent = Selection.activeGameObject.transform;
}
[MenuItem("GameObject/GameplayIngredients/Events/On Enable/Disable", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Events/On Enable", false, 10)]
static void CreateOnEnableDisable()
{
var go = new GameObject();

go.transform.parent = Selection.activeGameObject.transform;
}
[MenuItem("GameObject/Gameplay Ingredients/Events/On Start", false, 10)]
static void CreateOnStart()
{
var go = new GameObject();
var evt = go.AddComponent<Events.OnStartEvent>();
go.name = "On Start";
if (Selection.activeGameObject != null)
go.transform.parent = Selection.activeGameObject.transform;
}
#endregion
}

2
Runtime/Discover/Discover.cs


public DiscoverSection[] Sections;
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/GameplayIngredients/Discover", priority=10)]
[UnityEditor.MenuItem("GameObject/Gameplay Ingredients/Discover", priority=10)]
static void CreateObject()
{
GameObject selected = UnityEditor.Selection.activeGameObject;

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