浏览代码

Added more items to Menus (#45)

* Menus

* More items

* AddComponentMenu base work

* Add Component Menu / Code Cleanup

* Renamed Typo File

* Fix Typo + More Hierarchy Items

* Updated Changelog
/main
GitHub 3 年前
当前提交
d2a47ed0
共有 126 个文件被更改,包括 160 次插入154 次删除
  1. 2
      CHANGELOG.md
  2. 2
      Editor/Comments/SceneCommentEditor.cs
  3. 2
      Editor/CustomInspectors/FolderEditor.cs
  4. 3
      Runtime/Attributes/AdvancedHierarchyIconAttribute.cs
  5. 1
      Runtime/Attributes/CallableNameAttribute.cs
  6. 1
      Runtime/Attributes/ExcludedManagerAttribute.cs
  7. 3
      Runtime/Attributes/NoLabelAttribute.cs
  8. 3
      Runtime/Attributes/NonNullCheckAttribute.cs
  9. 5
      Runtime/Attributes/SceneAttribute.cs
  10. 3
      Runtime/Attributes/StateMachineStateAttribute.cs
  11. 22
      Runtime/CheckWIndow/IgnoredCheckResults.cs
  12. 1
      Runtime/Comments/SceneComment.cs
  13. 5
      Runtime/Controllers/FirstPersonController.cs
  14. 3
      Runtime/Controllers/KeyboardGamepadPlayerInput.cs
  15. 2
      Runtime/Controllers/PlayerInput.cs
  16. 1
      Runtime/Controllers/SimplePlayerInput.cs
  17. 87
      Runtime/Discover/Discover.cs
  18. 6
      Runtime/Ingredients/Counter/Counter.cs
  19. 3
      Runtime/Ingredients/Counter/CounterAction.cs
  20. 3
      Runtime/Ingredients/Counter/CounterLogic.cs
  21. 2
      Runtime/Ingredients/Factory/Factory.cs
  22. 4
      Runtime/Ingredients/Factory/FactorySetTargetAction.cs
  23. 3
      Runtime/Ingredients/Factory/FactorySpawnAction.cs
  24. 1
      Runtime/Ingredients/Folder.cs
  25. 3
      Runtime/Ingredients/Interactions/BasicInteractive.cs
  26. 1
      Runtime/Ingredients/Interactions/BasicInteractiveUser.cs
  27. 3
      Runtime/Ingredients/Interactions/Interaction.cs
  28. 4
      Runtime/Ingredients/Pickup/PickupItem.cs
  29. 4
      Runtime/Ingredients/Rigs/DirectorControlRig.cs
  30. 3
      Runtime/Ingredients/Rigs/FloatingRig.cs
  31. 2
      Runtime/Ingredients/Rigs/FollowPathRig.cs
  32. 1
      Runtime/Ingredients/Rigs/LookAtRig.cs
  33. 1
      Runtime/Ingredients/Rigs/ReachPositionRig.cs
  34. 5
      Runtime/Ingredients/Rigs/RigManager.cs
  35. 3
      Runtime/Ingredients/Rigs/RigidBodyForceRig.cs
  36. 1
      Runtime/Ingredients/Rigs/RotationRig.cs
  37. 3
      Runtime/Ingredients/StateMachine/SetStateAction.cs
  38. 1
      Runtime/Ingredients/StateMachine/State.cs
  39. 2
      Runtime/Ingredients/StateMachine/StateMachine.cs
  40. 6
      Runtime/Ingredients/Timer/Timer.cs
  41. 1
      Runtime/Ingredients/Timer/TimerAction.cs
  42. 1
      Runtime/Ingredients/Timer/TimerDisplayRig.cs
  43. 1
      Runtime/LevelScripting/Actions/ApplicationExitAction.cs
  44. 3
      Runtime/LevelScripting/Actions/AttachToObjectAction.cs
  45. 1
      Runtime/LevelScripting/Actions/AudioMixParameterAction.cs
  46. 1
      Runtime/LevelScripting/Actions/AudioMixParameterCurveAction.cs
  47. 1
      Runtime/LevelScripting/Actions/AudioMixSnapshotAction.cs
  48. 1
      Runtime/LevelScripting/Actions/AudioPlayClipAction.cs
  49. 1
      Runtime/LevelScripting/Actions/CursorAction.cs
  50. 1
      Runtime/LevelScripting/Actions/CycleResolutionsAction.cs
  51. 1
      Runtime/LevelScripting/Actions/CycleWindowModeAction.cs
  52. 1
      Runtime/LevelScripting/Actions/DestroyObjectAction.cs
  53. 3
      Runtime/LevelScripting/Actions/DirectorControlRigAction.cs
  54. 1
      Runtime/LevelScripting/Actions/FocusUIAction.cs
  55. 1
      Runtime/LevelScripting/Actions/FullScreenFadeAction.cs
  56. 1
      Runtime/LevelScripting/Actions/GameLevelLoadAction.cs
  57. 3
      Runtime/LevelScripting/Actions/GameManagerSendStartupMessageAction.cs
  58. 3
      Runtime/LevelScripting/Actions/GameSaveLoadSaveAction.cs
  59. 3
      Runtime/LevelScripting/Actions/GameSaveSetValueAction.cs
  60. 5
      Runtime/LevelScripting/Actions/LogAction.cs
  61. 1
      Runtime/LevelScripting/Actions/RandomToggleGameObjectAction.cs
  62. 1
      Runtime/LevelScripting/Actions/ReachPositionRigSetTargetAction.cs
  63. 1
      Runtime/LevelScripting/Actions/RigidbodyAction.cs
  64. 1
      Runtime/LevelScripting/Actions/SendMessageAction.cs
  65. 1
      Runtime/LevelScripting/Actions/SetAnimatorParameterAction.cs
  66. 1
      Runtime/LevelScripting/Actions/SetRandomSeedAction.cs
  67. 1
      Runtime/LevelScripting/Actions/SetTimeScaleAction.cs
  68. 1
      Runtime/LevelScripting/Actions/SpawnPrefabAction.cs
  69. 1
      Runtime/LevelScripting/Actions/StreamingLevelAction.cs
  70. 1
      Runtime/LevelScripting/Actions/SwitcherAction.cs
  71. 1
      Runtime/LevelScripting/Actions/TakeScreenshotAction.cs
  72. 3
      Runtime/LevelScripting/Actions/TeleportGameObjectAction.cs
  73. 3
      Runtime/LevelScripting/Actions/TimelineControlAction.cs
  74. 1
      Runtime/LevelScripting/Actions/ToggleBehaviourAction.cs
  75. 1
      Runtime/LevelScripting/Actions/ToggleGameObjectAction.cs
  76. 1
      Runtime/LevelScripting/Actions/ToggleUIAction.cs
  77. 1
      Runtime/LevelScripting/Actions/UnityEventAction.cs
  78. 1
      Runtime/LevelScripting/Actions/VFXSendEventAction.cs
  79. 2
      Runtime/LevelScripting/Actions/VFXSetPropertyAction.cs
  80. 1
      Runtime/LevelScripting/Events/OnAwakeEvent.cs
  81. 2
      Runtime/LevelScripting/Events/OnButtonDownEvent.cs
  82. 1
      Runtime/LevelScripting/Events/OnColliderEvent.cs
  83. 2
      Runtime/LevelScripting/Events/OnDestroyEvent.cs
  84. 4
      Runtime/LevelScripting/Events/OnEnableDisableEvent.cs
  85. 4
      Runtime/LevelScripting/Events/OnGameManagerLevelStart.cs
  86. 1
      Runtime/LevelScripting/Events/OnJointBreakEvent.cs
  87. 2
      Runtime/LevelScripting/Events/OnKeyDownEvent.cs
  88. 2
      Runtime/LevelScripting/Events/OnMessageEvent.cs
  89. 2
      Runtime/LevelScripting/Events/OnMouseDownEvent.cs
  90. 2
      Runtime/LevelScripting/Events/OnMouseHoverEvent.cs
  91. 3
      Runtime/LevelScripting/Events/OnStartEvent.cs
  92. 1
      Runtime/LevelScripting/Events/OnTriggerEvent.cs
  93. 2
      Runtime/LevelScripting/Events/OnUpdateEvent.cs
  94. 4
      Runtime/LevelScripting/Events/OnVisibilityEvent.cs
  95. 2
      Runtime/LevelScripting/Logic/ConditionalLogic.cs
  96. 1
      Runtime/LevelScripting/Logic/DelayedLogic.cs
  97. 3
      Runtime/LevelScripting/Logic/EditorOnlyLogic.cs
  98. 1
      Runtime/LevelScripting/Logic/FlipFlopLogic.cs
  99. 4
      Runtime/LevelScripting/Logic/Logic.cs
  100. 1
      Runtime/LevelScripting/Logic/NTimesLogic.cs

2
CHANGELOG.md


* Added a Popup to search and add Callables directly from callable lists.
* Added custom editors for Managers, Counters, Factories, and Pickup Item
* Created a Generic `GameplayIngredientsBehaviour` for Custom Decorated classes.
* Added Hierarchy / Game Object Menu items with pre-constructed configurations
* Sorted Scripts into Component Menu with `AddComponentMenu` attributes
#### Fixed

2
Editor/Comments/SceneCommentEditor.cs


GUILayout.Space(16);
}
[MenuItem("GameObject/Comment", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Comment", false, 10)]
public static void CreateComment()
{
var go = new GameObject("Comment", typeof(SceneComment));

2
Editor/CustomInspectors/FolderEditor.cs


[CustomEditor(typeof(Folder))]
public class FolderEditor : UnityEditor.Editor
{
[MenuItem("GameObject/Folder", false, 10)]
[MenuItem("GameObject/Gameplay Ingredients/Folder", false, 10)]
static void CreateFolder()
{
var go = new GameObject("Folder", typeof(Folder));

3
Runtime/Attributes/AdvancedHierarchyIconAttribute.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients
{

1
Runtime/Attributes/CallableNameAttribute.cs


using System;
using UnityEngine;
namespace GameplayIngredients

1
Runtime/Attributes/ExcludedManagerAttribute.cs


using System;
using UnityEngine;
namespace GameplayIngredients

3
Runtime/Attributes/NoLabelAttribute.cs


using System;
using UnityEngine;
using UnityEngine;
namespace GameplayIngredients
{

3
Runtime/Attributes/NonNullCheckAttribute.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients

5
Runtime/Attributes/SceneAttribute.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
namespace GameplayIngredients
{

3
Runtime/Attributes/StateMachineStateAttribute.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients

22
Runtime/CheckWIndow/IgnoredCheckResults.cs


using System.Collections.Generic;
using UnityEngine;
public class IgnoredCheckResults : MonoBehaviour
namespace GameplayIngredients
[System.Serializable]
public struct IgnoredCheckResult
[AddComponentMenu(ComponentMenu.miscPath + "Ignored Check Results (Do not use directly)")]
public class IgnoredCheckResults : MonoBehaviour
public string check;
public GameObject gameObject;
}
[System.Serializable]
public struct IgnoredCheckResult
{
public string check;
public GameObject gameObject;
}
public List<IgnoredCheckResult> ignoredCheckResults;
public List<IgnoredCheckResult> ignoredCheckResults;
}

1
Runtime/Comments/SceneComment.cs


namespace GameplayIngredients.Comments
{
[AddComponentMenu(ComponentMenu.basePath + "Comment")]
public class SceneComment : MonoBehaviour
{
#if UNITY_EDITOR

5
Runtime/Controllers/FirstPersonController.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.controllerPath + "First Person Controller")]
public class FirstPersonController : MonoBehaviour
public class FirstPersonController : GameplayIngredientsBehaviour
{
public bool Paused = false;

3
Runtime/Controllers/KeyboardGamepadPlayerInput.cs


using System;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.controllerPath + "Keyboard | Gamepad Player Input (Obsolete)")]
public class KeyboardGamepadPlayerInput : PlayerInput
{
public bool useKeyboardAndMouse { get; set; } = true;

2
Runtime/Controllers/PlayerInput.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Controllers

1
Runtime/Controllers/SimplePlayerInput.cs


namespace GameplayIngredients.Controllers
{
[AddComponentMenu(ComponentMenu.controllerPath + "Simple Player Input")]
public class SimplePlayerInput : PlayerInput
{
[Header("Movement")]

87
Runtime/Discover/Discover.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
public class Discover : MonoBehaviour
namespace GameplayIngredients
public string Name = "Discover";
public string Category = "Category";
public bool DefaultSelected = false;
public bool AlignViewToTransform = false;
[AddComponentMenu(ComponentMenu.basePath + "Discover")]
public class Discover : MonoBehaviour
{
public string Name = "Discover";
public string Category = "Category";
public bool DefaultSelected = false;
public bool AlignViewToTransform = false;
public Texture2D image;
public Texture2D image;
public GameObjectToggle[] ObjectsToToggle = new GameObjectToggle[0];
[Multiline]
public string Description = "Some Description of the Component\n\nCan be set as multiple lines.";
public string Tags = "";
public int Priority = 0;
public DiscoverSection[] Sections = new DiscoverSection[0];
public GameObjectToggle[] ObjectsToToggle = new GameObjectToggle[0];
[Multiline]
public string Description = "Some Description of the Component\n\nCan be set as multiple lines.";
public string Tags = "";
public int Priority = 0;
public DiscoverSection[] Sections = new DiscoverSection[0];
[UnityEditor.MenuItem("GameObject/Gameplay Ingredients/Discover", priority=10)]
static void CreateObject()
{
GameObject selected = UnityEditor.Selection.activeGameObject;
[UnityEditor.MenuItem("GameObject/Gameplay Ingredients/Discover", priority = 10)]
static void CreateObject()
{
GameObject selected = UnityEditor.Selection.activeGameObject;
var go = new GameObject("Discover");
if (selected != null)
{
go.transform.parent = selected.transform;
go.transform.position = selected.transform.position;
var go = new GameObject("Discover");
if (selected != null)
{
go.transform.parent = selected.transform;
go.transform.position = selected.transform.position;
}
go.AddComponent<Discover>();
UnityEditor.Selection.activeGameObject = go;
go.AddComponent<Discover>();
UnityEditor.Selection.activeGameObject = go;
}
}
}
[System.Serializable]
public struct DiscoverSection
{
public string SectionName;
[System.Serializable]
public struct DiscoverSection
{
public string SectionName;
public Texture2D image;
public Texture2D image;
[Multiline]
public string SectionContent;
public SectionAction[] Actions;
}
[Multiline]
public string SectionContent;
public SectionAction[] Actions;
}
[System.Serializable]
public struct SectionAction
{
public string Description;
public Object Target;
}
[System.Serializable]
public struct SectionAction
{
public string Description;
public Object Target;
}

6
Runtime/Ingredients/Counter/Counter.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[AddComponentMenu("Gameplay Ingredients/Counter")]
[AddComponentMenu(ComponentMenu.counterPath + "Counter")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Misc/ic-counter.png")]
public class Counter : GameplayIngredientsBehaviour

3
Runtime/Ingredients/Counter/CounterAction.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.counterPath + "Counter Action")]
[Callable("Data", "Misc/ic-counter.png")]
public class CounterAction : ActionBase
{

3
Runtime/Ingredients/Counter/CounterLogic.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.counterPath + "Counter Logic")]
[Callable("Data", "Misc/ic-counter.png")]
public class CounterLogic : LogicBase
{

2
Runtime/Ingredients/Factory/Factory.cs


namespace GameplayIngredients
{
[HelpURL(Help.URL + "factory")]
[AddComponentMenu("Gameplay Ingredients/Factory")]
[AddComponentMenu(ComponentMenu.factoryPath + "Factory")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Misc/ic-Factory.png")]
public class Factory : GameplayIngredientsBehaviour
{

4
Runtime/Ingredients/Factory/FactorySetTargetAction.cs


using System.Collections;
using System.Collections.Generic;
using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.factoryPath + "Factory Set Target Action")]
[Callable("Game", "Misc/ic-factory.png")]
public class FactorySetTargetAction : ActionBase
{

3
Runtime/Ingredients/Factory/FactorySpawnAction.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.factoryPath + "Factory Spawn Action")]
[Callable("Game", "Misc/ic-factory.png")]
public class FactorySpawnAction : ActionBase
{

1
Runtime/Ingredients/Folder.cs


namespace GameplayIngredients
{
[AddComponentMenu(ComponentMenu.basePath + "Folder")]
[ExecuteAlways]
public class Folder : MonoBehaviour
{

3
Runtime/Ingredients/Interactions/BasicInteractive.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.interactivePath + "Basic Interactive")]
public class BasicInteractive : Interactive
{
[Header("Settings")]

1
Runtime/Ingredients/Interactions/BasicInteractiveUser.cs


namespace GameplayIngredients.Interactions
{
[AddComponentMenu(ComponentMenu.interactivePath + "Basic Interactive User")]
public class BasicInteractiveUser : InteractiveUser
{
public Camera Camera;

3
Runtime/Ingredients/Interactions/Interaction.cs


using GameplayIngredients.Actions;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.interactivePath + "Interaction")]
[Callable("Game", "Misc/ic-interaction.png")]
public class Interaction : ActionBase
{

4
Runtime/Ingredients/Pickup/PickupItem.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.pickupPath + "Pickup Item")]
[HelpURL(Help.URL + "pickup")]
[RequireComponent(typeof(Collider))]
public class PickupItem : MonoBehaviour

4
Runtime/Ingredients/Rigs/DirectorControlRig.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine.PlayerLoop;
[AddComponentMenu(ComponentMenu.rigsPath + "Director Control Rig")]
public class DirectorControlRig : Rig
{
public override int defaultPriority => 0;

3
Runtime/Ingredients/Rigs/FloatingRig.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.rigsPath + "Floating Rig")]
public class FloatingRig : Rig
{
public override int defaultPriority => 0;

2
Runtime/Ingredients/Rigs/FollowPathRig.cs


using NaughtyAttributes;
using System.Linq;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.rigsPath + "Follow Path Rig")]
public class FollowPathRig : Rig
{
public override int defaultPriority => 0;

1
Runtime/Ingredients/Rigs/LookAtRig.cs


namespace GameplayIngredients.Rigs
{
[AddComponentMenu(ComponentMenu.rigsPath + "LookAt Rig")]
public class LookAtRig : Rig
{
public override int defaultPriority => 0;

1
Runtime/Ingredients/Rigs/ReachPositionRig.cs


namespace GameplayIngredients.Rigs
{
[AddComponentMenu(ComponentMenu.rigsPath + "Reach Position Rig")]
public class ReachPositionRig : Rig
{
public override int defaultPriority => 0;

5
Runtime/Ingredients/Rigs/RigManager.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Xml.Serialization;
[AddComponentMenu(ComponentMenu.managersPath + "Rig Manager")]
[NonExcludeableManager]
public class RigManager : Manager
{

3
Runtime/Ingredients/Rigs/RigidBodyForceRig.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.rigsPath + "RigidBody Force Rig")]
[RequireComponent(typeof(Rigidbody))]
public class RigidBodyForceRig : Rig
{

1
Runtime/Ingredients/Rigs/RotationRig.cs


namespace GameplayIngredients.Rigs
{
[AddComponentMenu(ComponentMenu.rigsPath + "Rotation Rig")]
public class RotationRig : Rig
{
public override int defaultPriority => 0;

3
Runtime/Ingredients/StateMachine/SetStateAction.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GameplayIngredients.StateMachines;

[AddComponentMenu(ComponentMenu.stateMachinePath + "Set State Action")]
[Callable("State Machines", "Misc/ic-StateMachine-SetState.png")]
public class SetStateAction : ActionBase
{

1
Runtime/Ingredients/StateMachine/State.cs


namespace GameplayIngredients.StateMachines
{
[HelpURL(Help.URL + "state-machines")]
[AddComponentMenu(ComponentMenu.stateMachinePath + "State")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Misc/ic-State.png")]
public class State : MonoBehaviour
{

2
Runtime/Ingredients/StateMachine/StateMachine.cs


using NaughtyAttributes;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using GameplayIngredients.Actions;
using GameplayIngredients.Managers;

[HelpURL(Help.URL + "state-machines")]
[AddComponentMenu(ComponentMenu.stateMachinePath + "State Machine")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Misc/ic-StateMachine.png")]
public class StateMachine : MonoBehaviour
{

6
Runtime/Ingredients/Timer/Timer.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[AddComponentMenu(ComponentMenu.timerPath + "Timer")]
[HelpURL(Help.URL + "timers")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Misc/ic-timer.png")]
public class Timer : GameplayIngredientsBehaviour

1
Runtime/Ingredients/Timer/TimerAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.timerPath + "Timer Action")]
[HelpURL(Help.URL + "timers")]
[Callable("Time", "Misc/ic-timer.png")]
public class TimerAction : ActionBase

1
Runtime/Ingredients/Timer/TimerDisplayRig.cs


namespace GameplayIngredients
{
[AddComponentMenu(ComponentMenu.timerPath + "Timer Display Rig")]
[HelpURL(Help.URL + "timers")]
public class TimerDisplayRig : Rig
{

1
Runtime/LevelScripting/Actions/ApplicationExitAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Application Exit Action")]
[Callable("Application","Actions/ic-action-exit.png")]
public class ApplicationExitAction : ActionBase
{

3
Runtime/LevelScripting/Actions/AttachToObjectAction.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.actionsPath + "Attach To Object Action")]
[Callable("Game Objects", "Actions/ic-action-attach.png")]
public class AttachToObjectAction : ActionBase
{

1
Runtime/LevelScripting/Actions/AudioMixParameterAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Audio Mix Parameter Action")]
[Callable("Audio", "Actions/ic-action-audio.png")]
public class AudioMixParameterAction : ActionBase
{

1
Runtime/LevelScripting/Actions/AudioMixParameterCurveAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Audio Mix Parameter Curve Action")]
[Callable("Audio", "Actions/ic-action-audio.png")]
public class AudioMixParameterCurveAction : ActionBase
{

1
Runtime/LevelScripting/Actions/AudioMixSnapshotAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Audio Mix Snapshot Action")]
[Callable("Audio", "Actions/ic-action-audio.png")]
public class AudioMixSnapshotAction : ActionBase
{

1
Runtime/LevelScripting/Actions/AudioPlayClipAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Audio Play Clip Action")]
[Callable("Audio", "Actions/ic-action-audio.png")]
public class AudioPlayClipAction : ActionBase
{

1
Runtime/LevelScripting/Actions/CursorAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Cursor Action")]
[Callable("Screen", "Actions/ic-action-mouse.png")]
public class CursorAction : ActionBase
{

1
Runtime/LevelScripting/Actions/CycleResolutionsAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Cycle Resolutions Action (Obsolete)")]
[Obsolete]
[Callable("Screen", "Actions/ic-action-screen.png")]
public class CycleResolutionsAction : ActionBase

1
Runtime/LevelScripting/Actions/CycleWindowModeAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Cycle Window Mode Action (Obsolete)")]
[Obsolete]
[Callable("Screen", "Actions/ic-action-screen.png")]
public class CycleWindowModeAction : ActionBase

1
Runtime/LevelScripting/Actions/DestroyObjectAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Destroy Object Action")]
[Callable("Game Objects", "Actions/ic-action-trash.png")]
public class DestroyObjectAction : ActionBase
{

3
Runtime/LevelScripting/Actions/DirectorControlRigAction.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
using GameplayIngredients.Rigs;

[AddComponentMenu(ComponentMenu.actionsPath + "Director Control Rig Action")]
[Callable("Sequencing", "Actions/ic-action-director.png")]
public class DirectorControlRigAction : ActionBase
{

1
Runtime/LevelScripting/Actions/FocusUIAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Focus UI Action")]
[Callable("UI", "Actions/ic-action-ui.png")]
public class FocusUIAction : ActionBase
{

1
Runtime/LevelScripting/Actions/FullScreenFadeAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Full Screen Fade Action")]
[Callable("Screen", "Actions/ic-action-screen.png")]
public class FullScreenFadeAction : ActionBase
{

1
Runtime/LevelScripting/Actions/GameLevelLoadAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Game Level Load Action")]
[Callable("Game", "GameManager Icon.png")]
public class GameLevelLoadAction : ActionBase
{

3
Runtime/LevelScripting/Actions/GameManagerSendStartupMessageAction.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.actionsPath + "Game Manager : Send Startup Message Action")]
[Callable("Game", "GameManager Icon.png")]
public class GameManagerSendStartupMessageAction : ActionBase
{

3
Runtime/LevelScripting/Actions/GameSaveLoadSaveAction.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.actionsPath + "Game Save : Load Save Action")]
[Callable("Data", "Actions/ic-action-save.png")]
public class GameSaveLoadSaveAction : ActionBase
{

3
Runtime/LevelScripting/Actions/GameSaveSetValueAction.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.actionsPath + "Game Save : Set Value Action")]
[Callable("Data", "Actions/ic-action-save.png")]
public class GameSaveSetValueAction : ActionBase
{

5
Runtime/LevelScripting/Actions/LogAction.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
[AddComponentMenu(ComponentMenu.actionsPath + "Log Action")]
[Callable("Application", "Actions/ic-action-log.png")]
public class LogAction : ActionBase
{

1
Runtime/LevelScripting/Actions/RandomToggleGameObjectAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Random Toggle GameObject Action")]
[Callable("Game Objects", "Actions/ic-action-list.png")]
public class RandomToggleGameObjectAction : ActionBase
{

1
Runtime/LevelScripting/Actions/ReachPositionRigSetTargetAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Reach Position Rig : Set Target Action")]
[Callable("Game", "Rigs/ic-rig-reachposition.png")]
public class ReachPositionRigSetTargetAction : ActionBase
{

1
Runtime/LevelScripting/Actions/RigidbodyAction.cs


public enum RigidbodyActionType { Force, Torque, ExplosionForce, Sleep };
public enum ActionSpace { Local, World };
[AddComponentMenu(ComponentMenu.actionsPath + "Rigidbody Action")]
[ExecuteAlways]
[Callable("Game", "Actions/ic-action-rigidbody.png")]
public class RigidbodyAction : ActionBase

1
Runtime/LevelScripting/Actions/SendMessageAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Send Message Action")]
[HelpURL(Help.URL + "messager")]
[Callable("Game", "Actions/ic-action-message.png")]
public class SendMessageAction : ActionBase

1
Runtime/LevelScripting/Actions/SetAnimatorParameterAction.cs


{
public enum AnimatorParameterType { Bool, Float, Int, Trigger };
[AddComponentMenu(ComponentMenu.actionsPath + "Set Animator Parameter Action")]
[Callable("Game", "Actions/ic-generic-action.png")]
public class SetAnimatorParameterAction : ActionBase
{

1
Runtime/LevelScripting/Actions/SetRandomSeedAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Set Random Seed Action")]
[Callable("Game", "Actions/ic-action-randomseed.png")]
public class SetRandomSeedAction : ActionBase
{

1
Runtime/LevelScripting/Actions/SetTimeScaleAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Set Time Scale Action")]
[Callable("Time", "Actions/ic-action-time.png")]
public class SetTimeScaleAction : ActionBase
{

1
Runtime/LevelScripting/Actions/SpawnPrefabAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Spawn Prefab Action")]
[Callable("Game Objects", "Actions/ic-action-spawn.png")]
public class SpawnPrefabAction : ActionBase
{

1
Runtime/LevelScripting/Actions/StreamingLevelAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Streaming Level Action")]
[Callable("Game", "Misc/ic-scene.png")]
public class StreamingLevelAction : ActionBase
{

1
Runtime/LevelScripting/Actions/SwitcherAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "SwitcherAction (Obsolete)")]
[Obsolete]
public class SwitcherAction : MonoBehaviour
{

1
Runtime/LevelScripting/Actions/TakeScreenshotAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Take Screenshot Action")]
[Callable("Screen", "Actions/ic-action-screen.png")]
public class TakeScreenshotAction : ActionBase
{

3
Runtime/LevelScripting/Actions/TeleportGameObjectAction.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.actionsPath + "Teleport GameObject Action")]
[Callable("Game Objects", "Actions/ic-action-teleport.png")]
public class TeleportGameObjectAction : ActionBase
{

3
Runtime/LevelScripting/Actions/TimelineControlAction.cs


using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.actionsPath + "Timeline Control Action")]
[Callable("Sequencing", "Actions/ic-action-timeline.png")]
public class TimelineControlAction : ActionBase
{

1
Runtime/LevelScripting/Actions/ToggleBehaviourAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Toggle Behaviour Action")]
[Callable("Game Objects", "Actions/ic-action-list.png")]
public class ToggleBehaviourAction : ActionBase
{

1
Runtime/LevelScripting/Actions/ToggleGameObjectAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Toggle GameObject Action")]
[Callable("Game Objects", "Actions/ic-action-list.png")]
public class ToggleGameObjectAction : ActionBase
{

1
Runtime/LevelScripting/Actions/ToggleUIAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Toggle UI Action")]
[Callable("UI", "Actions/ic-action-ui.png")]
public class ToggleUIAction : ActionBase
{

1
Runtime/LevelScripting/Actions/UnityEventAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "Unity Event Action")]
[Callable("Game", "Actions/ic-action-event.png")]
public class UnityEventAction : ActionBase
{

1
Runtime/LevelScripting/Actions/VFXSendEventAction.cs


namespace GameplayIngredients.Actions
{
[AddComponentMenu(ComponentMenu.actionsPath + "VFX Send Event Action")]
[Callable("Game", "Misc/ic-vfx.png")]
public class VFXSendEventAction : ActionBase
{

2
Runtime/LevelScripting/Actions/VFXSetPropertyAction.cs


using GameplayIngredients.Actions;
using UnityEngine;
using UnityEngine.VFX;
using NaughtyAttributes;

{
[AddComponentMenu(ComponentMenu.actionsPath + "VFX Set Property Action")]
[Callable("Game", "Misc/ic-vfx.png")]
public class VFXSetPropertyAction : ActionBase
{

1
Runtime/LevelScripting/Events/OnAwakeEvent.cs


namespace GameplayIngredients.Events
{
[AddComponentMenu(ComponentMenu.eventsPath + "On Awake Event")]
public class OnAwakeEvent : EventBase
{
public Callable[] onAwake;

2
Runtime/LevelScripting/Events/OnButtonDownEvent.cs


using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.eventsPath + "On Button Down Event")]
public class OnButtonDownEvent : EventBase
{
public string Button = "Fire1";

1
Runtime/LevelScripting/Events/OnColliderEvent.cs


namespace GameplayIngredients.Events
{
[AddComponentMenu(ComponentMenu.eventsPath + "On Collider Event")]
[RequireComponent(typeof(Collider))]
public class OnColliderEvent : EventBase
{

2
Runtime/LevelScripting/Events/OnDestroyEvent.cs


using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.eventsPath + "On Destroy Event")]
public class OnDestroyEvent : EventBase
{
public Callable[] onDestroy;

4
Runtime/LevelScripting/Events/OnEnableDisableEvent.cs


using NaughtyAttributes;
using UnityEngine.Events;
using UnityEngine;
[AddComponentMenu(ComponentMenu.eventsPath + "On Enable|Disable Event")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Events/ic-event-enable-disable.png")]
public class OnEnableDisableEvent : EventBase
{

4
Runtime/LevelScripting/Events/OnGameManagerLevelStart.cs


using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu(ComponentMenu.eventsPath + "On Game Manager Level Start")]
public class OnGameManagerLevelStart : EventBase
{
public enum GameManagerLevelType

1
Runtime/LevelScripting/Events/OnJointBreakEvent.cs


namespace GameplayIngredients.Events
{
[AddComponentMenu(ComponentMenu.eventsPath + "On Joint Break Event")]
[RequireComponent(typeof(Joint))]
public class OnJointBreakEvent : EventBase
{

2
Runtime/LevelScripting/Events/OnKeyDownEvent.cs


using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.eventsPath + "On Key Down Event")]
public class OnKeyDownEvent : EventBase
{
public KeyCode Key = KeyCode.F5;

2
Runtime/LevelScripting/Events/OnMessageEvent.cs


using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.eventsPath + "On Message Event")]
[HelpURL(Help.URL + "messager")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Events/ic-event-message.png")]
public class OnMessageEvent : EventBase

2
Runtime/LevelScripting/Events/OnMouseDownEvent.cs


using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.eventsPath + "On Mouse Down Event")]
[RequireComponent(typeof(Collider))]
public class OnMouseDownEvent : EventBase
{

2
Runtime/LevelScripting/Events/OnMouseHoverEvent.cs


using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.eventsPath + "On Mouse Hover Event")]
[RequireComponent(typeof(Collider))]
public class OnMouseHoverEvent : EventBase
{

3
Runtime/LevelScripting/Events/OnStartEvent.cs


using NaughtyAttributes;
using UnityEngine;
[AddComponentMenu(ComponentMenu.eventsPath + "On Start Event")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Events/ic-event-start.png")]
public class OnStartEvent : EventBase
{

1
Runtime/LevelScripting/Events/OnTriggerEvent.cs


namespace GameplayIngredients.Events
{
[AddComponentMenu(ComponentMenu.eventsPath + "On Trigger Event")]
[AdvancedHierarchyIcon("Packages/net.peeweek.gameplay-ingredients/Icons/Events/ic-event-trigger.png")]
public class OnTriggerEvent : EventBase
{

2
Runtime/LevelScripting/Events/OnUpdateEvent.cs


using GameplayIngredients.Managers;
using NaughtyAttributes;
using UnityEngine;
[AddComponentMenu(ComponentMenu.eventsPath + "On Update Event")]
public class OnUpdateEvent : EventBase
{
[EnableIf("AllowUpdateCalls")]

4
Runtime/LevelScripting/Events/OnVisibilityEvent.cs


using NaughtyAttributes;
using UnityEngine;
using UnityEngine;
[AddComponentMenu(ComponentMenu.eventsPath + "On Visibility Event")]
[RequireComponent(typeof(Renderer))]
public class OnVisibilityEvent : EventBase
{

2
Runtime/LevelScripting/Logic/ConditionalLogic.cs


using NaughtyAttributes;
using UnityEngine.Events;
namespace GameplayIngredients.Logic
{

1
Runtime/LevelScripting/Logic/DelayedLogic.cs


using UnityEngine;
namespace GameplayIngredients.Logic
{
[AddComponentMenu(ComponentMenu.logicPath + "Delayed Logic")]
[Callable("Time", "Logic/ic-generic-logic.png")]
public class DelayedLogic : LogicBase
{

3
Runtime/LevelScripting/Logic/EditorOnlyLogic.cs


using UnityEngine;
using UnityEngine.Events;
using NaughtyAttributes;
[AddComponentMenu(ComponentMenu.logicPath + "Editor Only Logic")]
[Callable("Application", "Logic/ic-generic-logic.png")]
public class EditorOnlyLogic : LogicBase
{

1
Runtime/LevelScripting/Logic/FlipFlopLogic.cs


namespace GameplayIngredients.Logic
{
[AddComponentMenu(ComponentMenu.logicPath + "Flip Flop Logic")]
[Callable("Logic", "Logic/ic-generic-logic.png")]
public class FlipFlopLogic : LogicBase
{

4
Runtime/LevelScripting/Logic/Logic.cs


using NaughtyAttributes;
using System.Collections;
using UnityEngine.Events;
[AddComponentMenu(ComponentMenu.logicPath + "Logic")]
[Callable("Logic", "Logic/ic-generic-logic.png")]
public class Logic : LogicBase
{

1
Runtime/LevelScripting/Logic/NTimesLogic.cs


namespace GameplayIngredients.Logic
{
[AddComponentMenu(ComponentMenu.logicPath + "N Times Logic")]
[Callable("Logic", "Logic/ic-generic-logic.png")]
public class NTimesLogic : LogicBase
{

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