- contains minimalistic scene loading and unloading scripts only for trying this out
- contains small editor tool to create views. Don't delete deactivated objects in spawn scene if you want to update the views. There is the issue that the created views are too dark, I suspect it is a problem between the Texture2D-Format and the RenderTexture-Format - I would appreciate advice which formats to use.
- contains few additional art assets like shiitake mushrooms, big trees, bushes and creepers. The bushes are intended only for the whiteboxing to be replaced with more elaborate art assets later. The creepers and big trees are to be refined somewhat if we decide to use them.
To try out the map open the spawn scene and press play in the editor. Make sure all scenes were added to the build settings.
Scene "GeneralMapReduced". Including art asset "BigFallenTreeWithLeaves" which serves to block the path until the player has finished the tutorial quest.
* Changes to Action and Condition script templates
- Uncommented `OnStateEnter` and `OnStateExit`
- Added property to cast `OriginSO` to the derived class
* Minor changes
- Moved call to method `OnStateEnter` of the initial State from `Awake` to `Start`
- Added summary for `OriginSO` properties
- Added buttons to edit 'To States' in the Transition Table Editor, just like with 'From States'
* [Bot] Automated dotnet-format update
* Fixed reordering transitions
Fixed a bug that was causing states to go out of order when reordering transitions.
* TransitionTableEditor code cleanup and visual improvements
- States and transitions will only show the up/down buttons when they can move up or down (first item can't move up, last item can't move down).
- Changed zebra colours to light grey/lighter grey.
- The state of the window is better preserved to not close an opened state after performing sorting, removing, and/or undo opera...