* Generic Object Pool
Added Generic Object Pool
Added Generic Object Factory
Added Example Scene
* Added missing documentation
* Update Pool.cs
Removed stray virtual keyword for time being
* Removed old testing assets
* Implemented Requested Changes
- Removed _unavailable collection from Pool
- Added batch Request/Return methods
- Added IPool interface to enforce common methods
- Modified example scene to showcase batch methods
- Pared down ComponentFactory to its base function
* Added Experimental ScriptableObjects
Added FactorySOs
Added PoolSOs
* Implemented Pool/Factory as ScriptableObject
* Initialize on Return
* Added Runtime Creation Example & Various fixes and cleanup
Added runtime creation example
renamed Pool.Add to Pool.Create
made Pool.Create protected instead of public
Streamlined Request method
Initialized List with known size in batch Request method
Only DestroyImmediate pool ro...
This bug was allowing the character to climb the mountain without sliding.
The change also improves responsiveness for dynamic objects in the environment.
* Added the basic inventory system
* Removed prefixes, added CreateAssetMenu to ingredient
* Added CreateAssetMenu to Inventory
* Updated to use tabs and prefixes
* Added prefix to inventory item
* Added a means to iterate over items in Inventory
* Moved accessor
* Spaces to tabs (again)
* Added default assignment to prevent warning
* Added a CustomEditor for Inventory
* added Items according to @chema descrription.
* Marked out item type
* follow code convention
* Added character Customization script.
Added folder structure for scripable objects
* removed marked out lines
* Changed Inventory to contain a list of ItemStacks instead of a dictrionary of Items.
* added item background color
* Reimplemented all the methods in Inventory.cs to work better with List.
* simplified member field namings
* made changed according to request by @Ciro_unity - moved scirpable objects to i...
Conflicts are all regarding the renaming of the namespace from Deivsky to UOP1
# Conflicts:
# UOP1_Project/Assets/Scripts/StateMachine/Core/IStateComponent.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/State.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateAction.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateCondition.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachine.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateActionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateConditionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.cs