* Fix DialogueLine not shown in custom TimelineTrack
* Make example scene.
* Delete not used script: DialogueMixerBehaviour.cs
* Push uncommited changes
* Fix minor bug
while timeline is playing, click on ExampleCutscene object, you get an error. This prevent that error.
* Inverted the checks
In preparation for making the tool work also in Edit mode
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* changed input phase check to match best practices
* refactored system to go through input reader. properly unsubscribing from events in dialogue system
* Nitpick on the naming
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
- handles keyboard + gamepad inputs
- handles mouse inputs
- created component to place on selectable UI elements to register them
as a pointer enter/exit receiver
- updated inputreader to contain menu inputs as well
- updated input actions to contain new menu inputs
Condition results are now cached so they are only evaluated once per frame, regardless of how many times they are being checked in the state machine logic.
Caching is made by each instance of the state machine and the condition respective scriptable object.
Added a boolean value to enable/disable this feature on each Condition Scriptable Object individually.
Extra internal changes:
The abstract function Condition.Statement() changed from public to protected so it can only be used inside the internal Condition.GetStatement().
Added documentation regarding all Get methods for the abstract Scriptable Objects to clarify their behaviors.
Removed StateTransitionSO since it was replaced by TransitionTableSO
Changed public TransitionTableSO.GetInitialState() to internal.
Changed a few SO references to their specialized classes.
* Palm tree wind vertex color layer
Added vertex color to Palm tree mesh
* Added wind sensivity vertex color on nature assets
* Added wind sensivity vertex color on nature assets
Added an Earring for townsfolk. It was build with Probuilder, exported to obj for some finishing touches with Blender, then saved as obj again. The material is a simple color.
The earring possibly needs to be placed somewhere else once the townfolk is rigged. Which begs the question whether they can move their ears...