* Use more reliable SceneAsset instead of error-prone scene name
This also makes a custom editor unnecessary
* Set proper SceneAssets and serialize
* Improve code readability by splitting runtime and editor parts
* Fix scene path not being retrieved when entering play mode in Editor
* Use scene path instead of name
* Reset to default value
For a case when domain was not reloaded after entering play mode
* added support for multiple entry/exit points using PathSO
* + added entrance & exit in TestingGround scene going to the Beach scene
* + LocationExit: renamed a private method
* Added spawn location tag
* Added tag to entrances in different locations
* Find entrances with tag before spawning
* Added array initialization
* Made entrance a prefab
Co-authored-by: Amel Negra <amel.negra@unity3d.com>
* changed input phase check to match best practices
* menu input
- 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
* updates
* debug
* docs
* removed ununsed var
* doc
* found fix for todo #2
* added to component menu
* was able to fix edge case #1
* doc
* updates
* undid prefab change
* merged in main, added menu prefab to asset database
* removed action asset reference in event system on prefab
* readme
* menu prefab into scene
* updated readme
* removed call to base.onenter in CC button to simplify selection logic
* Use more reliable SceneAsset instead of error-prone scene name
This also makes a custom editor unnecessary
* Set proper SceneAssets and serialize
* ...
Added a Uuid type and drawer
Removed saving TestScript
Added a Database and Desc type to reference other SOs by UUID
When it comes to serializing data (scenes and items for example) it's much simpler to be able to reference everything by a UUID and to be able to easily look them up in a table.
Added a uuid to the LocationSOs and put them in a DB
Converted SaveSystem into a SO. Removed test vars from Save.
This replaces the previous serialization code. We can use the cached asset GUID to serialize assets to disk as well as load them through the Addressables system.
Created a Town Folder inside the Whiteboxing Folder, with the scene/materials/script and lightmap data inside. Also added a SceneDataSO named Town in the SceneData>Locations folder.