* 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.
* Adding scenesLoader scene
* Adding main menu and level 1 scenes for test
* Adding loading system
* Adding scenes data (still WIP)
* SOs for menus and levels and adding scenes
* Adding events and listeners for scene loading
* Main menu and loading bar scripts
* pushing ScenesLoader scene
* Main menu scene, added menu disable on start
* Added check to avoid loading scene multiple times
* Changed to L key instead of space bar for load (space used to jump)
* Clean
* Added clear lists option and tweaks on MM and ScenesLoader scenes
* Adjustments on scene loading
* Added level 2 and level end trigger in level 1
* Added new obstacle material for lvl2 and tagged Player
* Added custom inspector for GameScene ScriptableObjects
It improves workflow and minimizes user error by allowing a designer to pick scenes from a list instead of typing their name manually
* Updated GameSceneEditor class
* Added new obstacle mate...
* Added a specialized class for debugging the state machine
The StateMachineDebugger class will generate logs for state changes together with the conditions results. Providing more in-depth information.
* [Bot] Automated dotnet-format update
* Improved the debugger's log with SO names
Added changes so the state machine debugger can use the ScriptableObjects names in the log, improving readabilty.
Now the log also shows the transition name.
* [Bot] Automated dotnet-format update
* Added a feature to also list the active StateActions
The debugger can now list the actions activated by the state.
Also added two options to toggle the logging of the conditions and the actions
* [Bot] Automated dotnet-format update
* Small improvements and documentation
Changed the State name for a reference to the SO of origin (like the other classes)
Removed the name of the transition for compatibility with the changes made...
When we wanted to click to select spawn location while not in play mode the gizmos was laggy. I added to repaint on mouse move event to always paint the exact location.