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License: MIT License
Library with useful scripts and systems for Unity3D game development
License: MIT License
Implement a UnityTK module with helpful stuff for setting up generic game cameras:
Generic features:
Add support for renaming fields and properties databindings bound to. Sometimes when having a ui already working you want to rename a few fields and this currently breaks the databindings completely. Add an attribute you can put on the field similar to Unity's FormerlySerializedAs (name it "FormerlyBoundToAs" maybe) that can be used to remap fields.
When remapping was detected the bindings should update automatically, also there should be a context menu on any databinding root to perform this update for all children.
They should be specified in XML like a collection and parsed into the enum field.
Example:
<fieldName>
<li>enum1</li>
<li>enum3</li>
</fieldName>
public class TestObj : IPrototype
{
public TestEnum fieldName; // Should be TestEnum.test with xml above
}
[System.Flags]
public enum TestEnum {
enum1 = 1,
enum2 = 2,
enum3 = 4,
test = enum1 | enum3
}
There are a lot of warnings when compiling unitytk, they should be fixed, I guess :>
Reproduction:
Create a text databinding, fill the text with placeholder text in the editor, create some ui to toggle the object and make it disabled initially. When toggling the gameobject on, in the first frame the placeholder text will be rendered.
Databindings should immediately bind.
Prototype serializer should be generalized to be used for more generic tasks, for example to write savegames.
It should be able to store and remap object references aswell as prototype references.
Reproduction:
Hover over tooltip opener that anchors the tooltip to the mouse and follows the mouse and see how it is in a wrong position for the first frame its shown. If its closed and openeded again after that, it will work just fine.
Unity coroutines are nice for a lot of things, their downside is that every coroutine call and yield return ...; allocates an object on the managed object heap.
Implement the same functionality without allocating memory :>
Currently, DataBindingCollectionLeaf.OnValidate just replaces the type as soon as the binding changed, this is annoying for prefabs and it should ask in the inspector before overwriting.
When databinding collection leaf uses pooling sorting is reversed everytime the same list is being built. Implement proper sorting for elements, note that there might be more than one collection leaf on one gameobject.
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