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http://evasiongames.com/gameflow/docs
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http://evasiongames.com/es/gameflow/docs
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GameFlow - Prefabs folder
-------------------------

The Prefabs folder is organized in subfolders grouping prefabs by type:

- Prefabs/Gamefabs - These are ready-to-use prefabs containing GameFlow program that you can instantiate in your scene to add a specific functionality to your game. Example: "Pause Controller" to automatically have the ability to pause/resume your game with a key.

- Prefabs/Utilities - These are small tools for the Unity Editor programmed with GameFlow that will be shown as floating windows (also called "Utility" windows). Just double click on the desired prefab file to show it in a window.

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GameFlow - Resources folder
---------------------------

IMPORTANT: PLEASE DO NOT REMOVE ANY OF THE ORIGINAL FILES IN THIS FOLDER!

The Built-in prefab needs to be in this folder so the included built-in Variables can be accessed at runtime programmatically. Please don't move the file to a different folder.

@@ -0,0 +1,154 @@
// [!] DO NOT REMOVE THIS FILE

using UnityEngine;
using UnityEditor;

namespace GameFlow {

public class MenuItems {

// Assets > Create > GameFlow

[MenuItem("Assets/Create/GameFlow/Action...", false, 3100)]
static void Assets_CreateAction() {
AssetsMenuItems.CreateAction();
}

[MenuItem("Assets/Create/GameFlow/Condition...", false, 3101)]
static void Assets_CreateCondition() {
AssetsMenuItems.CreateCondition();
}

[MenuItem("Assets/Create/GameFlow/Macro", false)]
static void Assets_Macro() {
AssetsMenuItems.CreateMacro();
}

// GameObject > GameFlow

[MenuItem("GameObject/GameFlow/Program", false, 24)]
static void GameObject_CreateProgram() {
GameObjectMenuItems.CreateProgram();
}

[MenuItem("GameObject/GameFlow/State Machine", false, 24)]
static void GameObject_CreateStateMachine() {
GameObjectMenuItems.CreateStateMachine();
}

[MenuItem("GameObject/GameFlow/Timer", false, 24)]
static void GameObject_CreateTimer() {
GameObjectMenuItems.CreateTimer();
}

[MenuItem("GameObject/GameFlow/Path", false, 24)]
public static void GameObject_CreatePath() {
GameObjectMenuItems.CreatePath();
}

[MenuItem("GameObject/GameFlow/Pool", false, 24)]
public static void GameObject_CreatePool() {
GameObjectMenuItems.CreatePool();
}

// Tools > GameFlow > Create

[MenuItem("Tools/GameFlow/Create/Action...", false)]
static void Tools_CreateAction() {
AssetsMenuItems.CreateAction();
}

[MenuItem("Tools/GameFlow/Create/Condition...", false)]
static void Tools_CreateCondition() {
AssetsMenuItems.CreateCondition();
}

[MenuItem("Tools/GameFlow/Create/Macro", false)]
static void Tools_Macro() {
AssetsMenuItems.CreateMacro();
}

// Tools > GameFlow > Macros

[MenuItem("Tools/GameFlow/Macros/Macro Key 1 &1", false, 2001)]
static void ShortcutKey1() {
MacroMenuItems.ShortcutKey1();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 2 &2", false, 2002)]
static void ShortcutKey2() {
MacroMenuItems.ShortcutKey2();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 3 &3", false, 2003)]
static void ShortcutKey3() {
MacroMenuItems.ShortcutKey3();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 4 &4", false, 2004)]
static void ShortcutKey4() {
MacroMenuItems.ShortcutKey4();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 5 &5", false, 2005)]
static void ShortcutKey5() {
MacroMenuItems.ShortcutKey5();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 6 &6", false, 2006)]
static void ShortcutKey6() {
MacroMenuItems.ShortcutKey6();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 7 &7", false, 2007)]
static void ShortcutKey7() {
MacroMenuItems.ShortcutKey7();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 8 &8", false, 2008)]
static void ShortcutKey8() {
MacroMenuItems.ShortcutKey8();
}

[MenuItem("Tools/GameFlow/Macros/Macro Key 9 &9", false, 2009)]
static void ShortcutKey9() {
MacroMenuItems.ShortcutKey9();
}

[MenuItem("Tools/GameFlow/Macros/Last Macro &0", false, 2020)]
static void LastMacro() {
MacroMenuItems.LastMacro();
}

// Tools > GameFlow

[MenuItem("Tools/GameFlow/Quick Start", false, 2030)]
static void QuickStart() {
Application.OpenURL("http://evasiongames.com/gameflow/docs/start");
}

[MenuItem("Tools/GameFlow/Release Notes ", false, 2031)]
static void ReleaseNotes() {
Application.OpenURL("http://evasiongames.com/gameflow/releases/v1.0");
}

[MenuItem("Tools/GameFlow/About", false, 2032)]
static void About() {
AboutWindow.Open();
}

// Window > GameFlow

[MenuItem("Window/GameFlow/Add Block... %&g", true)]
static bool ValidateAddBlock() {
return WindowMenuItems.ValidateAddBlock();
}

[MenuItem("Window/GameFlow/Add Block... %&g")]
static void AddBlock() {
WindowMenuItems.AddBlock();
}

}

}
@@ -0,0 +1,167 @@
// [!] DO NOT REMOVE THIS FILE

using System;
using System.Reflection;
using UnityEngine;
using UnityEngine.Scripting;

#if NETFX_CORE
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Windows.ApplicationModel;
using Windows.Foundation;
using Windows.Storage;
#endif

namespace GameFlow {

[Preserve]
public class RuntimeReflector : IReflector {

[RuntimeInitializeOnLoadMethod]
static void Init() {
RuntimeReflection.reflector = new RuntimeReflector();
}

private RuntimeReflector() {
}

#if NETFX_CORE
private static Assembly[] _assemblies;
#endif

public Assembly[] GetAssemblies() {
#if NETFX_CORE
if (_assemblies != null) {
return _assemblies;
}
StorageFolder folder = Package.Current.InstalledLocation;
var task = folder.GetFilesAsync().AsTask();
List<Assembly> list = new List<Assembly>();
foreach (StorageFile file in task.Result) {
if (file.FileType == ".dll" || file.FileType == ".exe") {
try {
var filename = file.Name.Substring(0, file.Name.Length - file.FileType.Length);
AssemblyName name = new AssemblyName { Name = filename };
Assembly assembly = Assembly.Load(name);
list.Add(assembly);
} catch {
}
}
}
_assemblies = list.ToArray();
return _assemblies;
#else
return AppDomain.CurrentDomain.GetAssemblies();
#endif
}

public bool IsTypeArray(Type type) {
#if NETFX_CORE
return type.GetTypeInfo().IsArray;
#else
return type.IsArray;
#endif
}

public bool IsTypePrimitive(Type type) {
#if NETFX_CORE
return type.GetTypeInfo().IsPrimitive;
#else
return type.IsPrimitive;
#endif
}

public bool IsTypeVisible(Type type) {
#if NETFX_CORE
return type.GetTypeInfo().IsVisible;
#else
return type.IsVisible;
#endif
}

public bool IsTypeEnum(Type type) {
#if NETFX_CORE
return type.GetTypeInfo().IsEnum;
#else
return type.IsEnum;
#endif
}

public bool IsTypeValueType(Type type) {
#if NETFX_CORE
return type.GetTypeInfo().IsValueType;
#else
return type.IsValueType;
#endif
}

public bool IsTypeSubclassOf(Type type1, Type type2) {
#if NETFX_CORE
return type1.GetTypeInfo().IsSubclassOf(type2);
#else
return type1.IsSubclassOf(type2);
#endif
}

public bool IsTypeAssignableFrom(Type type1, Type type2) {
#if NETFX_CORE
return type1.GetTypeInfo().IsAssignableFrom(type2.GetTypeInfo());
#else
return type1.IsAssignableFrom(type2);
#endif
}

public PropertyInfo GetTypeProperty(Type type, string name) {
#if NETFX_CORE
return type.GetRuntimeProperty(name);
#else
return type.GetProperty(name);
#endif
}

public PropertyInfo[] GetTypeProperties(Type type) {
#if NETFX_CORE
return type.GetRuntimeProperties().ToArray();
#else
return type.GetProperties();
#endif
}

public FieldInfo GetTypeField(Type type, string name) {
#if NETFX_CORE
return type.GetRuntimeField(name);
#else
return type.GetField(name);
#endif
}

public FieldInfo[] GetTypeFields(Type type) {
#if NETFX_CORE
return type.GetRuntimeFields().ToArray();
#else
return type.GetFields();
#endif
}

public MethodInfo GetTypeMethod(Type type, string name, Type[] paramTypes) {
#if NETFX_CORE
return type.GetRuntimeMethod(name, paramTypes);
#else
return type.GetMethod(name, paramTypes);
#endif
}

public MethodInfo[] GetTypeMethods(Type type) {
#if NETFX_CORE
return type.GetRuntimeMethods().ToArray();
#else
return type.GetMethods();
#endif
}

}

}
@@ -0,0 +1,11 @@
GameFlow - Scripts folder
-------------------------

IMPORTANT: PLEASE DO NOT REMOVE ANY OF THE ORIGINAL FILES IN THIS FOLDER!

These scripts implement important functionality for GameFlow:

- Scripts/RuntimeReflector.cs - This script implements an abstraction layer for Reflection operations allowing GameFlow to build for the Windows Store and other related platforms.

- Scripts/Editor/MenuItems.cs - This script allows for customization of the Tools > GameFlow menu and other related menus. See the customization chapter in the User Guide for more information.

@@ -0,0 +1,41 @@
using UnityEngine;
using GameFlow;

// An example showing how to implement a basic custom Action.

namespace ${namespace} {

// Help summary is localized according to current system language.
[Help("en", "Action summary.", "context-help-url")]
[Help("es", "Resumen acción.", "url-ayuda-contextual")]

// Prevent the Action from appearing in the Add Component menu.
[AddComponentMenu("")]

public class ${action} : Action {

// Declare a Variable-friendly property for the action
[SerializeField]
string _yourName;
[SerializeField]
Variable _yourNameVar;

// Define a convenience property getter
string yourName {
// Link string value and Variable reference through an extension method
get { return _yourNameVar.GetValue(_yourName); }
}

// Code implementing any setup required by the action
protected override void OnSetup() {
}

// Code implementing the effect of the action
protected override void OnExecute() {
// Do something with the declared property
Debug.Log("Hello, " + yourName);
}
${skip}
}

}
@@ -0,0 +1,21 @@
using GameFlow;
using UnityEditor;

namespace ${namespace} {

[CustomEditor(typeof(${action}))]
public class ${action}Editor : ActionEditor {

// Declare properties exactly as defined in the Action subclass
protected SerializedProperty _yourName;
protected SerializedProperty _yourNameVar;

// Action user interface
protected override void OnActionGUI() {
// Draws a Variable-friendly text field for the property in the Inspector
PropertyField("Your Name", _yourName, _yourNameVar);
}

}

}
@@ -0,0 +1,52 @@
using GameFlow;
using UnityEngine;

// An example showing how to implement a basic custom Condition.

namespace ${namespace} {

// Help summary is localized according to current system language.
[Help("en", "Condition summary.", "context-help-url")]
[Help("es", "Resumen condición.", "url-ayuda-contextual")]

// Prevent the Condition from appearing in the Add Component menu.
[AddComponentMenu("")]

public class ${condition} : Condition {

// Declare a Variable-friendly property for the condition
[SerializeField]
int _number;
[SerializeField]
Variable _numberVar;

// Define a convenience property getter
public int number {
// Link basic-type value and Variable reference through an extension method
get { return _numberVar.GetValue(_number); }
}

public enum Comparison {
IsZero,
IsNotZero
}

[SerializeField]
Comparison _comparison;

// Code implementing the evaluation of the Condition
protected override bool OnEvaluate() {
// Evaluate according to specified comparison
switch (_comparison) {
case Comparison.IsZero:
return number == 0;
case Comparison.IsNotZero:
return number != 0;
}
// Default evaluation
return false;
}

}

}
@@ -0,0 +1,24 @@
using GameFlow;
using UnityEditor;

namespace ${namespace} {

[CustomEditor(typeof(${condition}), true)]
public class ${condition}Editor : ConditionEditor {

// Declare properties exactly as defined in the Condition subclass
protected SerializedProperty _number;
protected SerializedProperty _numberVar;
protected SerializedProperty _comparison;

// Condition user interface
public override void OnConditionGUI() {
// Draws a Variable-friendly numeric field in the Inspector
PropertyField("Number", _number, _numberVar);
// Draws a label that you can click for additional options
PopupLabel(_comparison, true);
}

}

}
@@ -0,0 +1,52 @@
using UnityEngine;
using GameFlow;

// An example showing how to implement a basic custom Function (Action with output).

namespace ${namespace} {

// Help summary is localized according to current system language.
[Help("en", "Action summary.", "context-help-url")]
[Help("es", "Resumen acción.", "url-ayuda-contextual")]

// Prevent the Action from appearing in the Add Component menu.
[AddComponentMenu("")]

public class ${action} : Function {

// Declare a Variable-friendly property for the action
[SerializeField]
float _number1;
[SerializeField]
Variable _number1Var;

// Define a convenience property getter
public float number1 {
// Link basic-type value and Variable reference through an extension method
get { return _number1Var.GetValue(_number1); }
}

// Declare a 2nd Variable-friendly property for the action
[SerializeField]
float _number2;
[SerializeField]
Variable _number2Var;

// Define the corresponding convenience property getter
public float number2 {
get { return _number2Var.GetValue(_number2); }
}

// Code implementing any setup required by the action
protected override void OnSetup() {
}

// Code implementing the effect of the action
protected override void OnExecute() {
// Sum the values and put the result into the output Variable
output.SetValue(number1 + number2);
}
${skip}
}

}
@@ -0,0 +1,26 @@
using GameFlow;
using UnityEditor;

namespace ${namespace} {

[CustomEditor(typeof(${action}))]
public class ${action}Editor : FunctionEditor {

// Declare properties exactly as defined in the Function subclass
protected SerializedProperty _number1;
protected SerializedProperty _number1Var;
protected SerializedProperty _number2;
protected SerializedProperty _number2Var;

// Action user interface
protected override void OnActionGUI() {
// Draws a pair of Variable-friendly numeric fields in the Inspector
PropertyField("Number 1", _number1, _number1Var);
PropertyField("Number 2", _number2, _number2Var);
// Draws a field for the output Variable indicating float as output type
OutputField<float>();
}

}

}
@@ -0,0 +1,40 @@
using UnityEngine;
using GameFlow;

// An example showing how to implement an Action for using in Edit mode

namespace ${namespace} {

// Help summary is localized according to current system language.
[Help("en", "Action summary.", "context-help-url")]
[Help("es", "Resumen acción.", "url-ayuda-contextual")]

// Prevent the Action from appearing in the Add Component menu.
[AddComponentMenu("")]

public class ${action} : Action {

// Declare a Variable-friendly property for the action
[SerializeField]
string _yourName;
[SerializeField]
Variable _yourNameVar;

// Define a convenience property getter
public string yourName {
// Link basic-type value and Variable reference through an extension method
get { return _yourNameVar.GetValue(_yourName); }
}

// Code implementing any setup required by the action
protected override void OnSetup() {
}

// Code implementing the effect of the action (in Play mode)
protected override void OnExecute() {
// In this example the execution is delegated in the Editor script
}

}

}