Skip to content

Everspace/Plantain

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

14 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Plantain

A component based visual scripting solution for Unity.

Why Plantain?

Visual Scripting

Allow team members to create things without developer supervision. Reuse code that you've already made. Glue together new and old scripts easily.

Built like Unity

Plantain looks and behaves like other common Unity objects, making it easy to pick up and use if you don't want to look at the scripts underneath for people who want to just make "stuff" rather than code.

Like Unity's component system, many different and small parts act in unison. Individual components are easy to understand because they don't do much, and then can do many interesting things when combined.

Open Source and Free

Edit whatever you want, find out how something works, and adjust it to your preferences. Let me know what you've made and how it's been used. Feel free to do a pull request if you have a thing that you think others can use.

Easy to extend

The code behind the things you use is easy to understand, and create new Plantain components.

Copy and paste that "GameObject OnClick" tutorial you looked up in a Trigger, and click to open doors or move platforms without having to code any more.

Features banana-like-objects

Truely revolutionary.

Using Plantain

Example scenes are in the UnityProject\Examples folder.

Extending Plantain

Derive one of the two following classes and everything should be pretty ok:

Plantain.Performer

A Performer does something based on it's current state.

  • bool state - The on (true)/off (false) state of a Performer.
  • void PerformTrigger(TriggerOption) - A Performer recieves a TriggerOption from a Trigger when a condition is met via this function. PerformTrigger(TriggerOption) sets the state for you.

Plantain.Trigger

A Trigger notices something based on extreaneous information, and then Fire()s when that condition is filled.

  • TriggerOption triggerOption - What the trigger will tell Performers when it fires.
  • void Fire() - Fires the trigger, letting any Performers on the same GameObject know that something has happened.

About

A component based visual scripting solution for Unity powered by not quite bananas.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages